Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - screeg

Pages: 1 2 [3] 4 5
31
Suggestions / Re: Map scroll interrupted by notification panel. GUI.
« on: November 15, 2013, 02:19:11 pm »
He intends that whenever I want to scroll left the notification panel opens?   ::) That sucks.

32
Suggestions / Re: Map scroll interrupted by notification panel. GUI.
« on: November 13, 2013, 03:08:35 pm »
Quote
It's supposed to be like that, so that you don't accidentally scroll the map when you want to go through your log.
It's poorly designed right now, and I doubt Styg intended that.  If the panel has to be on that side, there's several ways to fix this, like a hard toggle on/off for the panel, or making the hotspot to expand it only at the bottom, for instance.

33
Suggestions / Re: Sorry (negative post)
« on: November 09, 2013, 08:12:10 pm »
I'm not bothered by the difficulty, though maybe the curve could be ironed out a little.  I don't like tutorials of any kind, including the "stealth" tutorial, like an afterschool special on tv where you don't know you're learning a life lesson until it's over.  These days, anyone frustrated with the game can look online for advice.  It doesn't need to be built in.  (Keeping in mind you don't want the game to be ridiculously hard right at the start)

Having said all that, weapon degradation is a pain in the f&*(?%g ass.  I don't like it full stop, but if you're going to have it let's be a little more realistic.  How many times in RL do you have to fire a pistol before it starts to malfunction?  The model you've got right now is an abstraction which creates a tedious chore for the player.  If the only purpose is to soak the player for credits, there are other less tedious ways to balance the economy.

34
Suggestions / Re: Map eta?
« on: November 09, 2013, 08:05:25 pm »
screeg, care to post your map?
Naw, I started to fill in the details by hand.  Looks like crap.  You could check this out though.

35
Suggestions / Re: Map eta?
« on: October 29, 2013, 07:43:16 pm »
Since I have a terrible RL sense of direction, I tried to start mapping the game the old school way, on paper.  In Illustrator, I created a gird of blank diamond shapes to correspond to the isometric WTF-is-North?! layout, but unfortunately game level layout doesn't correspond everywhere to physical space.  In Junktown, for example, certain sectors would overlap.  Then basement levels and ducting also screwed up my model.

36
Suggestions / Re: suggestion re: 50 point skill hump
« on: October 28, 2013, 06:35:54 pm »
I'm not sure if it's a bug or what, but I have had a few characters run into an odd phenomenon where I would add points to their skills - but the total skill value (after synergy bonuses / penalties) wouldn't change.
This is exactly what I was griping about in my first post.  I was seeing it in 3 or 4 skills in one character, where I had to put 8 or 9 points in with no post-synergy result before the skill would start to appreciate again.

37
Suggestions / Re: suggestion re: 50 point skill hump
« on: October 10, 2013, 12:49:39 pm »
Or Styg could make exotic ammo less rare, so we could actually use it once in a while.  :)

38
Suggestions / suggestion re: 50 point skill hump
« on: October 08, 2013, 04:31:55 pm »
The current method of skill progression, where you get up to 50, then have to sink a ton of points to get past 50, is really off putting.  I'm not sure about the logic behind it, but a less harsh transition would be welcome.  Thanks!

I'm also hoping the final game won't have such a profusion of locked empty containers.  I don't mind searching ten shelves and finding ten empty shelves, but IMO any locked container should have something in it (or else why is it locked?), and not something from the lowest random item tier, ie. fabric scraps or a single bullet.

On the topic of bullets, why are JHP and armor piercing rounds so goddawful rare?  In a game like Fallout or JA2, exotic rounds probably accounted for ~25% of total ammunition found/bought.  In Underrail, I have to play for an hour to assemble one clip of JHP, including purchased rounds, which makes them functionally useless since I don't want to be switching out clips mid-fight.

39
Suggestions / suggestion: Recycle blueprint
« on: September 16, 2013, 03:16:07 pm »
Would be nice if you had four slots for Recycle instead of 1.  What I mean is being able to recycle four items of the same class at the same time, provided you meet the minimum Mechanics requirement, instead of one at a time.  If that's not too tedious to code, it would make Recycling a lot less tedious.

40
Suggestions / Re: Need achievement and achievement name suggestions
« on: September 12, 2013, 07:35:01 pm »
Suggestion:  as an old man, I have no use for achievements and in fact find them really irritating.  Please include a way to disable them.

Jasper Byrne of Sole Survivor wrote recently that he was compelled to include achievements for his game when porting it to console.  He also hates them, but compromised by allowing the player to opt out.

41
Suggestions / Re: uncovering landmines, reloading weapons
« on: September 12, 2013, 07:32:45 pm »
Spending a grenade to trigger detected enemy mines is a solution, but kind of an expensive one.  Add rocks to the game as grenades with no blast radius or effect!  :)

The caltrops thing is kind of sucky.  What about making the player immune to his own caltrops, too kind?

By the way, I wish the player wouldn't trigger his own mines.  This is the first game I've played where I can place mines and also trigger them.

42
Suggestions / uncovering landmines, reloading weapons
« on: September 05, 2013, 08:12:37 pm »
Need some method of triggering enemy mines that I can't disarm, like stones you could throw.

When hovering over a pistol to bring up reloading options, description directly obscures ammo.  A straight-up reload current weapon with current ammo option would be nice, like a single key shortcut or a left or right click on the quick icon.  Also, the ability to disarm your own caltrops.  I don't care about recovering them, but I used some in what turned out to be a main thoroughfare and probably lost 300 life at various times accidentally walking over them again and again.

Also a keyboard shortcut to swap weapons would be welcome.  I know it's easy already, but every little shortcut helps streamline combat.  It's also inconsistent that that's the only thing on your belt that isn't attached to a key.

43
Bugs / unable to target enemy standing near door
« on: September 05, 2013, 08:06:44 pm »
Can't target an enemy when an open door is overlapping his position.

Possible solution:  have TAB force prioritizing of targets over interactive elements?

I have a screenshot for this but couldn't embed it:  http://min.us/lzoHuPuWjjG80

44
Suggestions / Re: save/load a bit slow
« on: August 26, 2013, 05:09:05 pm »
Just an opinion, but shouldn't this be a priority?  The less time all of us spend waiting for saves and loads, the more we can dedicate to Q&A.  I imagine new players will also find it frustrating.

45
Suggestions / Re: returning to the Alpha after several months away
« on: August 19, 2013, 02:42:01 pm »
Thanks for the reply.  I'm obviously a little bit out of the loop.

Pages: 1 2 [3] 4 5