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I really like what i've seen so far, looking forward to playing more.

However i've already had some weird random crashes to desktop, from what i've seen on the official forums this is due to a memory leak issue.
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Telika: 3) i've heard that highpool involved a tedious back-and-forth button door labyrinth part, and those bore me.
The highpool Door button puzzle was removed in DC.
Post edited October 15, 2015 by xxswatelitexx
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gaspop: Hah, I created a leader-type character with high charisma and lots of points spent on leadership, but Angela & especially Rose still frequently go nuts.
I begin to suspect that the autonomy of the NPC are based on their Intelligence and not level (or less factor in the formula) but not sure if this was before or something new,
you can get Angela (starting at lvl 7) and Rose (starting at lvl 4) when your 4-PC party is still level 1, however the chances for rouge for Rose are higher than Angela, the main difference is the high Intelligence of Rose.
Anyway, 3 slots in Leadership put Angela under control and Rose with 5% of risk.

I'm liking what I see until now, though honestly the default behavior of "clicking" in far side return to your party is awful.

P.d. An playing Wasteland 2 after Pillars of Eternity it's bad, I have pressed space bar so many times waiting to stop time :P
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Belsirk: P.d. An playing Wasteland 2 after Pillars of Eternity it's bad, I have pressed space bar so many times waiting to stop time :P
Yeah, try playing kerbal after pillars of eternity...
FYI: Dismissed recruits disappear
https://forums.inxile-entertainment.com/viewtopic.php?f=34&t=14049

That's no issue as long as you add the recruits you want directly in your party and let them stay there. But until it's patched, no switching recruits ... :/
I was a bit disappointed to see that the game went from being playable on my Mac Mini to being an unplayable slideshow at the same settings.

If set to the absolutely minimum graphics settings I can barely get it to a state where it runs at a reasonable framerate, however at the lowest resolution everything looks worse than in the original release and the field of view is so small you can't experience the world around the characters making the world extremely hard to immerse oneself in.

I am afraid that the free upgrade to the Director's Cut release will mean that the original game won't be seeing updates and that one of my favorite games therefore will fade away until I can afford a new machine.

That being said, I played the original numerous times and enjoyed it greatly. The upgrade is free and unexpected so I can't really complain. Hopefully they will be able to optimize it a bit to reach the same performance on my machine as the original release over time but I am not holding my breath.
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gaspop: Hah, I created a leader-type character with high charisma and lots of points spent on leadership, but Angela & especially Rose still frequently go nuts.
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Belsirk: I begin to suspect that the autonomy of the NPC are based on their Intelligence and not level (or less factor in the formula) but not sure if this was before or something new,
you can get Angela (starting at lvl 7) and Rose (starting at lvl 4) when your 4-PC party is still level 1, however the chances for rouge for Rose are higher than Angela, the main difference is the high Intelligence of Rose.
Anyway, 3 slots in Leadership put Angela under control and Rose with 5% of risk.
Higher intelligence should tell a scientist to stick with the group in the middle of a firefight! I mean supposing the SAS went into a certain embassy to rescue hostages and a couple of those hostages decided to run off and do their own thing because they had higher intelligence- It would be madness. A clever person will stick with the guys with guns who are trying to protect them! The point is to stick togther to LIVE, especially when you are in a field outside of your experience. But cooperation, teamwork is LIFE.
I took the scientist woman with me (because she has great computer skills), but she stupidly keeps breaking off and running straight into the face of enemies with her ` shot pistol cannon and therfore dying. Again, I have to stick her way back until I can increase my leadership further -or she dies- or I drop her out of annoyance. for 5% Rose still runs off pretty frequently.

Another point is that the AI just isn`t smart enough to make good use of it. If Rose, for example, stayed back finding good cover or smartly outflanked the enemy when `rogue` then it would work, but running straight into a super-tough skinned monster`s face (like some lizards we came across) and being bitten to death isn`t what i call smart.

I know the rogue thing is supposed to give the Followers a `feeling` of being `Human` but all it really does is make them act completely unlike Humans!

Possible solution: Simply make rogue Followers fall back and take cover, shooting from a distance. Never make them run forward. This might help make them look like they want to live instead of being kamikazes.
Post edited October 15, 2015 by Socratatus
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Socratatus: Another point is that the AI just isn`t smart enough to make good use of it. If Rose, for example, stayed back finding good cover or smartly outflanked the enemy when `rogue` then it would work, but running straight into a super-tough skinned monster`s face (like some lizards we came across) and being bitten to death isn`t what i call smart.
Just wanted to say yes.

