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Messages - Ivan Bajlo

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31
Suggestions / Re: Different weight of ammo?
« on: January 26, 2014, 01:34:09 am »
While different weight for ammos would indeed be logical. Do you really think anyone would stick on a lower weight ammo weapon? I belive everyone would still go for the better weapons because what matters for most people is killing effectively.

On another point while weight could make a difference I'm sure that at the beggining you will not have any problems with weight, this will probably come after GMS and since there wouldn't be any weight problems in th beggining, the different weight of ammo to make people want to stick to a weaker weapon for longer would be null since it wouldn't matter anyway and to do GMS you need better than 5mm, even more so after that so at the end of the day I doubt there would be a rason for anyone to stick to weaker weapons even if the ammo weighted less.

Well there are those annoying critters which keep respawing in certain places for which 5mm SMG is more then enough so low weight of 5mm would make it much better option for neutralizing them then wasting more expansive ammo types.

0,04 weight - 12.7mm

Since this is basically 0.50 cal it should probably be at 0,05 or maybe even higher, single shot from sniper rifle can kill most problems in your path.  8)

Also remember that dexterity reduces the AP cost of light weapons (additive -4% per point of dex above 5) in the latest version, so they are a little bit more useful than they used to be. If you like spray and pray style fighting, a high-quality 5mm SMG might just be the thing for you. :P

I missed that one, now where did I put my Jackrabbit Tactical XM... Now Shhh. Be vewy vewy quiet, I'm off to hunt some wabbits I mean rathounds. :D

32
Suggestions / Different weight of ammo?
« on: January 25, 2014, 07:19:46 pm »
At the moment all rounds have the same weight so besides price there is little point in using 5mm weapon instead of bigger like 9mm.

Different ammo weight would give more incentive to stick with 5mm SMG for much longer before upgrading to assault and sniper rifles.

33
Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 25, 2014, 01:12:40 pm »
You can find oddities in remains also i.e. all gang members carry gang patch but its worth for single time only otherwise it would be nice exploit with quest which allows you to wipe out Scrappers almost with no risk.

Many animals also leave one at random.

34
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 22, 2014, 09:36:36 pm »
That does sound boring. Why do you do it? I haven't been short in cash in my current playthrough yet, and i have all the items i want
and then some just by selling a couple of firearms and some other odd item that i brought from my last quest.

Components come in various type of quality so I'm trying to get best one possible to see what kind of item I can craft from it, this can cost a lot of cash.

Weight has indeed a negative impact on bartering, as it should. Why do you think it was added in the first place? And you should not be strolling with items as heavy as metal plates. Unless you are going to craft something with them, i suggest you just leave them be. Or not, since i am traveling, right now, with a tungsten plate in my pocket and it hasn't affected my looting habits.

I try keep best possible component of each I find/buy and sell or craft something with lower quality ones, I guess I'm hoping of discovering some new dynamically crafted item which was added with which I can replace my existing gear.

Are you collecting heavy items in your room?

One closet for ammo, one for consumables, one shelf for cool items which I want to test, one box for components... yes I'm true pack rat, at lest until I get kicked out of SGS for storing few tons of TNT in my room before it accidentally exploded taking out most of the base.  8)

35
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 22, 2014, 06:55:49 pm »
What does happen is something like this. Imagine your max weight limit is say 150. If you are carrying 149 your encumbrance penalty is ZERO. It only starts at above 150. Then you will become lightly encumbered, and if you keep grabbing stuff, at some point (i don't know when yet) you are probably to become heavily encumbered.

First 20-30 you are just overweight and mover more slowly and have less action points and for example you can no longer use special action with sniper rifle, after that you go into red and can barely move and if you add even more you no longer cannot move at all.

I imagine, i haven't tried to reach that point.

Depends on the loot you encounter, I avoid sledgehammers like plague (or just convert them into scrap to make repair kits) since there wight is 20+ and I even found some type of boots which also get weight 20+ despite being nothing special and since I have yet to discover merchant which buys boots I leave them or scrap them also, animal parts are also pretty heavy and internal organs are stackable so you can get insane weight fast! Not to mention ammo if you forget to store or sell excess ammo. I fear once game gets bigger weight system might also become much bigger annoyance since much more people will be closer to the carrying limits and especially since we won't have powered armor and similar things to help with weight issues.

36
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 22, 2014, 06:31:53 pm »
Real estate market or playing a successful scavenger that became a millionaire one scrap of metal at a time, should have no place in a harsh post-apocalyptic world.

So you saying hard work shouldn't pay off? That not really role playing is it?  :P

I applaud Styg on his efforts on making this game's economy balanced and fun to any hardcore rpg fan.
So far, i cant disagree with any of the features he added  to balance the underrail's economy.

Well I did suggest on the first page option of taking over some merchant business through side quest and using him to sale your loot bit by bit over a (long) period of time instead of forcing player to walk around in order to sell that cool automatic rifle he found. New system is fun but after a while all that walking from merchant to merchant to check which one is buying firearms and has enough cash or some cool items worth bartering gets a bit boring, also weight has negative impact on bartering since getting heavy item like metal plates with weight 20 can seriously slow you down if you already have some other heavy components or just simply have heavy gear so you would first need to go to your room unload armor, weapons, ammo and all other non relevant items and then visit merchant so you can buy heavier stuff from merchant and still be able to move back to your room.  ::)

37
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 22, 2014, 12:38:39 pm »
We could go around the topic of how you don't like weight limit all day, but it's rather pointless as your reasons for not liking it seem to be mostly irrational and not having anything to do with game economy. But tell me, I'm curious, which RPGs -can- you play? Almost all of them employ some manner of inventory limitation and even if they have fast travel it's usually not convenient enough to quickly haul stuff.

