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Messages - nerdz

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Suggestions / Re: A suggestion to make entrances more visible
« on: January 15, 2016, 08:22:05 pm »
There's some doors on the west wing of the tchort institute that are completely invisible: dark green doors on a dark green wall on a very dark place. Perhaps doors should be highlighted as well.

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Bugs / Re: Zone Transition Fail
« on: January 07, 2016, 12:37:46 am »
To answer stig's questions:

- No Sync software;
- No AV;
- An SSD that I bought 3 months ago. Shows no signs of IO failure at all.

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I second all of these suggestions, and want to add a few more:

- Make it crystal clear (even OOC with a warning dialog) that when finishing the institute of tchort quest you'll be entering a point of no return. Also the checkpoint save AFTER you enter the deep caverns is useless. It should be right after the tremors start.

- Make tchort viable for more class types, and maybe even add a non-combat solution to it. Some builds, like most melee ones simply can't hurt tchort enough and you need excessive crowd control there. Maybe add more mechanics/electronics/biology/persuasion/etc checks that weaken tchort even further. You can take on Tchort without any of them if you wanted the added challenge, but you shouldn't be gimped by speccing into a build that does not prioritize combat (or prioritize low ap cost/ low damage attacks that will be all absorbed with tchort's ridiculous damage reduction).

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General / Re: Deep Caverns Are Poop: issues [minor spoilers]
« on: January 06, 2016, 08:59:14 pm »
As much as I like the game and as much as the deep caverns are the dev's vision, it's unquestionably the low point of the game. It puts you in a point of no return without enough warning. It strips most things that are good about the game (the nonlinear world and characters) and locks you in for almost a third of the game. It feels like every minor detail was made to annoy you and make you quit, like that power plant power allocation that makes you walk there way more than you need to. I managed to spread the word about the game and got at least 10 people to play it, and I've yet to get one single positive feedback from it.

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General / Re: DC Mutagens
« on: December 29, 2015, 08:15:34 pm »
Really, for how hard this puzzle is, it should definitely be a non combat solution to killing tchort outright. All other oldschool RPGs had non combat solutions so I was really expecting the puzzle to do just that. I'm pretty sure it's a simple adjustment and it would make the endgame less frustrating than it already is, since not all builds are viable to fighting it (especially for builds that avoid combat as much as possible.)

And it's not frustrating because of the difficulty, it's the sudden change of tone, lack of direction and ridiculous backtracking. This might be the "system shock" influences that's mentioned on the game description, but it sincerely doesn't work. It's a testament for how good the game is pre deep caverns that I kept going this far even though I simply wanted to give up before I soured on the whole game. What makes it even worse is that you get zero warning that you're about to be thrown into a point of no return. I don't even know how worse it would get if I didn't have 200+stealth. The power plant dungeon was really amazing, but having to come back to the power plant to reassign power was simply bad. Even more since you didn't know the order of things, so you would end up going back there multiple times needlessly.

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General / Re: DC Mutagens
« on: December 28, 2015, 04:27:20 pm »
Has anyone even figured this puzzle out yet? It really feels pretty badly designed as far as puzzles go. Too few information, the dialog interface is too cumbersome to test variations, you don't even know how many mutagens you have to add, you don't know what is the sequence you should be replicating. And supposedly it does not even kill tchort outright, only makes it easier.

Please, if you guys ever do a sequel, please do not do anything like the Deep Caverns ever again. Maybe as an optional endgame dungeon, but it really goes against everything that makes this game great. Whenever I'm doing my second playthrough I'll consider the game as "done" as soon as I finish the tchort institute quests. It's plainly unfun, even with the good game mechanics.

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Suggestions / Some small quest adjustments that would go a long way
« on: December 27, 2015, 08:22:20 am »
In the foundry beast quest, why don't you guys make it so Ezra would give you the psi device right away? It's extremely obtuse how you have to go see him again even though you already did so once.

And about the deep caverns power plant, why have to choose where to divert power to? Why not simply allow you to turn all of it on without having to backtrack through faceless territory. It's a big slog if you're not friendly with them and doing it stealthily. The deep caverns are already very long and tiring, I see no reason to do that.

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Bugs / Re: Zone Transition Fail (Save attached)
« on: December 26, 2015, 08:05:44 pm »
I actually don't remember if I fought Duff's gang. But I sorta fixed the issue by deleting the area files on my save game. Some other areas were failing as well for me. SGS armory/administration among others.

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Bugs / Re: Zone Transition Fail
« on: December 26, 2015, 08:04:15 pm »
I fixed it by deleting map data related to the area on my save folder. I loaded the area, but of course restored all items and oddities. It seems to be corrupted map state data.

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Bugs / Re: Zone Transition Fail (Save attached)
« on: December 26, 2015, 04:55:21 am »
Same issue here. Happened before going to the deep caverns, still persists after getting out.

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Bugs / Re: Zone Transition Fail
« on: December 26, 2015, 04:54:19 am »
That didn't help. I'm getting the same issue in various areas, most of core city, SGS armory and other places. They simply won't load. This happened after talking to eldein and starting the tremors. I'm out of the deep caverns and its still happening.

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General / DC Mutagens
« on: December 26, 2015, 01:51:11 am »
DC SPOILERS AHEAD

I might have missed something, but I've gotten all mutagens except Exitus-2 and I'm completely at a loss about what to do with them. I've read the text logs that explain what they are and their addictive/subtractive properties, and that terminal that says exitus mutagens are lethal to mutants, but when using the combinator I have no idea what I should be doing here. I imagine I need to recreate Exitus-1/2 from the other mutagens, am I right? But I can't use exitus itself, and haven't found any clear clues of what I should be doing there.

Is there another place I should look that has the recipes(even though the guy said he deleted all instances of the sequence)? Do I actually need Exitus-2 to progress here?

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