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Tópicos - barone

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1
Bar do Vault / Evolução (?) dos protagonistas
« Online: Julho 15, 2015, 09:58:09 am »

2
Bar do Vault / Saiu a segunda temporada de Fallout: Nuka Break
« Online: Outubro 29, 2013, 10:21:50 am »
Pra quem nunca ouviu falar, Nuka Break é uma série feita por fãs de Fallout e disponibilizada no youtube. Com personagens criados para a série, temos uma visão nova do que rola na Wasteland. É uma série bem legal e a primeira temporada está inteira aqui.

O Machimina soltou a segunda temporada da série hoje, tudo de uma vez. O player abaixo tem toda a série numa playlist, só dar o play e esquecer da vida:


3
Wasteland / Screenshots
« Online: Outubro 10, 2013, 05:39:55 pm »
Começando a thread de screenshots do jogo com duas. Conto com a colaboração da galera pra rechear este tópico com o que for liberado pela InXile!

4
Wasteland / Atributos e skills
« Online: Outubro 10, 2013, 05:37:59 pm »
Galera,

Divulgaram a lista de atributos e skills de Wasteland 2:

Atributos
  • Coordination (CO) - afeta a coordenação em geral a habilidade de usar armas de fogo. Determina a quantidade de AP e a chance de acerto crí­tico.
  • Luck (LK) - Aumenta a chance de critical, de ganhar mais AP no turno e afeta outras interações no jogo.
  • Awareness (AW) - Habilidade de notar os eventos ao seu redor e aumenta a iniciativa em combate por turnos e evasão.
  • Strenght (ST) - força, carga máxima carregada e dano no combate desarmado.
  • Speed (SP) - Basicamente, velocidade. Influencia o número de movimentos por AP gasto em combate e diminui o tamanho das barras de progresso de uso de skill.
  • Intelligence (IQ) - aumenta os pontos de skill ganhos por ní­vel.
  • Charisma (CHR) - afeta a visão que os NPCs tem de você. Não é citado se o CHR afeta o tamanho da party.

Os dois últimos provavelmente vão afetar o mundo ao redor, do mesmo jeito que Luck. Vou postar a lista de skills em inglês mesmo que é gigantesca:

Skills

Combat Skills
Increasing skills here will increase your chance to hit with that specific class of weapons. In addition, mastery of those weapons increases with your skill level, allowing you to manipulate and clear it quicker when jams happen.

  • Blunt Weapons: Generally have higher damage but a tighter damage range.
  • Bladed Weapons: Have lower damage but a greater range and higher crit max.
  • Anti-Tank-Weapons: Generally do massive explosive damage but ammo is rare and blast radius makes them hard to use in certain combat situations. Can also be used to get through some pesky doors.
  • Submachine Guns: Have a lower range and lower critical chance, for a more hail-of-bullets approach. Ammo tends to be cheaper and more plentiful than for the higher caliber automatics.
  • Shotguns: Have shorter range but great stopping power.
  • Energy Weapons: Usefulness varies based on your opponent, as energy weapons are less effective against flesh. If your opponent is heavily decked out in metal armor the weapon heats up his gear. The higher the armor of your target, the more damage it will deal. Think pressure cooker. It"™s nasty.
  • Assault Rifles: Are very versatile and powerful weapons, but ammo is harder to find. Assault rifles use higher caliber rounds with more penetration value than smaller arms.
  • Sniper Rifle: Ideal in open fields due to their long range and heavy damage, but not necessarily stellar in cramped corridors. Ammo is very expensive. Make your shots count as the AP cost is very high.
  • Handguns: Includes pistols and revolvers. Like SMGs, ammo is common enough to make this the go-to weapon for many rangers, but they are single shot only, trading that for a higher crit value.

Information / Knowledge Skills
Your chance of success with non-combat skills depends on the difference between the challenge and your skill level. For an expert at lock picking facing a door with a very simple lock, there is almost no chance to fail. A novice surgeon may find it very hard to remove the effects of a dangerous strain of toxin or a serious injury that renders your ranger in mortal condition. If the skill difference is too significant, especially for untrained rangers, it may simply not be possible to accomplish the task.

