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* Using explosives like grenades and rocket launchers was made much harder than it needed to be. When using such a weapon, the player gets a targeting dome that is supposed to reflect the area of effect. However, it is ridiculously easy to accidentally move the targeting "dome" a fraction of a hair too much, and have it suddenly move to target a completely different area instead. Perhaps that's the reason why the [[ArtificialStupidity AI]] frequently hits its own units with explosives.....
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Quicksand Box is now YMMV per TRS

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* QuicksandBox: There are enough side missions and quests to forget what was your purpose of visiting each location and what the overall assignment was.

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** [[SequenceBreaking Rushing Rail Nomad Camp from the very start]] gives access to Ralphy, who even at worst can be used as a damage sponge. At best, he will be one of the most useful recruitable members of the squad. There is also Scotchmo, who at this point of game is insanely useful, saving a lot of points on Lockpicking an Cracking. And even if you ignore them both completely, you can just dig out two tier 2 guns from caches, one of them being guaranteed Farsight - an unique sniper rifle on par with tier 3 guns and about three times more powerful than the starting Hunting Rifle.

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** [[SequenceBreaking Rushing Rail Nomad Camp from the very start]] gives access to Ralphy, who even at worst can be used as a damage sponge. At best, he will be one of the most useful recruitable members of the squad. There is also Scotchmo, who at this point of game is insanely useful, saving a lot of points on Lockpicking an Cracking. And even if you ignore them both completely, you can just dig out two there is a handful of tier 2 guns from caches, one providing tons of equipment, among them being guaranteed Farsight - an unique sniper rifle on par with tier 3 guns and about three times more powerful than the starting Hunting Rifle.guns. All of which without a single fight.


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** Quirks from Director's Cut are either utterly useless no matter what or ridiculously powerful if used right. Things like Brittle Bones[[note]]+2 Action Points, -50% combat speed, a perfect choice for snipers and heavy gunners[[/note]], Delayed Gratification[[note]]-1 Skill Point until level 11, but then +1 from then on, netting in total 20 extra points by the end of the game[[/note]], Disparnumerophobia[[note]]+1 to ''all Attributes'' on even levels, ''and you control when to level up'', virtually making it a permanent bonus[[/note]], Psychopath [[note]]+4[=/=]+2% hit[=/=]critical chance for each successful hit, ''counted separately for every bullet in burst'', making it fantastic for SMG users, at a price of base -10[=/=]-5% hit/critical chance, which is offset by just raising combat skill by 2 points[[/note]] or Twitchy[[note]]+20% combat speed for -10% hit chance, allowing all melee fighters to cover truly absurd distances and again offset by skill itself[[/note]] are already powerful on their own, but when combined with perks of specific skills, they lead to absurdly over-powered builds. And in case of Delayed Gratification, they can allow to obtain few additional perks or build new skill from a scratch.
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* ComplacentGamingSyndrome: Making entire team using assault rifles, sans a token sniper for some extra long range coverage is by far ''the'' most efficient playstyle imaginable. It's also the text-book example of BoringButPractical. And for reasons listed below, it can break the entire combat system, since AI will ''always'' start with clear disadvantage. All sort of melee and short range weapons become ridiculously useless when faced against an [[IncrediblyLamePun ARmed]] squad.
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** [[SequenceBreaking Rushing Rail Nomad Camp from the very start]] gives access to Ralphy, who even at worst can be used as a damage sponge. At best, he will be one of the most useful recruitable members of the squad. There is also Scotchmo, who at this point of game is insanely useful, saving a lot of points on Lockpicking an Cracking. And even if you ignore them both completely, you can just dig out Karabiner sniper rifle from a cache - it's almost three times more powerful than the starting Hunting Rifle.

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** [[SequenceBreaking Rushing Rail Nomad Camp from the very start]] gives access to Ralphy, who even at worst can be used as a damage sponge. At best, he will be one of the most useful recruitable members of the squad. There is also Scotchmo, who at this point of game is insanely useful, saving a lot of points on Lockpicking an Cracking. And even if you ignore them both completely, you can just dig out Karabiner two tier 2 guns from caches, one of them being guaranteed Farsight - an unique sniper rifle from a cache - it's almost on par with tier 3 guns and about three times more powerful than the starting Hunting Rifle.
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About fans and critics praising it such audiences think it doesn't measure up. Not just disappointment.


