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Messages - Kaerius

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31
Bugs / Re: Some items missing from loot tables?
« on: October 03, 2013, 12:04:22 pm »
I've got version 0.1.9.0

Looted 1 single chemical blob trap in depot A last run(only one I got the entire run from start to finish, everything explored/looted).

TNT charges and blueprint became available in the SGS gun shop after returning the drill parts.

Extended rifle mag is in the game, bought and crafted with them.

32
Suggestions / Re: Character seperated save games
« on: October 02, 2013, 05:53:12 am »
I think it's best to consider NV the third game in the series, and 3 as a spinoff.

33
Suggestions / Re: Character seperated save games
« on: October 01, 2013, 12:08:42 pm »
Same. ;)

34
Suggestions / Re: Character seperated save games
« on: October 01, 2013, 10:16:54 am »
To be fair he didn't say tactics sucked, he said this sucked: http://en.wikipedia.org/wiki/Fallout:_Brotherhood_of_Steel

It's a crappy action RPG(more brawler/topdown eight directional shooter than RPG).

35
Suggestions / Re: How about a separate "key" inventory?
« on: October 01, 2013, 03:25:27 am »
I know some games have implemented a "key-ring" feature. Of course, I can't think of any off of the top of my head ...
Fallout series(1, 2, 3, NV).

36
Suggestions / Re: Some thoughts and suggestions after a long time playing.
« on: September 30, 2013, 01:39:41 am »
Actually I think I mixed up the TB first impression videos, I was thinking of Lost Planet 3.

37
Suggestions / Re: Some thoughts and suggestions after a long time playing.
« on: September 29, 2013, 03:38:29 am »
I'm complaining about crafting because I often go craft-heavy, and have enough projects going on that it's really difficult to have the vendors spawn them all, and a lot of what they spawn is useless dreck. At the minimum I'm looking at crafting 4 or more weapons and 2 or more suits of armor. First 2 weapons in the 35-50 skill range, then again in the 70+ skill range. Same with armor, except only one per range. That's not even counting all the little side projects like grenades, goggles, cloaking devices, etc. It's a real pain to coordinate getting all of the pieces of even one item in +/- 10 quality or so if there's multiple randomized quality components, particularly applies to armor(Oh I need 4 steel plates in the 50-60 quality range for this set of metal armor, time to savescum Gort and Collin for an hour or two).

For galvanic vests btw, to clarify, I'm speaking of the crafting component, not ready-made galvanic armor vests, the ready-made armor is sold by vendors, but the component as far as I'm aware have never been(I've played every update for most of the past year, possibly they were in before december 2012).

The thing about tackle is that it staks infinitely, reduces your accuracy, and your action points. You can quite literally be stoped from having any chance of doing anything useful for the rest of the combat. (Oh look this turn I have 20 AP and -50% accuracy, wee! It only takes 4 shots to kill one of these, so in about 8 turns I can take one of them out! Unless they stack more on me, oh crap).

Slightly facetious, I've never survived my AP being reduced further than to 25. Already screwed earlier. And in many cases it's enough for them to reduce it enough to stop you from bursting for them to win the war of attrition(I usually have an 8.6mm marauder to do that with, so that's by the time they reduce my AP by 9, 4 stacks or so, IIRC).

I know I've read that poison ignores armor completely, but it appears you are correct. I seem to remember poison crossbow darts completely ignoring armor though, often dealing 30+ damage, when the regular bolts had trouble getting more than 5-10 through(especially since crossbows incur 125% mechanical threshold). Burrowers of course never run out of ammo, and give you two stacks of it per turn, per adult burrower, also they hit hard enough to go through most/all armor on every hit(I went in with some skill 76 metal armor, fully reinforced, 59%/18 mechanical, just now, didn't stop any attack, maybe fully reinforced tungsten armor can stop the occasional one), sidenote: I don't think they incur the 200% bonus vs ranged attacks that ceramic plated tactical vests provide.

Travel often means walking through 5+ rooms, for example to restock on ammo, repair kits, lockpicks, etc. Or just returning to SGS/Junkyard after a successful mission. It's disrespectful of the player's time, to borrow a phrase from TotalBiscuit(he recently lambasted Alien Rage for this sort of time wasting, though admitedly it was more extreme there).

38
Suggestions / Re: Thoughts on Traps (And Grenades)
« on: September 28, 2013, 05:25:21 pm »
Functioning TNT recepie is in the latest build, along with the TNT Charge item(timed bomb), you gain access to it after getting the drill parts, buy it from the SGS armory.

The TNT Charge item can blow up the targetable blocking rock in various places, allowing more exploration.

39
Suggestions / Re: Suggestions for Crossbow Feat and Grammar
« on: September 28, 2013, 01:26:26 pm »
Speaking of AP costs, the silliest AP costs are those of pistols. Since when does shooting a 9mm pistol take as much time as shooting and reloading a crossbow? Some of the pistols are slower than some of the sniper rifles(see .44 hawker vs 7.62mm corsair).

