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Messages - Ivan Bajlo

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16
Development Log / Re: Dev Log #30: Version 0.1.11.0 released
« on: April 17, 2014, 12:38:26 pm »
We will initially be releasing the new update only on Steam
So how long do the others (like me) have to wait?

I'll probably wait until Tuesday/Wednesday and then send the latest version to the other distributors, though it might take them some time after that to upload it.

Isn't there someone we could bribe to get that special personal download link?  ;D

17
Suggestions / Re: Cave in as combat strategy?
« on: March 07, 2014, 08:47:53 pm »
I'm thinking that's a little extreme for a combat strategy. :P
I mean it doesn't work very well as a gameplay mechanic - the points where you could do that would have to be very limited, or people would accidentally block themselves somewhere, unable to progress further in the game.

That is why I would limit it to shortcuts between important late game areas that way there is always long way around it until you collect more TNT to clear debris and we can add a quest "Some idiot blocked important passage and now has to spend a fortune on TNT to unblock it". BTW is there any way to use Psi power to clear rocks? IIRC Bisson is helping workers to clear rocks so instead of TNT we can add some Psi powers to do the same job?

And it doesn't make much sense lore-wise either. When you're living in a limited underground space like the tunnels of Underrail, you really don't want to block off any tunnels unless absolutely necessary - maybe to keep some huge threat out or at least slow it down.

Good idea for some hard choices... block a key passage until much later in the game to limit number of enemies and maybe even save a settlement or leave it open so you keep access to locations at the cost of increased number of enemies and massacre of civilians.

18
Suggestions / Re: Cave in as combat strategy?
« on: March 03, 2014, 10:46:16 am »
I'm not saying my ideas are perfect and don't need further work, if it were perfect I would have become game designer long time ago.  ;)

19
Suggestions / Re: Cave in as combat strategy?
« on: March 02, 2014, 03:33:22 pm »
Then I'm sorry but that would not even be fun. It's just a. Press this button to autowin this hard fight... You might colour it however you want but that's really about it. It's a way to auto win certain dificult combats where the game allows you... and before you say you need lots of TNT, it's not particualrly hard to get the materials anyway.

There are plenty of autowins buttons right now, so far stealth sniper can eliminate any opponent with first shot and if you play with traps (I have yet to test Psycho powers)... and limiting material is probably easiest thing to do since if only one component is missing other are worthless (and I find timers are in shortest supply), also increasing skill needed to manufacture TNT would also limit its availability to low level characters make specializing more worthwhile.

20
Suggestions / Re: Cave in as combat strategy?
« on: March 02, 2014, 03:48:54 am »
How exactly would he gain a huge bonus then? If you colapse the passage to kill the enemies then the passage is no more and you can't pass through there anyway.

Have you been reading my posts at all? Whole point is to clear collapsed debris (rocks that is) with more TNT that is why you need to build your character to be able to produce enough of it, reward is for lower level character to gain easy access to some later game locations but he would still be limited on what he can do there since this tactic is only viable in these special passages.

Whole point is to make game less linear and special passages is one way to make things more interesting since it would allow for different gameplay depending on specialized character builds (like in Fallout 2 at the end you realize all you needed to do is put all you points into intelligence go just a little south of your vault and you would find Enclave base, persuaded guard to let you in and board a helicopter to oil rig where you can defeat boss and complete the game).

21
Suggestions / Re: Cave in as combat strategy?
« on: March 01, 2014, 12:37:11 pm »
As I said this would only be relevant to certain passages which would be used as quick shortcuts for late game locations which would otherwise require long detours to avoid powerful enemies (and since it would be silly to have train or boat available to all locations) but if someone gets enough TNT he would get a huge bonus by gaining access to these areas early, high level character in late game wouldn't need help of TNT and would simply clear the passage old fashion way.

Maybe even some sort of boss enemy in the passage like burrower Queen which respawns any critter you kill if you try to use entree throw grandee and leave tactics so you need to take boss first before clearing rest of the passage if you want to do it without TNT.