IIRC Gothic has no weight or inventory limits? Avadon has introduced junk bag for all the junk you want to sell later by single click, inventory has space limit but weight is related only to equipped items. Dungeon Siege has pack mules to carry the loot.  8)

But for the most time weight and inventory limitations are just annoying unless forcing player to do extra walking if he wants to make little extra cash.

In most RPG you end up with tons of money which you can't spend on anything so instead of balancing economy it would make more sense to add things on which to spend money... for example option to solve quest by using ridiculous amount of cash (i.e. planting a bug for Abrams by bribing assistant or simply buying that thing for Eddy instead of stealing it or hiring someone to get you Armadillo part because your lazy etc.)?

38
Bugs / Re: Trader item types
« on: January 22, 2014, 12:23:17 pm »
I'm well aware of that, but it only concerns dynamically generated items, ie. some armor and weapons, not "most items". This is different. ::)

Well if they are dynamically generated then their number is infinitive so they end up making majority of the items.  ;)

39
Suggestions / Heavy machine guns? Miniguns?
« on: January 22, 2014, 03:21:54 am »
I found Dragunov sniper rifle so I it would be fun if had some extra fire power in the game, cool stuff like M2 Browning since we already have 12,7mm ammo.

These would primarily serve for static defense either manned or as automated turrets which at the moment are pretty weak against metal armor and player could use it if he wants to use brute force instead of brain or stealth for quests.... of course it would take several trips to drag machine gun, supporting tripod and enough ammo to make it useful but once operational clearing up United Stations embassy should be really easy.  :D

40
Bugs / Re: Trader item types
« on: January 22, 2014, 02:52:39 am »
Most items from old saves can be sold to any merchant since they lack that part of the code which puts them in their proper category, they also lack weight which makes them even more valuable since you can carry them without limits... maybe if you load character from new build into old new items lose their weight? That would be cool!  8)

Unfortunately ammo doesn't fall into this so if your character has stockpiled few thousand rounds you probably can't move until you dumps it on the ground.  ;D

41
Bugs / Thugs preferring hand to hand combat?
« on: January 18, 2014, 08:22:24 pm »
Decided to do the final Black Eels quest and assault Scrappers HQ and I've noticed that both Silas and Eddy prefer hand to hand combat instead of using guns!?  :o

This makes both Eddy and Silas pretty easy targets (merchant Gort also despite having a gun)... IIRC they were much more dangerous in previous build?

Some other Thugs and Junkyard muties also go hand to hand despite the fact that they have guns or crossbows in their inventory, this makes use of bullets to kill them pretty much a waste since they pose little threat to player in metal armor (which makes their attack even more absurd).

Could it be that weight limits lowers their action points to much preventing them from using equipment (especially special attacks) or is it more serious bug?

42
Bugs / Junk pile resets?
« on: January 18, 2014, 05:24:02 pm »
No point in opening new thread for this...

I thought of using junk pile near merchant Kendrick in Junkyard as a nice storage container for excess unsold stuff to be sold later but it seems to resets to empty after leaving zone, leaving remains pile on the ground seems to be much better option since that one never disappears... really honest folk lives there.  :o

43
Bugs / Re: Merchants no longer restock after Core City cut-scene?
« on: January 18, 2014, 04:04:46 pm »
Finally!

After some more cave hopping and returning to SGS and going up and down looking for Old Jonas who moved to Cantina (is this also new or was that already in 1.09?) merchants finally restocked while I was actually at SGS.

I have a feeling as if cut-scene resets 90-minute timer to zero so just when you thought it was up and you can visit merchants with stuff you brought from Old Junkyard you have to wait all over again.

44
Bugs / Merchants no longer restock after Core City cut-scene?
« on: January 18, 2014, 01:54:14 pm »
It seems that merchants no longer replenish their stock after Core City cut-scene runs? Before taking a walk from Rail Crossing to Junkyard and back was enough for all the merchants to restock but now no matter how long I walk around nothing changes?

BTW is there a merchant buying boots? Or that one goes under Leather armor?

Also Core City quests are listed as Incomplete? I'm guessing this probably means it is impossible to finish them at the moment? Will the saves be compatible with next build so we can actually complete them without going through entire plot (not that it takes very long with level 20 character ;D )?

45
Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 17, 2014, 10:25:39 am »
Hmm just started a new game with the oddity system. Right now i just finish the hopper quest, just before the GMS compound one. In the classic version i would be already level 4. But right now i am level 2 (1 more bar to level 3). So the experience gained is way lower for oddity (only part i have not explore is the mushroom cave where you need the agility to climb over the rocks (dunno if there is an oddity there)).

New system is highly rewarding if you do lot of exploring... that means using TAB button a lot because there are some interesting rocks!  ;)

New areas added to the Lower Underrail (extending from base top level with station and rail tracks, was anything added to Deep Caverns? I did some blowing up of rocks but still found them empty) seems to have plenty of oddities and most enemies come individually with exception of one zone with bridge which has 3 psi bugs and even level 20 character should not just rush in, also lot of dead bodies so you get some free loot as well.

Just be careful since in few places you have rocks to blow up to pass and without TNT you might get yourself stuck with strong enemy behind your back.

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