* HypeBacklash: Many people have complained that the game doesn't meet their expectations. While much of it is because of the game's below-mentioned status as a ToughActToFollow, many valid complaints have been made by disappointed fans regarding the lackluster final act.

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** FridgeLogic: He won't let you use them because he's trying to update all of them. With all the squads calling in and out, there's no telling what conflicting info comes in.

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** FridgeLogic: FridgeBrilliance: He won't let you use them because he's trying to update all of them. With all the squads calling in and out, there's no telling what conflicting info comes in.
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*** This unfortunately tends to break the game in ways beyond making it easy. Being able to start 99% of combats with a free opening salvo means that most fights will start out at long range, which limits the usefulness of the 6 weapon skills that focus on short to mid-range combat. Not only does that mean that melee/short-range weapon users will have to spend their first round either waiting for the enemy and/or running towards them, it can also put a bulls-eye on their backs as the AI will often focus on the forces closest to them. So, combatants from both your side and the NPCs will tend to get gunned down by entrenched gunmen as they scramble out in the open just to get in range.

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*** This unfortunately tends to break the game in ways beyond making it easy. Being able to start 99% of combats with a free opening salvo means that most fights will start out at long range, which limits the usefulness of the 6 weapon skills that focus on short to mid-range combat. Not only does that mean that melee/short-range weapon users will have to spend their first round either waiting for the enemy and/or running towards them, it can also put a bulls-eye on their backs as the AI will often focus on the forces closest to them. So, combatants from both your side and the NPCs {{Non Player Character}}s will tend to get gunned down by entrenched gunmen as they scramble out in the open just to get in range.
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* AltItis: Being able to create four characters from the get go encourages players to get creative with their teams. Even with [[NewGamePlus subsequent playthroughs]], one or more of the characters used to complete the game can be used to mentor newers ones as an ExperiencedProtagonist.

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* AltItis: Being able to create four characters from the get go encourages players to get creative with their teams. Even with [[NewGamePlus subsequent playthroughs]], one or more of the characters used to complete the game can be used to mentor newers newer ones as an ExperiencedProtagonist.
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* AltItis: Being able to create four characters from the get go encourages players to get creative with their teams. Even with [[NewGamePlus subsequent playthroughs]], one or more of the characters used to complete the game can be used to mentor newers ones as an ExperiencedProtagonist.
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***This unfortunately tends to break the game in ways beyond making it easy. Being able to start 99% of combats with a free opening salvo means that most fights will start out at long range, which limits the usefulness of the 6 weapon skills that focus on short to mid-range combat. Not only does that mean that melee/short-range weapon users will have to spend their first round either waiting for the enemy and/or running towards them, it can also put a bulls-eye on their backs as the AI will often focus on the forces closest to them. So, combatants from both your side and the NPCs will tend to get gunned down by entrenched gunmen as they scramble out in the open just to get in range.
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** The sound of your guns jamming.
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* ToughActToFollow: Probably the toughest in gaming history. ''VideoGame/{{Wasteland}}'' was a TropeCodifier and GenrePopularizer that was considered absolutely legendary following its release in 1988. This, combined with its wildly popular SpiritualSuccessor [[VideoGame/{{Fallout}} series]], the nostalgia factor, the record SequelGap, and the hype around a Kickstarter-funded RPG, caused expectations to reach such monstrous proportions that it was almost impossible to fully satisfy them.