So low level player would be forced to look for another (long) way until he either gathers enough TNT or becomes powerful enough to clear the passage that is if he doesn't like to walk around if he does like to walk then passage is no concern of his (to bad our athletic skills don't increase by walking around with heavy burden).  ;)

22
Suggestions / Re: Cave in as combat strategy?
« on: February 28, 2014, 03:03:59 am »
Isn't this what RPG is about? Decisions and dealing with consequences of your choices and actions? That was the beauty of Fallout 2... you could play as slaver, mass murderer, drug addict, blow up a nuclear plant etc. basically leave a wasteland behind you.  8)

That is why I would reserve it for special passages infested with numerous or high level enemies which would serve as shortcuts in later game once you character has high enough level to clear them or early game if you can get you hands on lot of TNT (since entire passage would be filled with debris).

Maybe even a guard warning you not to enter the passage and once you blow everything up you get cursed by the guard and giving you quest to clear it up or you'll be in trouble with relevant faction.  ;)

23
Suggestions / Cave in as combat strategy?
« on: February 26, 2014, 03:26:56 pm »
Basically adding a weakened cave wall feature which can be used to trigger cave in with TNT.

I admit I was inspired by Sergio Leone :D : http://www.youtube.com/watch?v=N91fqyAzULQ

So this tactics could be used if someone wants to try to build explosive crafting character (i.e. James Coburn / John H. Mallory) so he would have to use stealth to place TNT close to the enemy and next to a weakened cave wall causing a cave in which would kill all or most of the nearby enemies. Of course more TNT would then be need to clear cave in making it not very cost effective strategy but very fun if like explosions. 8)

This would make it possible to create some enemy heavy passages which once cleared could be great short cuts between important locations but would be impossible to clear until later in game with high level character unless you start building explosive expert from beginning so you can make enough TNT.

24
Suggestions / Re: Retrainer (level reset)
« on: February 19, 2014, 09:27:54 pm »
It's a fine mechanic for some games, but I don't think Underrail is the game for things like that. Respeccing really undermines the value of your choices and character development and even reduces replayability, imo. It would take a lot away from the game. ::)

Huh? I really don't get it what would the game lose if you had option of you fixing simple mistake like missing single point of strength which prevents my level 20 character from wearing Tungsten armor... if under replayability you mean I need to play game from scratch with fresh character just so I can have strength 9 then no thanks, I rather play something else.  :P

As epeli pointed out (incredible, we agree on something :P). the point here is that you are developing your character to be something. Respecing would make this useless. You would just be the great god of underrail who at a moment's notice could become the best crafter who could craft anything and everything in the game and right after that become this really badass gunsliger who tossed grenades but on the next moment he was the most bad ass psion and a ninja who'd go invisble in someone's face and blow up their minds.

I still don't get it why this bothers you so much, nobody forces you to do it since it is each player individual choice... if someone wants to test several difference characters builds without wasting endless hours or going through same quests over and over again from scratch or just fix simple build choice like missing single point of strength or dexterity or realizing he doesn't need crafting but wants better lockpiking or some different feat.  This game has so many choices it is easy to pick wrong one or get skill you end up never using so instead of forcing some inexperienced RPG player to play from scratch he should be able to easily fix his mistake and enjoy the game.

If you are so much annoyed by this we already have option of exporting and importing character which I consider to be fantastic option since you don't have to play each build with fresh character just to check all the great stuff which has been added and this can easily be exploited to kill everyone over and over and over and over and over... just for experience and loot.

This obviously makes no sense whatsoever. You are developing your character so you have to chose what you are at the beggining and go from there. You can specialise or be ok at lot of stufff but not good at anything. These are consequential decisions that will greatly influence your gameplay and how you approuch and deal with the situations thrown at you.

On the other hand on an MMO it's exactly the opposite. There is no real interest in getting you that involved when later on you discover that is not the optimal build for you end content. This is because MMOs will want you playing and if they say, start a new character and grind through 50 ormore levels to get an optimal build (which can be screwed at any time due to nerfs and buffs with every single patch), then you will stop playing and if you stop playing you stop giving them money and they want your money! On the other hand single player games are not being constantly messed with... Not after the final release, at best they get some bug patches but rarely balance changes.

And this is relevant how?  ???

Many single player RPG offer this feature also and could be useful to get casual players to buy the game (especially if iPad version gets released one day), besides helping players which made some small error in building their character.

