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Messages - hilf

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526
General / Re: What is Your Build???
« on: June 05, 2014, 04:35:05 pm »
Till 20 lvl I'll get 2 attribute points, so I wonder what be better to put it. +2 DEX, or +1 AGI and +1DEX or +1 INT? 7 AGI need for feat like Fancy Footwork and Interlooper, however I feel I can go without both.

[...]

PS Hm... It seems my DEX already 13 (my char is 16 lvl), so it will be DEX 14 or DEX 13 AGI 7.
Definitely go 7 AGI and Fancy Footwork. It was single best decision i made with my DEX based melee hero.

527
Suggestions / Rework pickpocketing
« on: June 04, 2014, 03:54:17 pm »
I did a test of pickpocketing and i don't quite like the system in its current state. This is what i did:

1. Found a victim with hypo, stygian coins and bullets in his inventory.
2. Raised my pickpocketing to 40 (74).
3. Stole stygian coins. It raised suspicion bar to 80%. I can't steal anything more, because it raises bar over 100%.
4. Raised my pickpocketing to 80 (154).
5. Tried to pickpocket other items and realized i still can't do this.

That wasn't to my liking so i cheated by reloading the game and did this instead:

1. Made sure my victim still has the stuff i need (:
2. Raised my pickpocketing to 80 (154).
3. Stole all three items, raising suspicion bar to 95%.

In first scenario 154 pickpocketing wasn't enough to steal all three items (not even two) but in second scenario it was. The conclusion of this experiment is: don't use your pickpocketing skill until you can steal all the items you'd like to steal. And this is something i don't like.

Other skills don't have such restrictions. If, for example, your lockpicking is fairly low and it allows you to open only some Boxes Of Phat Loot, you can open what you can and come back later, when your lockpick is higher, to open the rest. You don't have to worry that using your skill when it is low will punish you later, when you raise this skill to respectable level.


What i'd like to see is maximum allowed suspicion raising with level of pickpocketing skill. That would work something like this:
1. My pickpocket is 50, so is maximum suspicion.
2. I stole stygian coins and suspicion raised to 40/50, which is 80%.
3. I raised my pickpocketing to 100 and my victim has now suspicion of 40/100 (that's 40%! you've guessed it!).
4. Now i can steal another item from my victim.

It would also give illusion of suspicion bar dropping with time, that some people have asked for. But you'd have to actually make a progress (gain a level, raise your skill), not just wait for X hours.

I want that "come back later, when you're good enough" option (:


Edit: I forgot to say that i actually like pickpocketing system in Underrail, especially it's deterministic nature. I just think it could use some polishing (:

528
Suggestions / Re: Make synergies stack with ability scores.
« on: June 02, 2014, 07:21:32 pm »
It's also explained in the wiki and it makes sense once you know the reasoning, but it's not something any player could intuitively know.
So IMO this little bit of info should be explained in-game - one small sentence in the skills menu would do it.
And, perhaps, also add information that bonus from synergy does not stack with bonus from ability score? This is something that surprised me a little.
This knowledge can influence character creation, and we know well how important this process is (:

529
General / Re: Feats
« on: June 02, 2014, 04:45:01 pm »
Well, thanks!
Lets clear more - in game terms, there are:
1. Psi.
2. Firearme.
3. Melee a. Cold weapon (sledgehammers\knifes etc).
               b. Unarmed\fist.

So, we need clear definition in what case which feat affect which.
___________________________

Did Recklessness affect melee too?
Recklessness does affect melee.

Opportunist does not work with grenades.

530
Suggestions / Make synergies stack with ability scores.
« on: May 29, 2014, 05:54:23 pm »
What do synergies give us?
Can they boost our skills above limit? No, they can't.
They allow us to put less skill points in skills and still have them at current skill limit.

With 4 in Will we can put 13 in all PSI schools and have this:

Thought Control 13 (15)
Psychokinesis 13 (15)
Metathermics 13 (15)

Putting more SPs would not give us anything.
Now, if we increase Will to 9 we will have this:

Thought Control 13 (18)
Psychokinesis 13 (18)
Metathermics 13 (18)

So far so good. But try putting more SPs in our skills. We will have this:

Thought Control 15 (21)
Psychokinesis 15 (21)
Metathermics 15 (21)

Previously we couldn't raise effective skill level by putting more than 13 points in any of three PSI skills. But now we can. Looks like bonus from synergies were overridden by high ability score bonus. Let's do one more test and remove points from 2 of our PSI schools:

Thought Control 0 (1)
Psychokinesis 15 (21)
Metathermics 0 (1)

Indeed, synergies have no effect if bonus from ability score is higher than their bonus. And this defeats their purpose.

