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Diskuze

Včera jsem to v gamepassu zkusil a beru zpět. Není to tak hnusné jak to vypadalo na screenech. Jen tedy ehm je to poněkud hardcore na herní mechaniky. Na tohle jsem už příliš zpohodlněnej :)
@Cobot (29.01.2020 12:20): No, ono je to zo zdrojového kódu jednotky a predpokladám, že sa chcú držať čo najviac pôvodnej predlohe a z tej jednoduchej grafiky nič pekné nevyčaruješ, aj keď tam nacpeš HD modely (súčasný stav).
Ja sa na to teším, i keď som pôvodnú hru nehral, lebo to robia tí istí ľudia, čo stáli za Bard´s Tale Trilogy Remaster, a to vypadá byť veľmi podarený remaster pôvodnej hry.
První Wasteland jsme nikdy nehrál a pro fanoušky je ramake asi dobrá věc, ale nemužu si pomoct, ale mě ten grafickej styl remaku připadá hrozně hnusnej. Jasně chybí ta nostalgie. Chápu, že předělat to do enginu dvojky nebo trojky by stálo mnohem víc peněz. Tak třeba bude hratelnost tak dobrá, že grafiku nikdo řešit nebude no.
No vypada to pravda lip jak kdyz jsem chvili zkousel betu, ale ze by to melo vyhravat nejaky ceny za UX, to asi nehrozi. Chapu to spravne, ze pocet zbyvajicich AP je porad vyjadreny jen formou cisleniku? A ze je videt jen na aktualni postave?
@Tarhiel (04.09.2014 23:15): Font, barvy, stylizace, rozvržení. Všechno=/ Grafikou jsem samozřejmě nemyslel propracovanost, ale spíš stylizaci. Přijde mi to takové nedodělané a jakoby omezené HW. Což se dalo chápat kolem roku 2000. No doufám, že hra bude mít natolik dobré mechanismy, že mě to vtáhne... Nejhorší by bylo, kdyby mi to UI bránilo užít si hru.
@Say (04.09.2014 16:30): Práve osm odpozeral Combat Trailer z posledného updatu.
Tá hra vyzerá skvelo :)

No o grafike sme všetci vedeli, že konkurovať novému Zaklínačovi to asi nebude, ale UI? Pokiaľ viem, fanúšikovia sa podieľali na jeho sprehľadňovaní (predtým bol fakt neohrabaný) - čo sa ti na ňom nepáči?
Kusujte s i/e

Libi se mi to, ale interface je porad debilni, hnusnej, neprehlednej, doufam ze ho jeste prekopou.
@Clorky (26.02.2014 00:10): Tak si zatial daj čaj - "írl grej" -

Ja to mam, ale hral som len tu uplne prvu verziu nejake snad 2 hodiny mozno ani to nie. Pacilo sa mi to, bavilo ma to. Combat bol pomerne lahky, ale po tych 20 patchoch odvtedy to uz bue mat asi vsetko uplne ine. Asi sa na to chvilu vecer pozriem ze co sa pomenilo.

No kedze z principu sa nemienim placat dlhe hodiny v akomkolvek early acces - povazujem to za blbost - tak ti budem vediet povedat iba zakladne dojmy a veci.
@Cobot (15.12.2013 12:14): Zo zvedavosti, z nedockavosti, preto ze zaraba milion denne a je mu nejaka cena u prdele....
navyse niekoho moze motivovat aj ten pocit ze objavi nejake bugy, ktore nahlasi potom vyvojarom a dostane od nich podakovanie :-))).... urcite by sa nasli aj dalsie dovody.
No na Steame sa to teda neoplatilo kupit. Priamo z inxile stranky mam ze 60E (80$) krabicovku. (60+20postovne). Na steame za 55E digitalny download.

Inac priamo na inxile bola zakladna digital download verzia za 25$ (bez pristupu do Bety).
Po příjemných HW nárocích následuje i příjemná cena. 45€ za early access celkem mazec.

Samozrejme vim, ze na kikstarteru byla za 10$... Ale připadá mi, ze se to ubírá podivným směrem...

EDIT: aha tak oni to tam vysvětlují na fóru... No sice mi to prijde zvláštní, ale tak pry bude plna levnější...
@eremita (13.12.2013 10:11): Jj to hej, len proste na prvy pohlad som nic nevedel co kde ako..... samozrejme ked to chvilu hras tak zistis ktore cisielko kde je a co znamena atd....
Manual predpokladam bude dostatocne jasne popisovat jednotlive okienka a cisielka v UI.
Jej tak toto jekrasne...