  • Picklock: Chance of success and speed at picking conventional locks.
  • Safecrack: Chance of success and speed at picking safe locks, including on vault doors.
  • Alarm Disarm: Ability to disarm alarms, but also to fix faulty wiring on security doors and open them directly.
  • Toaster Repair: Fix broken toasters and who doesn"™t need that?
  • Computer Tech: Skill at hacking computers, which gives access to a variety of possibilities. You can gain information you couldn"™t otherwise, or remotely activate a security system or camera. Some computers may give you the ability to activate or reprogram security doors.
  • Synth Tech: With synth tech you can repair and reprogram synthetics and other robots, turning them to your side in combat.
  • Demolitions: The ability to use demolitions in and out of combat. Out of combat, its most common use is to break down doors or clear barriers that do not give way to picklock or brute force, but this unsubtle means of entry is sure to be noticed. In combat, lots of destruction.
  • Brute Force: Determines your skill at applying your raw strength to break some things. Lacks the subtlety of picklock and the raw force of demolitions.
  • Move Silently: The ability to sneak around unnoticed.
  • Salvaging: How effective you are at finding usable items in what would normally be considered piles of junk. A ranger who is good at salvaging can find many useful items that might be skipped over by a normal person.
  • Kiss Ass: Dialogue skill involving flattery, seduction, and well"¦ ass kissing.
  • Hard Ass: Dialogue skill involving intimidation and aggressive speech.
  • Smart Ass: Dialogue skill involving persuasion. ***The "œAss Trio" names are placeholders but somehow they"™ve taken hold around the office.***

General Skills
General skills have a variety of uses. Some involve breaking down materials that you find in the Wasteland, while others provide much needed medical care. These tend to be support skills and help you manage and solve problems.

  • Barter: Ability to negotiate for better purchase prices and higher sales prices for your goods.
  • Outdoorsman: Primarily used on the world map to determine your ability to conserve water as you travel, as well as expand your options for when you spot random encounters.
  • Leadership: The ability to lead a team, best used by a single PC who gives a buff in combat to PCs and friendly NPCs around him. Multiple leaders around the same skill level can cause a negative reaction. Also determines how much companion NPCs will listen to you vs. doing their own thing.
  • Cliff Clavin Backer Skill: The skill exclusive to the early backers of this project, it adds flavor text to the game world.
  • Animal Whisperer: The ability to influence animals into staying passive, running away or following you.
  • Field Medic: This skill lets you quickly patch up guys during combat, recovering some CON by using medical equipment.
  • Surgeon: Allows you to provide help to rangers who have major status effects or have gone unconscious or worse. Can be used in combat but due to the amount of time it takes, will force you to protect your surgeon from being overly exposed.
  • Weaponsmithing: The ability to craft and mod weaponry to increase its performance.
  • Field Stripping: The ability to strip weaponry you find into parts to use for improving your own weapons.
  • Perception: Can be used actively to notice enemies through thin walls, uncovering them for a short period of time. The skill also shows you the perception cone of enemies to help you sneak or get to a better starting position prior to combat. As a passive, it helps to identify things that might be out of the ordinary, including finding booby traps.
  • (várias interrogações que viram emoticons aqui no fórum) - A few other skills that can be unlocked throughout the game.

What may stand out to you is the variation in the perceived level of usefulness of skills; animal whisperer is unlikely to be used as much as handguns. We purposefully designed skills that would not be used universally. Each skill has a variety of uses throughout the game and various levels of rewards. Lockpick might more often used, but you never know when something like Alarm Disarm will give you a huge advantage (or reward) that would be otherwise unobtainable. This level of granularity is an advantage of party-based systems and we fully intend to exploit it. We want you to build a varied, multi-skilled group of rangers who play off each other"™s strength to become a kick-ass team.

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