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* ToughActToFollow: Probably Easily among the toughest in gaming history. ''VideoGame/{{Wasteland}}'' was a TropeCodifier and GenrePopularizer that was considered absolutely legendary following its release in 1988. This, combined with its wildly popular SpiritualSuccessor [[VideoGame/{{Fallout}} series]], the nostalgia factor, the record SequelGap, and the hype around a Kickstarter-funded RPG, caused expectations to reach such monstrous proportions that it was almost impossible to fully satisfy them.
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** Ability to initiate combat in real time and then perform your turn. With proper timing, it's entirely possible to set up squad in good positions and then give them all order to shoot at once a single target, entering combat manually after the shots are fired. It gives access to all Action Points in combat and is ''not'' a bug. In fact, AI is perfectly capable of turning this against players, so it should be approached with caution.
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** [[SequenceBreaking Rushing Rail Nomad Camp from the very start]] gives access to Ralphy, who even at worst can be used as a damage sponge. At best, he will be one of the most useful recruitable members of the squad. There is also Scotchmo, who at this point of game is insanely useful, saving a lot of points on Lockpicking an Cracking. And even if you ignore them both completely, you can just dig out Karabiner sniper rifle from a cache - it's almost three times more powerful than the starting Hunting Rifle.
*** In the same vein, rushing Prison grants FAMAS rifle for free. Normally when FAMAS finally shows up, it's completely outclassed by other weapons. At this stage of game however it will be able to kill most of enemies with burst mode or seriously harm them in semi-auto.
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* PlayerPunch: Having [[spoiler: [[{{Cyborg}} Rose or Lexcanium]]]] in your party during the final battle results in the Cochise AI assimilating them and turning against you. It's pretty jarring to have to kill party members that you may have been using for a large majority of the game.
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No Fridge mentions on Main or YMMV pages. It's not a trope.


* FridgeBrilliance: It makes perfect sense that [[https://en.wikipedia.org/wiki/John_Henry_(folklore) John Henry]] would be mythologized by the Rail Nomads -- according to the folk tale, [[ManVersusMachine his opponent was a machine]] designed to replace humans, rather like the robots and cyborgs that plagued northwestern Arizona for decades until the Rangers intervened.

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** The Gamma Ray Blaster. It's an energy weapon with a huge base damage potential with both single and burst fire capabilities. The kicker is that it has an Armor Threshold value of 2[[note]]Energy Weapon damage is reduced against enemies with armor that's lower than the threshold, and is greatly increased against those that exceed it[[/note]]. In California, where enemies typically have armor values of at least 6, one burst shot can kill most anything in a single turn. [[DiscOneNuke And you get while you're still in Arizona]]!

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** The Gamma Ray Blaster.Blaster in the non-''Director's Cut'' version of the game. It's an energy weapon with a huge base damage potential with both single and burst fire capabilities. The kicker is that it has an Armor Threshold value of 2[[note]]Energy Weapon damage is reduced against enemies with armor that's lower than the threshold, and is greatly increased against those that exceed it[[/note]]. In California, where enemies typically have armor values of at least 6, one burst shot can kill most anything in a single turn. [[DiscOneNuke And you get while you're still in Arizona]]!
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* PortingDisaster: Wasteland 2 was ported to PS4 and XBOX One. That version of the game was called "Wasteland 2: Director's Cut", and was also released for free on PC for everyone who bought the original game. Sadly, that "Director's Cut" version of the game didn't add any new content and came with numerous new bugs which didn't exist prior (including some game-breaking ones, such as a door in the Ranger Citadel which would not open if you decided to Examine it instead of trying to open it directly, and several bugs concerning companions, who would disappear entirely is you decided to dismiss them, and who would lose their perks), memory leak issues, and downright terrible performance on consoles. While players liked some of the new changes (namely some weapon balancing and the inclusion of perks and quirks), the other problems made the game barely playable for most while waiting for a much necessary patch. Said patch was released November 5th 2015 on PC, with the console version following quickly after.

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* PortingDisaster: Wasteland 2 was ported to PS4 [=PS4=] and XBOX One. That version of the game was called "Wasteland 2: Director's Cut", and was also released for free on PC for everyone who bought the original game. Sadly, that "Director's Cut" version of the game didn't add any new content and came with numerous new bugs which didn't exist prior (including some game-breaking ones, such as a door in the Ranger Citadel which would not open if you decided to Examine it instead of trying to open it directly, and several bugs concerning companions, who would disappear entirely is you decided to dismiss them, and who would lose their perks), memory leak issues, and downright terrible performance on consoles. While players liked some of the new changes (namely some weapon balancing and the inclusion of perks and quirks), the other problems made the game barely playable for most while waiting for a much necessary patch. Said patch was released November 5th 2015 on PC, with the console version following quickly after.
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* PortingDisaster: Wasteland 2 was ported to PS4 and XBOX One. That version of the game was called "Wasteland 2: Director's Cut", and was also released for free on PC for everyone who bought the original game. Sadly, that "Director's Cut" version of the game didn't add any new content and came with numerous new bugs which didn't exist prior (including some game-breaking ones, such as a door in the Ranger Citadel which would not open if you decided to Examine it instead of trying to open it directly, and several bugs concerning companions, who would disappear entirely is you decided to dismiss them, and who would lose their perks), memory leak issues, and downright terrible performance on consoles. While players liked some of the new changes (namely some weapon balancing and the inclusion of perks and quirks), the other problems made the game barely playable for most while waiting for a much necessary patch.