If it annoys you so much we can have retainer hidden in some deep cave behind rocks with limited options like increase strength +1 in exchange for dexterity -1 and get skill +10 and lose -10 to other, same for feats and he would charge some very rare difficult to find item.   8)

25
Suggestions / Re: Retrainer (level reset)
« on: February 19, 2014, 06:22:27 pm »
The problem with this is how it can just be abused. Retrain, get maxed crafting skills, craft whatever you want. Retrain back to being a badass. I'm sorry but retraining makes sense in an MMO due to the necessity to switch between PVP and PVE builds. In a single player game they make no sense and are only there to be abused.

Huh, why is that abuse? If people did that in multiplayer yes but in single player who cares how they play their game? Or will there be option to sell crafted items on-line and we can make a fortune in real world!  8)

26
Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: February 01, 2014, 01:27:03 am »
Well it is a fact that the vast majority of people like looting.

Actually that is the only reason I play most of the games. I mean what is the point of heaving real world limitations (can't steal everything, can't shoot everyone) in a video game? I might as well turn off the PC and go outside:D

It is good you are having some fun and I'm sure many others are. I wonder how many people who bought the game and don't use the foruns actually enjoy this though.

I'm betting captcha is preventing many from registering it is really hard if you have eyesight problems.

I only hope that soon there will be an option included to just disable buy limits from merchants and maybe one to disable weight limits... The last one not being a major gripe but it would be nice just as well. At the end of the days these are just gymics that waste time rather than serve the purpose they intend.

Maybe we need some kind of compromise, based on my previous idea of taking over a existing merchant business: http://underrail.com/forums/index.php?topic=750.msg4059#msg4059 , maybe some kind of pawn shop in which you can leave any of your stuff on the shelves and either take very small amount of money immediately or return on regular basis and random item would get sold and player gets a bit more money (but still lower then with real merchant). That way we have a place to dump all our loot and not waste time running from merchant to merchant.

27
Suggestions / Re: suggestion re: 50 point skill hump
« on: January 29, 2014, 04:22:33 pm »
PS. do you still have plans to introduce unique special ammo for each caliber?

Yes.

Does that means that we will be able to curve the bullet?  :D

28
Suggestions / Retrainer (level reset)
« on: January 29, 2014, 04:03:02 pm »
This is nice feature in several games, I'm not sure if saved games track the way player character levels but if possible it would be nice to have some sort of option to reset levels in case player realizes me made big error while leveling... while game is not too big at the moment with each new build and new features game can change a lot and you can easily make serious mistake of developing skill you never use or miss some cool new Feats and if don't have saved game before leveling there is no undo button.

Some existing SGS npc could be use with price let say 100 or 1000 SGS credits per level?

Maybe make price depended on player level, more experienced more work in retraining and price skyrockets:

Character level
1-5  - 100 per level
5-10 - 300 per level
10-15 - 500 per level
15-20 - 1000 per level

29
Suggestions / Re: Different weight of ammo?
« on: January 26, 2014, 05:37:15 pm »
The only reason I like crossbows is because they don't have a strenght requirement so my psi user which goes at STR 3 can use it effectivelly.

Not sure how modern crossbows work but I believe there should be some strength involved unless we got a model with some sort of mechanism mechanical or electric (more use for batteries!).

Also the shocking bolts is not only against bots, but it stuns which adds the utillity.

I know, got zapped plenty of times while carelessly rushing forward even got set on fire once - that is why crossbowmens are my primary targets!  :D

30
Suggestions / Re: Different weight of ammo?
« on: January 26, 2014, 04:09:19 pm »
5mm SMG are pretty light and in combination with lighter ammo which you can then carry in larger amount would make nice cheap alternative to assault rifles.

Bolts weight 0,05 (or 0,1 for special bolts) also crossbows are not really lightweight and I don't recall them heaving burst fire capability what would be the main reason for 5mm SMG, AP cost is also higher, so they are even more limiting then 5mm for weaker enemies, crossbows look to me more like alternative path to sniper rifles especially in combination with special bolts which can have some really nasty effects which is why my 'metal armor sniper' first takes out enemies with crossbows since they seem to do much more damage then all other types of enemies (beside other metal armor snipers).

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