40
Bugs / Re: Pistol Scopes
« on: September 28, 2013, 01:07:25 pm »
By design, not a bug. You also cannot put laser sights on rifles or crossbows, foregrips on rifles or crossbows, and there's two different extended magazine items for pistol/smg and rifles respectively.

I'm more annoyed that you can't put laser sights on energy or chemical pistols(they have optional attachment slots, but you can't put anything in them, no compatible attachments).

41
Suggestions / Some thoughts and suggestions after a long time playing.
« on: September 27, 2013, 05:57:45 pm »
First of all, I've been playing this game quite a lot, getting to the developmental dead end in the story several times with different builds, and it's far from my first time alpha/beta testing, and I've been playing these games since the early 90s.

I'll start with a topic that's dear to me: Crafting.

The crafting system in underrail is quite frankly somewhat annoying and could do with some improvement. It's often very hard to get the components you need to make what you want, and usually requires lots and lots of savescumming. This is caused by a combination of the item quality system, and limited, random vendor inventories. I've taken to doing lots of export/import when I start a new character to deal with this by stocking up from the start, to guarantee I can build the items I want... this process takes 2-3 hours. It's not ideal, and I'd rather not need to do this.

There's two ways to reduce the frustrations of the crafting system, one is quick and dirty, easy to implement, the other is more elegant but requires more work.

1) Increase vendor inventory sizes, and make them easy to refresh, such as by exit/re-enter the room/zone they are in. This at least speeds up the part scrounging process.
2) Instead of having different quality parts determine the quality of the resulting item, have all parts be fixed quality, but make the item quality depend on player skill(IE: automatically be the best quality you are able to craft). This is the more elegant solution.

Also it would be nice if the Galvanic Vest component were made available, and I'd really like a recepie for turning leather into carrier vests, especially since I'd like to have mutant dog leather carrier vests to make tactical/riot armor with acid protection.

I've also noticed that the new goggle lenses Ezra sell are all rock-bottom quality, leading to crappy crafted goggles, seems like you forgot to make them vary in quality, I did get some from Gort or Colton that scaled though.

EDIT: Also it bugs me a bit that there's no optional parts to put in the optional slots for energy/chemical pistols. At least allow lasert sight for the slot, please? I understand the game is far from finished, but hey.

Next up: Combat/Enemies

The most unfair enemy in the game is probably the bog standard Dog. Tackle stacking can get really out of hand very very quickly, effectively neutering your ability to do anything, especially when they come in packs. There's very little you can do about it if you're unable to kill them before they reach you(such as with a grenade, assuming you hit perfectly). I suggest a hardcap on Tackle stacking, preferably no higher than 2, or 3 at the outmost.

Second most unfair is anything that uses poison, again stacking is a problem, and of course the total armor ignore, and the cooldown on health hypos and antidote mean you can't keep up in an extended fight. Deadliest enemies by raw damage output, and often tricky to deal with(tough to kill burrowers, poison dart crossbow users with melee buddies, particularly sledgehammer guys that are a priority kill, giving the crossbow user more time to work you over). Poison attacks should probably not ignore armor, only the DoT effect should(and it shouldn't be applied if the damage was stoped by armor), and you may want to cap poison stacks as well.

Third: Travel

Backtracking manually through several empty screens is boring and a waste of the player's time, especially when it includes things like the infection scan at the cave entry/exit. Be nice to your players, don't waste their time with long boring walks, add a fast travel option.

Fourth, sidenote: Do you need some pixel art? I'm a pixelartist and I've among other things created mods for Dungeons of Dredmor(the hitchhiker's guide to the galaxy, hermetic gadgetry, circus freak, mutant, crafter's helper, and swedish food mods).

I'd certainly be able to whip up some item icons for you in short order, just give me a list(not too long, I have a full time job, but I could certainly provide a couple of dozen icons).

42
Announcements / Re: Steam keys for those who purchased elsewhere
« on: September 23, 2013, 04:22:11 pm »
I got it from the bundle(desura key), where will the steam key be delivered? Same as those who bought through desura?

I have a drm-free copy I got somewhere too, don't remember if it was from that same bundle or a previous one. Of course it's out of date now. ;)

43
Development Log / Re: Dev Log #19: New Armor Type
« on: August 05, 2013, 10:50:00 pm »
What is the spikes of doom bug?
is that some kind of thing with armor spikes?
If you wore armor with armor spikes, and boots with armor spikes, the boot spike damage would be cumulatively added to the armor damage, until you had armor that had bonus damages in the hundreds.

44
Suggestions / Boots recepie
« on: May 31, 2013, 11:12:59 pm »
Please make this recepie a fixed part of at least one merchant's inventory, in SGS or junkyard, doesn't matter, as long as we don't have to rely on (lots of) luck or savescuming to get it, as is the current case. Or heck, make it a reward option for the watch finding quest, replacing the current boots choice.

45
Discussions / Re: How did you find out about this game?
« on: May 31, 2013, 10:58:03 pm »
Steam greenlight, the day it was posted (aug 30 2012). Downloaded the demo a few days after, tried it, favorited it on greenlight sep 9. Got the desura key in a bundle at some point.

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