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* PortingDisaster: Wasteland 2 was ported to PS4 and XBOX One. That version of the game was called "Wasteland 2: Director's Cut", and was also released for free on PC for everyone who bought the original game. Sadly, that "Director's Cut" version of the game didn't add any new content and came with numerous new bugs which didn't exist prior (including some game-breaking ones, such as a door in the Ranger Citadel which would not open if you decided to Examine it instead of trying to open it directly, and several bugs concerning companions, who would disappear entirely is you decided to dismiss them, and who would lose their perks), memory leak issues, and downright terrible performance on consoles. While players liked some of the new changes (namely some weapon balancing and the inclusion of perks and quirks), the other problems made the game barely playable for most while waiting for a much necessary patch. Said patch was released November 5th 2015 on PC, with the console version following quickly after.
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Yeah, we don\'t have a page for John Henry


* FridgeBrilliance: It makes perfect sense that JohnHenry would be mythologized by the Railway Camp dwellers, [[ManVersusMachine as his opponent was a machine]] that sought to replace humanity (from their perspective).

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* FridgeBrilliance: It makes perfect sense that JohnHenry [[https://en.wikipedia.org/wiki/John_Henry_(folklore) John Henry]] would be mythologized by the Railway Camp dwellers, Rail Nomads -- according to the folk tale, [[ManVersusMachine as his opponent was a machine]] that sought designed to replace humanity (from their perspective).humans, rather like the robots and cyborgs that plagued northwestern Arizona for decades until the Rangers intervened.
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* FridgeBrilliance: It makes perfect sense that JohnHenry would be mythologized by the Railway Camp dwellers, [[ManVsMachine as his opponent was a machine]] that sought to replace humanity (from their perspective).

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* FridgeBrilliance: It makes perfect sense that JohnHenry would be mythologized by the Railway Camp dwellers, [[ManVsMachine [[ManVersusMachine as his opponent was a machine]] that sought to replace humanity (from their perspective).
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* FridgeBrilliance: It makes perfect sense that JohnHenry would be mythologized by the Railway Camp dwellers, as his opponent was a machine that sought to replace humanity (from their perspective).

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* FridgeBrilliance: It makes perfect sense that JohnHenry would be mythologized by the Railway Camp dwellers, [[ManVsMachine as his opponent was a machine machine]] that sought to replace humanity (from their perspective).
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* FridgeBrilliance: It makes perfect sense that JohnHenry would be mythologized by the Railway Camp dwellers, as his opponent was a machine that sought to replace humanity (from their perspective).
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* PortingDisaster: Wasteland 2 was ported to PS4 and XBOX One. That version of the game was called "Wasteland 2: Director's Cut", and was also released for free on PC for everyone who bought the original game. Sadly, that "Director's Cut" version of the game didn't add any new content and came with numerous new bugs which didn't exist prior (including some game-breaking ones, such as a door in the Ranger Citadel which would not open if you decided to Examine it instead of trying to open it directly, and several bugs concerning companions, who would disappear entirely is you decided to dismiss them, and who would lose their perks), memory leak issues, and downright terrible performance on consoles. While players liked some of the new changes (namely some weapon balancing and the inclusion of perks and quirks), the other problems made the game barely playable for most while waiting for a much necessary patch.
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* AntiClimaxBoss: Matthias has only 75 hit points, compared the the {{Mook}}s he surrounds himself with, who typically have around the 400 mark. A single shot from a rifle is usually enough to bring him down. [[spoiler: Of course, since he's been assimilated by the Cochise AI, he's not really the BigBad anymore.]]

