Zombra wrote:We all agree that pressing ESC for 5 minutes is awful.
Except for when you were grinding Base Cochise for that sweet sweet XP and wanted to spawn a random encounter.
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Zombra wrote:We all agree that pressing ESC for 5 minutes is awful.
Zombra wrote:Lucius wrote:I don't think "what is the most realistic" should be the discussion had here. Who cares? What is more fun should be what we are asking. To me, instant healing only has a place in fast paced action games. Healing in combat should be a tactical decision with rewards and consequences. Outside of combat, I'm all for having a way to move on without waiting around several minutes real time.
Well said. Gameplay is king.
I would submit that atmosphere should be second in line to the throne. Meaning that good gameplay is most important, and making it "Wasteland-y" is a close second. By that I mean that the system should be pretty harsh. Healing potions and the like just don't fit in with the world. They're too easy. They should only be included if the game can't be fun without them.
Realism should be third; still important, but disposable if it interferes with gameplay or the Wasteland vibration.
DrunkVision wrote:I don't see any problems here. Make insta-healing items costly in game money and action points in combat, make them expire and here it is-your so liked harcore mode. I would just imply that there should be a choice cause newbie players won't want that kind of game indeed.
The Dutch Ghost wrote:Personally I rather see a 'casual' mode and a 'hardcore' mode for players so they can decide what style they like most. Casual mode would have instant healing items while hardcore mode plays it more serious, also taking disabilities like broken limbs, diseases and such into account to determine the healing rate.

Zombra wrote:DrunkVision wrote:I don't see any problems here. Make insta-healing items costly in game money and action points in combat, make them expire and here it is-your so liked harcore mode. I would just imply that there should be a choice cause newbie players won't want that kind of game indeed.The Dutch Ghost wrote:Personally I rather see a 'casual' mode and a 'hardcore' mode for players so they can decide what style they like most. Casual mode would have instant healing items while hardcore mode plays it more serious, also taking disabilities like broken limbs, diseases and such into account to determine the healing rate.
I don't want to be adversarial, but newbie players aren't supposed to want Wasteland 2. Broad market appeal was specifically and repeatedly stated during the Kickstarter to be something that Brian doesn't care about and is not going to reach for. I am looking forward to a challenging game, and I don't mean an easy game with a difficulty slider that increases enemy hit points.
Any development time spent on a "casual mode" is money stolen from the contributions of the backers who were promised a game with tough, old school design principles. If they try to make two games, both designs will suffer.
Again, I'm not trying to make this "us vs you"; it's just how it is. W2 will not be a game that holds your hand and heals all your owies. At least, that was the promise that was made.
DrunkVision wrote:Zombra wrote:Again, I'm not trying to make this "us vs you"; it's just how it is. W2 will not be a game that holds your hand and heals all your owies. At least, that was the promise that was made.
Well, I think it's our job as of fans of francsise to advertise this game to our friends and family members, isn't it? And those attracted by our advertisements in social networks, neighbourhood, schools, etc would be newbies who will buy this game and it would be awesome to not only make them buy it, but make them enjoy it.
As I understood developers they would disregard advertising themselves and are asking us to do it instead of them. I don't care how much time it would take for awesome developer team to make this game cause they have enough money and more than enough skill for it.
......but I think you are right, game must be hardcore to keep it's old-stile that we all liked.

Zombra wrote:To kind of bring this back around to the topic, I've probably said this before upthread, but I just want to sum up. Healing potions are a cheap and simplistic solution to a poorly balanced combat and skill system. inXile can do better.
tuluse wrote:Zombra wrote:Healing potions are a cheap and simplistic solution to a poorly balanced combat and skill system. inXile can do better.
That seems awfully harsh given that just about every RPG on the planet uses them.

