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Messages - UnLimiTeD

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16
Suggestions / Re: Unique Firearm Pistols
« on: September 17, 2020, 07:15:35 pm »
A lot of uniques really seem to be balanced around the early/mid game, and fall off completely by the late game.
Some one them have some actually unique stat spike, like a very high crit rate or higher range, or in the case of guns, using a calibre that no craftable gun of that type can use (KH416 & MP6, N16, etc.).
But yes, only with expedition do we see the "out there" stuff, like the lemurian spear and sonocaster.

17
General / Rust Maker
« on: September 17, 2020, 07:05:31 pm »
Has anyone actually used the Rust Maker unique item?
From a first glance at it, it seems to just exist to draw attention to the existence of that particular acid, if someone has miraculously missed it until then, yet I can't think of any use-case for it; Same with he rusting acid for chem pistols. On the player, degrading items are annoying, on npcs, I don't think it makes a big difference on anything short of a boss character, and might degrade loot?

18
Development Log / Re: Dev Log #68: The Psi Question
« on: September 02, 2020, 09:43:41 am »
3) Well pure psi is real bad now,
This is provably false. Some players still do dominating ironman runs with pure PSI with little to no problems.
Those two statements don't contradict each other.
A) Some people can probably do dominating with really bad equipment, yet good equipment is still helpful, and necessary for most players in most situations. What is useful for the vast majority may still work for some people.
B) Some psi abilities are really good, and repeatable. But the update takes away versatility (purposfully so), so while it didn't hit, or just slightly nerfed, some of the better abilities (though some of them got hit quite hard), it diminished the efficiency of other abilities.

I assume for me it just added a lot of tedium (reinnervating), but I can understand that the high end needed to be balanced.

19
Development Log / Re: Dev Log #68: The Psi Question
« on: September 01, 2020, 09:00:12 am »
It certainly looks like it would make players focus even more on the best abilities, even if they didn't before. I mostly liked the utility aspect of it, and then also used it for combat because I could not possibly make a psyker also effective at any actual weapon - and I like mage characters. I feel like the changes might make a psi character a lot more one-dimensional, using the same 5 abilities instead of some variety, but I can not judge powerlevel; I never went for crits, and I always considered int mandatory to craft items, so my investment will not change one bit. Or maybe I'll grow bored of it.
It took like 10 seconds to make a new branch.
Guess it's easier than I thought. Never made a branch on Steam.  :P

Edit: Though something that would have been nice, even though I know it's probably very hard to do, would have been an option to replace a single feat. I remember that I bought some crafting feats that I never used on my expedition test character because, as a psi-generalist, it just didn't feel right to buy a feat that just benefited a single aspect of it. I know, first world problems.

20
Development Log / Re: Dev Log #68: The Psi Question
« on: August 31, 2020, 10:49:34 pm »
Well, that is certainly quite the investment into keeping everyone happy.  :o 
I applaud the thought. Though, personally, I think if I had a problem with the changes (haven't even tried them yet), it would feel like purposefully avoiding a bugfix.  :P

21
Suggestions / Re: If the Ferryman moves in the mean time :D...
« on: August 29, 2020, 07:56:10 pm »
Well, that's what you can do. Just sit down, and... relax.

22
Isn't that equivalent to just giving everything more max durability and making kits a bit lighter?
I do like the idea of a "scrap everything" button for a selection of items, though.
I think Infusion could certainly do with that. 

So what are everyone's experiences with the patches, now? I believe I might still have a PSI character lying around (or not - I think it was from the Alpha) who was pure psi; But tranquillity, not psychosis. Never played psychosis. I do wonder: Is this essentially a buff of psi-beetle carpace over psi-crab shell?

23
Development Log / Re: Dev Log #3: Real-time 3D Models
« on: August 26, 2020, 08:39:32 pm »
We need a unique armour without pants so we can wear it with pride in the great, pantsless future!
That said, while I always like complexity, and more slots are nice, I do have to admit it would add something that there's no pressing need for. Maybe it'd be better as just a component slot on body armours that potentially adds some +/- modifiers? I dunno - anti-snake socks? Powered legs to carry all that metal plating?

24
Development Log / Re: Dev Log #3: Real-time 3D Models
« on: August 26, 2020, 02:47:09 pm »
Awww my!
That is awesome.

Any kind of equipment we couldn't have in the past because it would have been an ungodly amount of work is potentially possible.
And it looks nice, I suppose, but I'd have to see that in game.

25
Development Log / Re: Dev Log #66: Shiny Particles
« on: May 15, 2020, 10:57:43 pm »
Spiffy.

So this will essentially generate effects based on parameters, so you don't have to do it by hand?

26
Development Log / Re: Dev Log #63: Expedition DLC is Released!
« on: July 25, 2019, 05:20:29 pm »
Man, it has been quite a road.
Looking forward to seeing the final, polished version, after I didn't have as much time as I'd have liked in the past months.
It was certainly a blast until now, and I'm looking forward to doing this again.  :D

27
General / Re: Steam Score Woes
« on: October 19, 2018, 11:13:25 am »
Then change the names.
Some people take it as a (well deserved) hit to their pride when they have to play on 'easy', but then just give each difficulty a different name. Maybe relating to monsters in the game, or...
Or go the praetorians route with difficulties hard, very hard, unbeatable.  ;D
Most of us here will play on hard anyways, some on dominating, so you if you split the lower 2 difficulties into 3, there won't be many complaints coming from the core audience.

28
Development Log / Re: Dev Log #59: In the Halls of the Savage King
« on: August 21, 2018, 09:14:28 am »
I'm away for a week and I completely missed this. Sigh. Time to get exited again, I guess.
WOOOOOT!
I really dig their clothing. Can we wear that?
Well, in some cases, it's not much, but this sure has style. And we can already craft equipment from beetle carpace, so why not this?
It definitely looks great, reminds me a bit of when you first showed the new foundry music, somehow.
Time to make a character to get into it again.

29
Development Log / Re: Dev Log #58: Environments Preview
« on: July 06, 2018, 09:06:22 am »
Whelp, I regularly come here to check for new comments or tidbits of information, and it just occured to me that I never actually read the OP of this topic.
*facepalm*
Nice environments, I can really see the evolution.

30
Development Log / Re: Dev Log #57: The Rig
« on: April 15, 2018, 01:17:40 am »
The new content looks gorgeous.
Beautifully crafted, all that detail.
But I got a question:
Are all those squares on the map directly connected - aka roughly the same distance?
If so, I wonder what for.
I, for one, have absolutely no problem with two areas being "adjacent", yet not actually - adding two or three filler areas adds nothing to the game.
Now, not saying they are all empty, but I remember when I first went to the lake from SGS after that part was changed, and my thoughts were roughly "was that really necessary?".

Oh, and if Silent Isle is on the map, can we bypass the admittedly rather fun mushroom hopping game by landing on the other side ourselves?
Btw, if that logo is for a black eel station, maybe have some white elements there that'd glow brighter when it glows, given they should should probably use black light or rename themselves the purple eels. :P
Not sure why they'd need our help to drive off the scrappers, though, what with all the personell they apparently have available.

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