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Low Difficulty

What needs to be avoided in the sequel?

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Re: Low Difficulty

Postby Zimtschnake » April 20th, 2012, 7:27 am

Hi Folks,

I'd like to come back to the point of getting too good equipment too fast. I always found it a (small) flaw in Wasteland, that the simpler weapons like knives or throwing knives, didn't have any meaning in the game, although there existed special skills for both. But you started out with pistols and enough ammo and just got more ammo and then better guns rather quickly. Even so with rifles, they haven`t had any use in Wasteland, as they weren't in any really recognizable aspect better than pistols (even range doesn't factor in much differently).
That problem applies to many other RPGs also, including Fallout 1, which I am currently replaying for the 3rd time: You get the sniper rifle and the plasma rifle at the same time. If you get the .223 pistol (which isn't too tricky or difficult) you can skip all following non-energy weapons altogether.
For Wasteland 2 I would wish for a better setup to this. One aspect could be, that in certain phases in the game, ammunition becomes a real problem, so that the party has to use simpler weapons some times. And weapons should become available in such "packages", that their individual, small benefit to the ones you already have can be appreciated. A rifle is a much better weapon (by and large) than a pistol, due to much longer range and somewhat higher impact velocity/damage. And a UZI can fire 40 rounds/5sec, but is in many other aspects not a better weapon than a good rifle. These things were (of course for the release year absolutely OK and understandable) omitted in Wasteland. I would really like for Wasteland 2 to get this area of party development done "right" somewhere along the beforementioned guidelines. Are you with me - or am I not seeing important aspects that contradict my humble ramblings?
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Re: Low Difficulty

Postby Color Blotch » April 20th, 2012, 7:50 am

Low difficulty is bad. The problem is that each gamer understands low difficulty in his own individual way. That's why it only makes sense to have variable difficulty settings. Also difficulty shouldn't be confused with hand holding. Too high/low difficulty is one thing. Having the game essentially play itself without your conscious participation is another and should be avoided.
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Re: Low Difficulty

Postby cah » April 20th, 2012, 8:31 am

Zimtschnake wrote:with rifles, they haven`t had any use in Wasteland, as they weren't in any really recognizable aspect better than pistols (even range doesn't factor in much differently).
They do have a noticeable damage increase and larger magazines, and IIRC the ability to shoot full auto.

Zimtschnake wrote:That problem applies to many other RPGs also, including Fallout 1, which I am currently replaying for the 3rd time: You get the sniper rifle and the plasma rifle at the same time.
I wouldn't call it early. In the Hub they are not really affordable, so you would need to work a bit to get enough savings; whereas in LA Boneyard you would have to get past the deathclaws, which is quite dangerous.
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Re: Low Difficulty

Postby Zimtschnake » April 20th, 2012, 9:05 am

cah wrote:
Zimtschnake wrote:with rifles, they haven`t had any use in Wasteland, as they weren't in any really recognizable aspect better than pistols (even range doesn't factor in much differently).
They do have a noticeable damage increase and larger magazines, and IIRC the ability to shoot full auto.

I think you proove my point, as I wasn't refering to the assault rifles (to which your info applies) but to the single shot rifles M19 and the other one which's designation I can't recall :-) I always spent some points on rifle and used them just to use them (and they have a (very) marginally higher damage output; but smaller magazines than pistols)

cah wrote:
Zimtschnake wrote:That problem applies to many other RPGs also, including Fallout 1, which I am currently replaying for the 3rd time: You get the sniper rifle and the plasma rifle at the same time.
I wouldn't call it early. In the Hub they are not really affordable, so you would need to work a bit to get enough savings; whereas in LA Boneyard you would have to get past the deathclaws, which is quite dangerous.
You are right to some degree, I think the main problem is the .223 pistol. Combined with 20 stimpacks the 2 deathclaws are no problem. During replay I was really surprised, when I saw that I got the .223 directly in the Hub shortly after the start of the game; I had thought it was much later on.
BTW, a bit off topic: During replay of FO1 I missed the in-game info on the armour penetration values of the different ammo types - or was that first introduced with FO2?
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Re: Low Difficulty

Postby Fuzi0n » April 26th, 2012, 10:21 am

I also want to the game to be hard, but the game should still include a difficulty slider, so that all the Skyrim fans can set the game to easy.
"I'm trying to make this game appeal to people who like the old school roleplaying games from the 90s, not just Wasteland, [...] it's Fallout, it's Baldur's Gate, it's that whole genre of [...] good old party based games [...]"
-Brian Fargo
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