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Messages - neonesis

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16
Suggestions / Re: A map
« on: August 27, 2012, 11:52:22 am »
Perhaps as an items? You could find maps of given areas, or/and download them to your datapad from consoles you hack, et cetera.

It wouldn't be as convenient as straight up self-drawing map, but hey, it's an RPG ;>

17
Bugs / Blue flash on saving
« on: August 27, 2012, 01:58:42 am »
I haven't seen anyone reporting this.
As the title says, when I press F5, after HUD dissappears, and just before "Saving..." popup appears, there is a brief moment when screen flashes with blue color.

Playing on fullscreen, 1920x1080 resolution, Windows 7.

Anyone else experiencing this?

18
General / Re: Technology Used in the Making of Game
« on: August 27, 2012, 01:55:42 am »
(XNA seems to be aimed toward more demanding 3D games with the design of the libraries and preference towards certain design methodologies.)

As with all making-developing-easier tools and libraries.
I'm sure the technology is C#/XNA, although I don't think it's Visual Studio Express, judging by the installer. My bet is on the Professional version ;)

Not much of anything else, the audio is done by XNA (XACT), the GUI is I guess all self-made.

That being said, I can't really see a switch to some other technology later. Actually, I don't really see a reason for it.

19
Suggestions / Re: Autosaves
« on: August 27, 2012, 12:37:28 am »
I am sure that will be implemented, but since the demo questline is probably not going to be in the final game (or at least will take a few dramatic changes) it would be pointless to set up autosaves on quests now.

Other than than, on-zone-change saves, with a time interval, Elder Scrolls-style, would be nice, I think.

20
Suggestions / Re: Testing Toolkit
« on: August 26, 2012, 10:41:25 pm »
I think logger, and command console would be the most useful tools. I've already found myself pressing tilda key, trying to quickly raise my attributes to test some mechanics ;>

Since logger is easier to do, and will greatly increase debugging capability (also on our end, since many of us are more-than-average-PC guys I believe), I'd advice to work on it first.

21
Suggestions / Re: Stealth Rework
« on: August 26, 2012, 09:02:22 pm »
Concerning 3, I'm pretty sure I saw awareness levels sink gradually without blocking the direct line of sight to an enemy.

Also, yeah, I concur with neonesis second point, the hostages stayed in captivity in my melee/subterfuge/crafter playthrough, because I was too weak for a direct confrontation and there was no proper stealthy way to terminate the raider leader (though I guess had I focused on crossbows instead of melee, Snipe would have made short work of him ;) ). Perhaps add a flag to determine wether dialogue initiation with an object is possible during combat?
Alternatively, add a second, more difficult hack check, with which to exempt yourself from the turrets feasible targets.

Well, it became the easiest thing on earth with Sniper Rifle - it oneshots most enemies, with Snipe feat also the Raider Leader.

I think it's another issue - the low amount of health that PC and NPCs have compared to overall damage output. I often find that who shoots first generally wins the battle, and that one lucky/unlucky roll can turn the tide of the battle.

EDIT: (to avoid doubleposting)

I also feel that Stealth is currently not fitting its role very well. It's like Stealth is somewhat useful to every type of character, just to be constantly in Stealth Mode, to be the first one who shoots (as it more often than not grants you win). After this first shot, all your Stealth becomes useless.

I just would like to be (at some point) able to "dance in the shadows". With my knife, and nothing else. Leon The Professional-style. Deal damage, and vanish, deal damage and vanish. Put a poison in there, that kind of things.

22
General / Re: First impressions, suggestions.
« on: August 26, 2012, 08:44:35 pm »
About inventory - it should be one more position - 'Quest items'. And mayby another one - 'Keys' or one item, something like 'Keyring'.
Keys are often quest items ;) But I think keyring is a good mechanics, there is no need to clutter the inventory with yet more items, especially when they are applied automatically to given door when you try to open it.

23
Development Log / Re: Dev Log #1: Demo Feedback and the Future
« on: August 26, 2012, 08:40:24 pm »
Anything possible to say about the access to future builds?

Will you release a demo such as this one from time to time, or perhaps something bigger?

24
Bugs / Re: Game exploits & bugs
« on: August 26, 2012, 08:26:04 pm »
1) There should be a feat that lets you add bonus damage proportional to your stealth skill to gun shots fired out of hiding.

Ah yes, the 'Snipe' feat. Prereqs are Gun or Crossbow 35, Perception 8 and the 'Aimed Shot' feat. The bonus damage is applied to attacks with sniper rifles (none in the demo as far as I know) and crossbows. You must be in stealth mode to use it and the cooldown is 3 rounds.
There is a sniper rifle, you can buy it in Armory. The feat you mentioned is pretty cool, although sniper rifle is overall hard to use in tight rooms and corridors or caves. It one-shots most things, most of the time though.

25
Suggestions / Re: Pickpocketing
« on: August 26, 2012, 08:22:11 pm »
Haven't tried it, but overall I think the mechanics concerning stealth+pickpocketing/combat are very hard because of the constant-real time. As I've stated already, I find it tedious to press F, then choose ability, then target a monster/person, all this while I can be/am being detected, and the creature moves. Also, after you choose the ability, you effectively cannot move, so to track a creature beyond your vision, you have to dismiss the ability, move, and do everything again.

Possible solution?
Fallout-style combat mode perhaps? This would allow you to switch to turn based time whenever you want it, instead of allowing it only when attacking directly. It is there already, forgot about it.

Automatic combat mode when enemy is seen while stealthing, how about that?
Or just stop the time when picking ability and looking for target.

26
Suggestions / Re: Stealth Rework
« on: August 26, 2012, 08:15:52 pm »
Good post Lakstoties.

From my side, I'd like to add a few things:
- Flashbangs+stealth actually has given me nothing. I threw the flashbang, went into stealth mode, and was detected right away in the next turn. The flashbang should really work for a little more, at least 2 turns.

- Also, other problem, you cannot use any computer consoles during combat. I tried to defeat the raiders in GMS compound by first engaging the turret, then disengaging it, then luring the rest of the Raiders out of the cantina-sort-of-room, and engaging the turret again. Imagine my rage when it turned out I cannot engage it, because I'm in combat. That should definitely be changed. (I am writing about this here, because I don't think every single suggestion deserves another thread.)

27
Suggestions / Re: Selection Highlgiht
« on: August 26, 2012, 11:23:46 am »
I also agree with this - and also mentioned this in my impressions. However, apparently you can press TAB to highlight every usable object in your vicinity, so that should work pretty well.

28
Suggestions / Re: Transparency Bubble
« on: August 26, 2012, 11:22:05 am »
Yeah, I've mentioned that in my impressions - this kind of thing is pretty much necessary, I felt blind without it.

29
General / Re: I can't find the power generator
« on: August 26, 2012, 11:21:12 am »
You will find it in the caves, as well as several outpost you have to retake.

30
Bugs / Re: Hang up when focus is lost
« on: August 25, 2012, 10:55:24 pm »
I can confirm this, on Windows 7 32-bit. What struck me was the randomness of the "not responding" problem, as Lakstoties mentions.

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