(Except you forgot to specify "with an empty rifle" after "running straight into a super-tough skinned monster`s face".)
I just reached Damonta. I never made it this far the last time around and I'm surprised by how large the game world seems to be. Some areas could probably have been a bit smaller as things on occasion drag on. I thought it was a bit on the easy side prior to reaching Damonta; there's more of a challenge now but the game is also more fun.

Just had a look at a video comparison between the original version and DC. While it currently isn't anything special in the graphics department, it still looks a LOT better than the original.
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gaspop: Some areas could probably have been a bit smaller as things on occasion drag on.
For me, AG station has been the most annoying `dragging` setting. the first time I played this, I helped the other place, Highpool, before AG, but this time round I decided to help Ag.
I think it was the head woman that got on my tits. she`s rude from the start and remains rude throughout (until the very, very end). She also dragged me on and on (when I desparately wanted to leave for the other place where people were dying under attack). Even when everyone at the Centre were more or less safe, the damn woman wouldn`t give me the cure so that we could be off until we spent another hour or two running around pouring crap into the tanks! There was no option to demand it off her! I wish there was! She basically held us hostage at one point! She and her survivors could have poured the liquid in the tanks themselves, but no they`d rather sit down and watch us do it while people elsewhere died. Why is my character not given the option of saying, "Madam, people at this very moment are being murdered at Highpool. You are safe, we must now GO!"

And of course when I got to Highpool, everyone had been horribly murdered. It was even more sad that I knew who was there from the previous play through. Even kids.

In reality, I would have moved off far quicker and not played `fetch quest` like the game forces you to! These rpgs and the silly fetch quests that you simply would not do in reality. lol!

Despite my whines it was enjoyable, I just wish sometimes the game would give you more Options to just leave and not be `bounced around` by selfish characters.
Post edited October 17, 2015 by Socratatus
It is very specifically designed to make your decisions have consequences. You cannot save Highpool *and* Ag center. Once you've made a decision, then don't worry about it. You are on story time and it can take as long as it takes.
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alcaray: It is very specifically designed to make your decisions have consequences. You cannot save Highpool *and* Ag center. Once you've made a decision, then don't worry about it. You are on story time and it can take as long as it takes.
Thing is, if this game were using Wasteland 1's engine, it would be possible to save both places at once; just use the Disband command to split the party up, send one party to one location and the other party to the other.

(Of course, having to constantly load the other area would be annoying if playing from floppies, and if they were on different disks, the disk switching would be a real pain.)
CON :
I must say that either I completely miss something, or the new trade interfact is completely horrible. Took me ages to guess that double clicking was the way to buy/sell, and had then to reload an older save because I had accidentally sold a wrong item (my double clicking "overshot" and sold the next item aswell).

Nice game but, suddenly, the worst merchant interface I've seen in an rpg.


PRO :
The "able team" made me blink in disbelief.
Post edited October 17, 2015 by Telika
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alcaray: It is very specifically designed to make your decisions have consequences. You cannot save Highpool *and* Ag center. Once you've made a decision, then don't worry about it. You are on story time and it can take as long as it takes.
You misunderstand. I actually like the fact that we have to decide between two places, but we shouldn`t be forced to stay on one place without a solid reason to do so once the main problem is solved, ie the immediate risk to death has been stopped. For instance, if we can leave, then allow us to without forcing us to stay out of gaminess, ie, not giving us the cure with no way of demanding it once the basic job was done. You need to read carefully what I`m saying, I tried to make it clear:

For instance (again), if I save the lives of the people at the AG centre, get the cure ingredients, but get infected, I should still be able to go to the woman and ask her for the cure she has made once she has made it. Then be able to immediately leave to try and get to Highpool.

Now i`m not saying Highpool should be ok, as the Ag job takes a while, but perhaps if we leave as soon as we can, we may be able to save some people and stuff.

Of course, the woman at the AG centre could play a completely selfish cow and refuse to give us the cure, but then we should be allowed to threaten her or simply accept, but the choice should be there. Now I know it`s not the way of the Desert Rangers to threaten people, but it`s a tough world and sometimes you have act a little like Serpico (be mean to save more than just one place) and get hard if someone is playing idiot and wasting time and people`s lives.

Yea, I know, i`m putting too much `realism` to it, but I like to treat being a Desert Ranger like being a real police officer... For personal reasons... And hearing people begging for help while shooting and killing is happening in the background kinda makes me want to get there as soon as I can :P
Post edited October 17, 2015 by Socratatus
I understand how you feel, @Socratatus. I think, though, that if the game was more the way you like it, it would be less the way I like it. Feeling rushed all the time, worrying, etc. harms the gaming experience for me. I freely admit that it would be more realistic that way. And that many would prefer it to be that way.