I'd also like to notice that "typical" (for some definitions of typical) character build will put most of his skill points in skills that benefit from those ability scores that have high values.

What i would like to see is synergy bonus stacking with ability score bonus. Synergy bonus would be applied first, increasing skill level not higher than current limit, then ability bonus would kick in, possibly increasing it above limit.
In my example it would give us:

Thought Control 13 (21) ( 15 with synergy bonus only )
Psychokinesis 13 (21) ( 15 with synergy bonus only )
Metathermics 13 (21) ( 15 with synergy bonus only )

Investing more SPs would not increase effective skill level.

There are two thing to notice here:
Maximum effective skill level will remain the same.
The rule "synergies cannot boost skills beyond their maximum for your current level" will not be broken.


I wasn't sure if it's a bug or not so i'm putting it in Suggestions forum, just to be on safe side (:

531
Bugs / Re: Bugreport (Contains Camp Hathor Spoiler)
« on: May 28, 2014, 05:34:32 pm »
1. happened to me as well. I used taser on the robot and it disappeared. I'm pretty sure it was in turret form too.

2. save & reload have helped me.

532
Thanks. I wondered why he is so useless :P

533
Bugs / Re: Game just doesnt start
« on: May 25, 2014, 05:43:33 pm »
Do You have Microsoft XNA installed?

In my case it's XNA Game Studio 4.0 and Visual C# Express 2010 that's required by XNA.

Hope that helps.

534
Suggestions / Bunch of issues, suggestions, questions and stuff.
« on: May 25, 2014, 10:41:56 am »
  • Can't split items in containers when holding Shift.
    Also can't merge two stack of items in container. Sorting items does not do this either.

  • Alt+Shift = split and move to container.
    Or split and move to PC inventory for items in container. Possibly that's how it is supposed to work and is just bugged (:

  • Description of Perceptions is lacking compared to other attribute scores.
    It only tells you how does it affect the game. It would be nice to put something about attention to detail, reaction time and stuff like that.

  • It would be nice to know how many attacks remain to trigger Pneumatic Strike. Currently I have to remember this and it's easy to forget during Underrail's engaging, breathtaking, action packed combat (:
  • SGS Traders after getting better gear do not own more $.
    Seems logical to give traders more $ if they deal with more expensive items. But maybe it's economy balancing measure.

  • Merchants in Hathor not trading in skins/organs.
    Hathor camp looks like perfect place to deal in this kind of wares.

  • Quinton not getting better stuff when other SGS merchants do.
  • Is there a weapon merchant in the Foundry?
  • Where can I sell captured Cave Hoppers?
  • Material does not affect combat gloves.
    It affects armors, boots and other melee weapons. Any plans to change this?

  • EMP mines twice as expensive to craft as EMP grenades.
    Not counting mine/grenade case. Gunpowder mines/nades have equal component requirements.

  • Crafting bear traps too expensive.
    Even the cheapest metal plates have value of about 500. 5 traps have value of only 200. It differs greatly from other crafting recipes. Maybe number of traps could depend on quality/price of metal plates?

  • Selected recipe inventory filter.
    That would be really helpful. This game has lots of items and every update adds even more.

  • Automatic component selection.
    An option that, when turned on, would automatically select components each time recipe is selected. It would spare us some drag&dropping.