Graphics quality:

Fastest
Fast
Simple
Good
Beautiful
Fantastic
S betaverziou W2 sa vylúpla aj informácia o doporučenom hardvéri:

Windows 7/8
3.0 GHz i5
8 GB RAM
Direct X 9.0c Compatible Video Card
1GB VRAM
Direct X Compatible Sound Card
20 GB HD Space
Jop, bre backerov uz je remaster prveho Wastlandu k dispozicii od stvrtka minuleho tyzdna. Chvilu som si zahral, aby som si spomenul, ako neuveritelne ma sralo vytvaranie si vlastnej party :) Ale inak je to fajn. Pribudla skladba od Morgana, dennik (resp. tie casti, co bolo kedysi treba si precitat v manualy) su nahovorene a grafika je trochu vylestena :) Inak je vsetko ostatne stary- dobry Wasteland.
V novembri ma vyjst Beta Access verzia, tak som zvedavy ci si to nechaju na 30. novembra... teda nie ze by som do toho zainvestoval tolko aby som sa tam dostal.
Hru z roku 88, ktera se dosud valela vsude na netu za 6$? No nekup to...

Kdyby misto toho nahodili treba Harvester, uz asi jedina z ty hromady starych her, ktery jsem si chtel zahrat uz jako malej kluk, u ktery jsem zatim nemel tu moznost.
Ten posledni update je zajimavy. Dle meho presne, jak by to melo byt - vse je nastavitelne. Ten keyword system muze byt jakkoli dobry, kvalitni dialogy z prvnich dvou Falloutu to nenahradi. To mne osobne az tolik nevadi. Hlavne, ze je cely system dostatecne propracovany a pocita s celou radou hernich prvku.
Ohledně "keywords" systému - v novém update ho vysvětlili a upravili, a vůbec to nezní špatně:

The last thing we want to talk about is the keyword dialog system. Many of our systems are designed to be a modern take on systems from the original Wasteland. We started with the Wasteland keyword system and updated it, adding layers of complexity that enable us to increase conversational reactivity.

The foundation of the keyword system is the player building up a keyword library through interaction with NPCs and the world. The keyword list starts out empty, and as you speak with NPCs they will reveal new keywords to you. If the revealed keyword is only of interest to that NPC, it will go into a local list. You can click on words in the keyword list to navigate through the conversation. If the revealed keyword has importance beyond that particular conversation, it is put into the regional keyword list. These keywords are of interest to most of the NPCs you encounter that region. A third option, which is never required, is to type something in – a nod to Wasteland 1’s system.

Keywords are also added to the keyword list through perception skill use and environmental description text. For example, if you use perception to examine an object in the world, your observations might reveal a new keyword. Or, if you explored the level and triggered the descriptor text of some object or feature, it too might unlock a keyword.

The NPC’s reaction to any given keyword can be affected by a number of factors including: the party composition, previous gameplay choices, previously used keywords, previous player responses to NPC questions, character skills, character attributes, item inventory, equipped weapons and armor, prior party actions, and CNPCs in the party. In other words, there isn't a one-to-one correlation between keywords and the NPC’s response.

It is important that the player listens to (reads) what the NPCs are saying, because often you can judge by their tone the right way to approach the conversation. For instance, in some cases using a keyword at a particular point of the conversation changes the NPC’s answer to other keywords, or even ends the conversation all together.

One of the suggestions from the fans was that the Ranger party should deliver a line of dialog instead of just barking a keyword. We really love this idea. Having full sentences creates a natural conversation flow. Additionally, this approach allows us to remove the ambiguity of keywords – holding your mouse over a keyword will show you a preview of the sentence your Rangers will say.

A working example:

NPC Bob, who is guarding some guns, has intro text that reveals two keywords he has more to say about. Clicking on Bob starts the dialog:

>NPC Bob – “Hey strangers, we don’t normally see people out so far into the wasteland. Be careful, it is really dangerous out here unless you are heavily armed.”

This introduces two keywords to the player that they can use to converse with NPC Bob, dangerous and armed. Using the keyword dangerous will prompt NPC Bob give you more information about what is up ahead.

>Ranger Party (keyword = dangerous) –“What is so dangerous about these canyons?”

>NPC Bob – “These canyons are crawling with the outcasts of every crappy society in the wasteland. You had better watch your step.”

Using the armed keyword will have NPC Bob tell you about a possible mission.