tuluse wrote:That seems awfully harsh given that just about every RPG on the planet uses them.
Drool wrote:tuluse wrote:That seems awfully harsh given that just about every RPG on the planet uses them.
...now. Uses them now.
They didn't always use them. And when they did, it often was a pain in the neck to get or make them. Even with Fallout's relatively stingy distribution of Stimpacks, I still ended the game with around 80 of the fool things.
Also, I think everyone's used to insta-healing items because a lot of cRPGs take place in fantasy worlds where such things make sense. When you have magic, having healing potions is par for the course. Even if they don't have healing potions, they'll have charms and nicknacks with healing spells in them. I think the dearth of modern (nonmagical) cRPGs is why "every RPG on the planet uses them".
tuluse wrote:I'm just going to quote Issac Asimov here, "Any sufficiently advanced technology is indistinguishable from magic."
Zombra wrote:If we can increase sales for Wasteland 2, absolutely we should. But that does not extend to encouraging inXile to dumb the game down for the mass market, especially since that's the opposite of what this whole project is about. If they design this game so my mom will like it, I will end up hating it, you know?
To kind of bring this back around to the topic, I've probably said this before upthread, but I just want to sum up. Healing potions are a cheap and simplistic solution to a poorly balanced combat and skill system. inXile can do better.
tuluse wrote:Drool wrote:tuluse wrote:That seems awfully harsh given that just about every RPG on the planet uses them.
...now. Uses them now.
They didn't always use them. And when they did, it often was a pain in the neck to get or make them. Even with Fallout's relatively stingy distribution of Stimpacks, I still ended the game with around 80 of the fool things.
Also, I think everyone's used to insta-healing items because a lot of cRPGs take place in fantasy worlds where such things make sense. When you have magic, having healing potions is par for the course. Even if they don't have healing potions, they'll have charms and nicknacks with healing spells in them. I think the dearth of modern (nonmagical) cRPGs is why "every RPG on the planet uses them".
I'm just going to quote Issac Asimov here, "Any sufficiently advanced technology is indistinguishable from magic."
Anyways, I disagree that health potions are there to fix unbalanced combat in most games. They're there to let players make mistakes without dying.
Lucius wrote:tuluse wrote:I'm just going to quote Issac Asimov here, "Any sufficiently advanced technology is indistinguishable from magic."
Anyways, I disagree that health potions are there to fix unbalanced combat in most games. They're there to let players make mistakes without dying.
Think about it this way then. What if the original Wasteland had some kind of healing potion?
The answer: The game would have been retardedly easy. It would have sped things along between combat, yeah, but it would have made even the scorpitron a mere inconvenience.
DrunkVision wrote:why do you insist that that would dumb it down? I am not proposing to add pink ponys or cooking contest in it. If that game would be only for old farts to cry a little bit about their lost childhood and that's all - that would be really bad, cause well, games are not made for us to cry about our childhood, but to make us enjoy them, hoping that gooв games are not lost in the history of game development.
Do you hink that Baldur's Gate and D&D system is poorly balanced? What about "Tales of" and "Final Fantasy" series? Go and play your "Munchking" match.
tuluse wrote:I'm not even advocating instant healing items in Wasteland 2. If the devs can make a fair balanced game without them fine, go for it. I'm just arguing with the instant healing items = work of the devil mindset.

Zombra wrote:I just disagree with those who seem to think that healing potions are great and it's character downtime that is the devilGood games have had downtime before, and hopefully they will again. Mainly I just think that something very Wasteland will be lost if we see stimpacks or other magic gumdrops of any kind.
Stimpacks made some sense for Fallout because you had only one character. If he got taken out, you had to reload. Not much gameplay value there. In Wasteland, dragging your wounded buddies back to town was part of the game. It wasn't fun every second, but was a challenge, and a rewarding one in the long term.
Zombra wrote:To kind of bring this back around to the topic, I've probably said this before upthread, but I just want to sum up. Healing potions are a cheap and simplistic solution to a poorly balanced combat and skill system. inXile can do better.
rakenan wrote:Character downtime is not the devil. Player downtime is the devil. I don't give a rat's backside how long it takes my characters to heal from injuries. I care how long it takes *ME* for my characters to heal from injuries.
As a single player game, it can and should make every moment I sit in front of my computer playing enjoyable.

Fuzi0n wrote:Not true. Healing items are just another strategy element.
You cannot avoid damage in most RPGs because of the way they are designed (#2 in the list):
1.) Enemies cause less damage making healing unnecessary
2.) Enemies cause more damage making healing necessary
If you still think that a game is unbalanced (too easy) then play it in ultra nightmare mode, where enemies do quadruple damage and your rangers only do half or something. Bet you're not gonna complain about stimpacks anymore after that.

Fuzi0n wrote:Not true. Healing items are just another strategy element.
You cannot avoid damage in most RPGs because of the way they are designed (#2 in the list):
1.) Enemies cause less damage making healing unnecessary
2.) Enemies cause more damage making healing necessary
If you still think that a game is unbalanced (too easy) then play it in ultra nightmare mode, where enemies do quadruple damage and your rangers only do half or something. Bet you're not gonna complain about stimpacks anymore after that.
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