  • 25%20% AP reduction for pneumatic crossbows.
    It would make them fire for 20 AP and it would open extra possibilities like: 'Electrokinesis + shoot' , '2 * shoot + medicine/recharge/taser' and possibly more. I hope I'm not asking for too much (:

  • How does Electronics Expert work exactly? What bonus is applied to what items? I checked some of them and they were getting reduced energy consumption with the exception of shield emitters. It would be cool if it worked like this because reduced consumption is superior to extra capacity with possible exception of shield emitters.
  • Tranquility not working with Force Emission. Is it intended?
  • Merchants buy only limited amounts of chemical ammo, unlike regular ammo types.
  • Container window does not scale with resolution while inventory screen does. Would be cool if it did as well.
  • In Core City I could not find a merchant that sells crossbows, bolts, traps, leather armors, stuff like that. Junkyard and Hathor have such merchant. Did I miss him/her? If not, maybe it could be added? I was rather unimpressed by number of merchant is Core City, TBH.
    If i missed this merchant, don't tell me where he/she is (:
  • At SGS elevator, it would be helpful if number of dialogue option would always be same as number of station level it leads to. It would make using elevator faster an less error prone.
  • Pyrokinetic Stream does not seem to be able to crit. I've tried it 10+ times with 26% crit chance to no avail. No single tick have critted.
  • Adrenaline shot has "temporarily removing any fatigue" in it's description. But how can it cancel Fatigue effect if it's cooldown is 12, duration is 3 and Fatigue's duration is 9? Fatigue will end before i will be able to use Adrenaline shot again. Or are there other sources of Fatigue effect?

535
Bugs / Item duplication
« on: May 25, 2014, 08:29:40 am »
There's what you need to have:

- an item with certain quantity that's greater than one. Let's call this item "Foo" and it's quantity "X".
- another item with quantity different from "X", it can be an item that normally can't have quantity i.e. armor. Let's call this item "Bar".
- a container.

Now, the algorithm:
- place Bar right behind Foo in your inventory
- open the container
- alt+shift+click on item Foo, splitting window will appear
- confirm splitting

Foo will be transfered to container with quantity of X. You will also have two stacks of Bar with quantity of X/2.

There's one more thing: item that gets duplicated is not always right behind Foo. The more accurate description would be "item that moves to position of Foo, after Foo is transfered". So if in your inventory there is only one item in last row of items, you scroll inventory to the very bottom and transfer Foo (last row of items should disappear), item that was on top of Foo will be duplicated.


That's how Diablo should have done it's item duplication! Fast an reliable.

536
General / Re: Rathound King Kidnapping
« on: May 18, 2014, 07:28:39 pm »
I tried closing the door first, but it didn't help.
Is there an option to attack her through dialog? I didn't see any and attacked her the old fashioned way.

537
Bugs / Re: Various minor bugs
« on: May 18, 2014, 02:00:47 pm »
Quote
Rathound King lair could use secret one-way backdoor for quick exit or admiring the maze is mandatory?
You can learn about secret door in one of his dialog branches.

darn, any other things which can be achieved? is there a peaceful solution? btw do you now what happens to that female hunter S something, she disappears when quest is over
Yes, there is another quest solution and it is involving that female hunter you talk about. It's not peaceful solution but it's pretty good.

538
Bugs / Re: Various minor bugs
« on: May 18, 2014, 12:11:20 pm »
Oh and I noticed that the normal Balaclava is of a mechanical type item when it should be fabric.
Styg is already fixing it (:

Quote
Rathound King lair could use secret one-way backdoor for quick exit or admiring the maze is mandatory?
You can learn about secret door in one of his dialog branches.

539
General / Re: Rathound King Kidnapping
« on: May 18, 2014, 12:03:49 pm »
Bring her down to low hp and stun her. Combat should end, she will be still stunned, and you will be able to initiate dialog, where kidnap option appears.
However, game won't allow you to kidnap her if enemies are nearby, and whole camp will be hostile to you if you attack her.  After wiping whole camp I could finally kidnap her, but something tells me it's not the only option :-\

540
Bugs / Re: Wrong duration of Evasive Maneuvers
« on: May 17, 2014, 08:08:02 am »
Wouldn't it be more intuitive to have it tick on the beginning of your turn instead? Because right now it seems that it's technically active for 2 turns but it's only 1 turn of practical use?
Well, I was going to ask for this too, it would help in some cases (like EM and other buffs) but could also introduce subtle bugs. Consider:

You swing your hammer at your enemy, stunning him for one turn. You end your turn.
Your opponent's turn comes. Stun is removed at the beginning of his turn, allowing him to act like he was never stunned.

This could be fixed by making buffs tick at the beginning of a turn but debuffs tick at the end. But i'd rather (from designer's perspective at least) have things handled in a uniform way instead of making exceptions. It could also be more confusing for players.
OTOH it can be the best thing we could get right now, without some serious changes to mechanics.

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