>Ranger Party (keyword = armed) –“How do you think we should be armed?”

>NPC Bob – “It is best to have a lot of hollow point ammo out here for all the mutant creatures wandering around. I just came from a cave at the end of that canyon where I found a half destroyed case of ammo. You are welcome to help yourself if you find them. You are going to need all the help you can get out here.”

It sounds promising enough, but if the party heads for that cave they will find themselves in an ambush from the Red Skorpion Militia.

If you had used perception on Bob before talking to him, and you passed the perception skill check, the examine text would have revealed that Bob has the insignia of the Red Skorpion militia tattooed on his neck under his collar. This would put Red Skorpion into your local keywords for your conversation with NPC Bob. Holding your mouse over Red Skorpion, shows the sentence, “I see you are a member of the Red Skorpions.” The Rangers already know that the Red Skorpions are out to get them so calling out Bob as being one can have several effects on the conversation.

For example, if you start the conversation by using Red Skorpion, Bob’s response would be to admit to being a member. Now when you mention armed, which had Bob give you the Trap/Mission before, he no longer tries to bait you, but he doesn’t warn you about it either:

>Ranger Party (keyword = Red Skorpions) –“I see you are a member of the Red Skorpions.”

>NPC Bob – “So what if I am? What are you going to do, shoot me just for having a tattoo?

>Ranger Party (keyword = armed) – “How do you think we should be armed?”

>NPC Bob – “Now that I think about it, I could really care less. Leave me alone and go bother someone else.”

Knowing that the Red Skorpions are your enemy, you might cleverly choose to hold off revealing to Bob that you know he is one. If you wait to use the Red Skorpion keyword until after you had used armed (in which Bob tries to lure you into the trap), Bob would cave and tell you everything:

>Ranger Party (keyword = armed) – “How do you think we should be armed?”

>NPC Bob – “It is best to have a lot of hollow point ammo out here for all the mutant creatures wandering around. I just came from a cave at the end of that canyon where I found a half destroyed case of ammo. You are welcome to help yourself if you find them. You are going to need all the help you can get out here.”

>Ranger Party (keyword = Red Skorpions) –“I see you are a member of the Red Skorpions.”

>NPC Bob – “Okay, okay, you caught me. Listen, don’t kill me, I am only following orders. There is a patrol of Skorpions on the rim of the canyon ahead and I was supposed to send you down there. Meow that I warned you please let me live!”

If you had explored the entire canyon before you got to Bob and you had found some blood stains on the ground you could use "blood stains" as a keyword and get Bob to inadvertently tell you about the cave full of loot he was looking for at the end of the yellow canyon.

>Ranger Party (keyword = blood stains) – “What can you tell us about the blood stains on the trail?”

>NPC Bob – “Oh, that was me. I was looking for a weapons stash I had heard about in that canyon and I was jumped by a pissed-off Honey Badger.”

This essentially gives you a hint to find an inconspicuous cave that you wouldn’t get from just the Bob’s original keywords.

Extending the above example, if your party had Red Skorpion armor equipped when you started that same conversation, it would change Bob’s intro text, and instead of him offering you keywords about dangerous and armed, he would just give you a line about how you are late to the ambush and the rest of the Skorpions are up ahead in the canyon.

If you also had Rick Baychowski, who is on good terms with the Red Skorpions, in your party as a CNPC, Bob would greet Rick in his intro line. He would also reveal the ambush up ahead, and tell the party they can find some ammo in a shed down the path to the right.

Events outside of the conversation can also unlock local keywords. For example, another NPC, Jim, might ask you to let Bob know his sister Sarah had just died. When then talking with Bob, he still delivers his intro line offering up the dangerous and armed keywords, but you also see the keyword Sarah. Holding the mouse over Sarah, you see the sentence “Jim just told me your sister is dead.” Clicking Sarah puts Bob into a panic and he runs away leaving you access to the gun cache. This might have been the only way to get those guns without killing Bob, and you couldn’t have done it if you didn’t talk to Jim first.