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* AntiClimaxBoss: Matthias [[spoiler:Matthias]] has only 75 hit points, compared the the {{Mook}}s he surrounds himself with, who typically have around the 400 mark. A single shot from a rifle is usually enough to bring him down. [[spoiler: Of course, since he's been assimilated by the Cochise AI, he's not really the BigBad anymore.]]
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It says quite clearly on the page for And The Fandom Rejoiced not to link to it. It is for in-universe examples and links from the descriptions at the beginning of related trope pages only.


* AndTheFandomRejoiced: The announcement of the Director's Cut, which promised more polish, new features and fixes. It's also free to people who have already purchased the game or backed its Kickstarter.

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Fake Longetivity isn\'t YMMV. It\'s for objective extra longetivety. Also, the rerelease will still be primarily PC focused (just lke with the Divinity rerelease)


* AndTheFandomRejoiced: The announcement of the Director's Cut, which promised more polish, new features and fixes. It's also free to people who have already purchased the game or backed its Kickstarter.



* FakeLongevity: Many feel that the game suffers from this, noting the extremely large amount of combat (even by RPG standards), large amounts of backtracking in certain areas, sidequests that have unclear objectives, and a GuideDangIt attribute system that can cripple new players.



* ObviousBeta: One big complaint about the game is that, despite having been in a semi-open beta for months before release, the game still launched with a number of [[GameBreakingBug Game-Breaking Bugs]] and poor combat balance. Many of these have been fixed with patches, but a number of fans remain disillusioned by it. It doesn't help that the original PC version seems like a testbed for the upcoming console release.

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* ObviousBeta: One big complaint about the game is that, despite having been in a semi-open beta for months before release, the game still launched with a number of [[GameBreakingBug Game-Breaking Bugs]] and poor combat balance. Many of these have been fixed with patches, but a number of fans remain disillusioned by it. It doesn't help that the original PC version seems like a testbed for the upcoming console release.
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* DisappointingLastLevel: Many feel that by the time California is reached, the game starts to suffer from a combination of this and EndingFatigue. Most of the California questline involves [[spoiler:a glorified FetchQuest for rad suit components]], and many of the sidequests in the area can be broken very easily, making it feel as though the game is railroading players towards certain outcomes and decisions. It is then followed by a long series of combat sequences, [[spoiler: a [[ContagiousAI plot]] [[AllYourBaseAreBelongToUs twist]] that was only barely foreshadowed]], and a series of Videogame/{{Fallout}}-style ending slides that often displayed the wrong outcome.

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* DisappointingLastLevel: Many feel that by the time California is reached, the game starts to suffer from a combination of this and EndingFatigue. Most Much of the California questline involves [[spoiler:a glorified FetchQuest for rad suit components]], and many of the sidequests in the area can be broken very easily, making it feel as though the game is railroading players towards certain outcomes and decisions. It is then followed by a long series of combat sequences, [[spoiler: a [[ContagiousAI plot]] [[AllYourBaseAreBelongToUs twist]] that was only barely foreshadowed]], and a series of Videogame/{{Fallout}}-style ending slides that that, at the time of release, often displayed the wrong outcome.
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* WhatAnIdiot: Thrasher was promoted to the Ranger's cartographer between games, making maps of Arizona. You would expect he would share them with his comrades, right? Nope. His explanation? "I had to find water myself on patrol, you'll manage too". While it makes sense from gameplay perspective, story-wise it makes him look like a complete jerk. Exactly what are all those maps for, if he won't allow anyone to use them?

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* WhatAnIdiot: Thrasher was promoted to the Ranger's cartographer between games, making maps of Arizona. You would expect he would share them with his comrades, right? Nope. His explanation? "I had to find water myself on patrol, you'll manage too". While it makes sense from gameplay perspective, story-wise it makes him look like a complete jerk. Exactly what are all those maps for, if he won't allow anyone to use them?them?
** FridgeLogic: He won't let you use them because he's trying to update all of them. With all the squads calling in and out, there's no telling what conflicting info comes in.

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