Keep in mind that in this example, you still had the option of shooting Bob in the head before any of this dialog happened. This would have had its own level of reactivity. It would have given you access to the guns he was guarding but brought the ambush fight to this location. Meanwhile, using stealth to quietly kill Bob before talking to him gets you the guns without the fight – though you might stumble into the ambush later unless you learn about it another way.
Lol, ještě by to mohla být generická splácanina ala Morrowind=D
Môzem zadavat vlastne keywordy? Alebo len vyberam z ponuky? Z videa to vyzera len na vyberanie, ale pravdepodobne som nieco prehliadol.
@Bodkin (09.02.2013 20:44): Moc nevidím, jak se na tom dá ujíždět :-D Btw. Fallout 1 to měl skloubené, a myslím že tak by to bylo nejlepší, když existjí lidi co si myslí, že heslovitá infotabule je lepší než skutečný rozhovor...
Stejně jako ve Wastelandu. Zrovna na tomhle bych řekl, že si ti praví Wastelanďáci dost ujíždí a jasně je to odlišuje běžnějších fallouterů.
Vypadá, že je hra na dobré cestě. Jen ty rozhovory sem nepochopil jak maj fungovat.
@USER47 (09.02.2013 16:41): Tak dost práce by to dalo, ale pokud by se ozvalo dostatek backerů tak by to třeba změnili. Samozřejmě ale záleží na budgetu. Ikdyž odložení by mi nijak nevadilo.
Z mojej strany absolútna spokojnosť, až na miznúcu mrtvolu, ktorá prepadla cez kryt (Wrecking crue).
Něco se možná změní, ale očekávat, že budou překopávat keyword systém na něco jinýho, je dost naivní. To by dalo celkem dost práce...

Taky mě tenhle systém štve a dost mi to kazí dojem z jinak sympatický hry.:/
Ono to vypadá dost na alfa nedodělávku. Imo všechno to bude vypadat jinak.
Až na dialogy spokojenost. Chci proper dialogue trees, keyword systém nic moc. Ale jinak super, kickstartování nelituju.
Vypadá to jako Fallout Tactics... až na to, že ten vypadal lépe :-) Smutné.
Mmm, na tom HUDu doufám ještě zapracují... Ale jinak pěkné. Hlavně hudba od Morgana!
mazar > Ve Wastelandu se na mapách nic nerespawnuje. Kromě náhodných soubojů, které jsou prostě náhodné, zůstává jakákoli změna trvalá. Když si omylem zapíchneš nějaké npc, vyhodíš do vzduchu obchodníkův stánek, nebo ztratíš důležitý loot, jsi namydlený:-)
A jak píšu, souboje se tu dají zrychlit tak, že každý trvá zhruba 5 vteřin, taklže když Tě přestanou bavit, dá se to vyřešit.
@mazar1234 (19.12.2012 21:33): Ale ale, já myslel, že o dokončení Escape už neuvažuješ, no tak to do tebe občas budu hučet, rád si to dočtu. Hrát bych to sice nechtěl, ale číst mě to docela bavilo. :-)
Josef > no ja som uz bol naplno pripraveny dohrat wasteland, ale s suvislosti so ziskavanim informacii o hre som narazil na informacie o hre Escape from hell beziacej na engine Wastelandu a ta hra ma tak zaujala ze som ju rozbehol a skoro aj dohral (eeechm musim to dokoncit a dopisat ten dennik nech to tam KONECNE uz Dj ma cele). Problem je ze som sa tak presytil toho enginu, ze som samotny Wasteland odlozil "ad acta" a neviem neviem ci este niekedy najdem na to silu. Na rovinu - ten engine je fakt hrozny a user hostile.... suboje, ktore tvoria podstatnu cast hry u IMHO dost rychlo nudne a skor otravne ako cokolvek ine... ziadny takticky rozmer skor iba zdrzujuci vopruz po case. Nehovoriac o tej hroznej feature respawnu vsetkeho pri loade a dalsie veci s fyzickym prepisovanim dat na mapach sveta....

Ale mozno sa raz nakoniec zlomim a Wasteland aj zacnem hrat a dohra, ale minimalne este par rokov musim mat oddych od tohto strasneho enginu.
jestli z toho udělaj zas nějakej hybrid realtime/turn-based/realitepseudoturnbasedshit/whatever, tak to nikdo nekoupí
>_<
Nevím, já tyhle kamery otáčecí ve všech směrech nemám rád. Je to třeba jedna z věcí, které fakt nemám rád na novějších Heroes. Je to nepřehledné a matoucí. Zlatě když má hra kameru fixní a je tomu přizpůsobeno prostředí (tzn. že věci nejsou schované za zdí tak, aby hráče nutily šachovat s kamerou jak blázen). Jak koukám, jsem asi sám, kdo trpí podobným problémem, ale mně osobně to v některých případech opravdu vadí.
Tiež sa bojím rotujúcej kamery, napríklad v NWN ma doháňala do zúrivosti.