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Messages - Elhazzared

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61
Suggestions / Re: Trading system improvements
« on: January 02, 2016, 03:05:30 am »
The only problem I see with that feature is that it works only very late game. Until then the player still has to put up with the currently very incovininet system. I find it unecessary to only give a conviniency right towards the end of the game rather than at the very beggining.

62
Suggestions / Re: Trading system improvements
« on: December 28, 2015, 03:40:31 pm »
I do believe it fits. Settlements trade between eachother, otherwise settlements wouldn't keep getting new supplies in enough quantities... They aren't out there alone and there are alliances so to speak of settlements bunching up together eitehr by force or willingly.

Would it make sense that not all settlements would work like this? yes but small concessions can be mad in favor of better playabillity. It certainly makes more sense than opening a window showing everything that every merchant has and ultimatly that might be harder to implement when you consider that some merchants are in another area although part of the same settlement.

63
Suggestions / Re: Trading system improvements
« on: December 28, 2015, 12:29:38 am »
True, but what is the money limits that merchants have other than annoyance? instead of going to every single merchant that you know to sell everything, you just do it all in a fast and convinent way. less time wasted running around like a headless chicken, more time exploring and doing missions.

Also this is why the central repository works. They are not exactly a merchant. Merchants buy from the central repository but this is only background explanaition to have things make sense, merchants don't need to have money anymore at this point because you specificly sell at the central repository and specificly buy at merchants.

The central repository would be something that is super rich, it buy cheap from everyone and sells at a higher price to all merchants and everyone else in the base that isn't just a common person, for example, it would sell stuff for the labs or stuff for the manufacturers in the base too. They also trade with other settlements which A, increases their profits and B, explains where new stock of things you didn't sold to the central repository, comes from... In terms of comparison, a merchant deals in specific ware they sell, so they serve a very specific part of the population, not to mention, they are not selling for the scientists and any other parts of the settlement that need materials. They don't even sell guns for the settlement security personal. The reason they don't is because they just can't beat the prices that the central repository offers on everything. So you have the merchants that sell to a few commoners of the settlement and people passing by vs the central repository who literaly sell everything to almost everyone (just not to the people the merchants are supposed selling to). The disparity in profits os of course huge so they would have a lot of cash to literaly buy anything the player character throws at them.

Ultimatly this would be great because there are 2 things that hinder this game (to me they hinder it so much that I don't even play it ever since they patched this new system in the EA). one is weight limit. While from a realism perspective it makes sense, in reality all it does is force to go back and forth to sell. It's much better if you can just loot all and sell all a it becomes more immersive than stoping midway through a mission just to sell stuff, fortunatly there is a way to get infinite or nearly infinite carry weight already so that's good. The last is the merchant buying limits. While the current system makes sense, the fact of the matter is, you either throw away stuff or you have to spend days of your real life to sell everything. The later is obviously going to make you quit out of sheer foredom and the former basicly tells you. Don't explore and don't do sidequests. There is no point in looking for more loot if you're going to throw it away at the end.

While I believe that overall Styg and his team have done a great job, I think he really underestimated how important loot is in these kind of games.

64
Suggestions / Re: Trading system improvements
« on: December 27, 2015, 03:45:43 pm »
Funny enough this is sorta what I sugested a lot earlier during development but was ignored. It was only slightly different but it would make perfect sense.

Instead of selling to shopkeepers you have a central repository which is the only place where players can sell and the central repository buys everything that the players have to sell. In turn and just from a sense perspective, shops buy whatever they need from this central repository for their shops.

In short, the player would only need to go to one place to sell everything which effectively worked like a distributor warehouse in today's world... This would also allow to remove sale limits because from a sense perspective, the warehouse is always stocking up on things as it sells everywhere including possibly trading excess with other settlements for things that they need in their stocks.

65
General / Re: Rifle/Psi Build
« on: December 25, 2015, 04:26:16 am »
I can't speak for rifle viabillity in a psi build since I haven't really played for a long time, but I used to incorporate crossbows since they were always a good complement.

They have good range, require no strenght whatsoever and have the special bolts. The basi attack can be used as a compliment if you are low on psi and the electric bolts are great for extra stuns.

The reason I'm advising crossbows is simple, While it may be possible to incorporate rifles, it will require extra stats to be diverted from somewhere else and usually it's not good to spread too thin.

66
Development Log / Re: Dev Log #44: New Trailer; Release Date Moved Forward
« on: December 23, 2015, 09:06:05 pm »
I have no doubt a lot of people will be bothered, but I have my doubt that many will complain.

Besides if Styg really wanted to add it, he'd have added it long before the full release version. I'll keep my hopes up for some modder to actually take care of the one problem underrail has.

67
Development Log / Re: Dev Log #44: New Trailer; Release Date Moved Forward
« on: December 22, 2015, 06:02:28 am »
Yeah I know he did it though I didn't knew whether or not it still worked in the release version.

That said it only solves the carry weight problem. Merchants still buy too little quantities and of limits types.

I'm pretty sure that eventually someone will mod the game to take care of those problems, until then I'll just keep waiting.

68
General / Re: what counts as "firearms"?
« on: December 19, 2015, 06:26:39 pm »
I'd assume anything that uses the firearms skill?

69
Development Log / Re: Dev Log #44: New Trailer; Release Date Moved Forward
« on: December 18, 2015, 04:31:10 pm »
To me it's only a pitty that no option to remove carry weight and merchant buying items types and limits were added. I will have to wait until someone who shares my opinion but is able to mod will release a mod to make this game enjoyable for me to play.

70
Development Log / Re: Dev Log #44: New Trailer; Release Date Moved Forward
« on: December 11, 2015, 11:49:24 am »
The trailer has a bit of a slow start but gets good once you guys start showing up the combat. :)

71
Suggestions / Re: Reduce wealth by a lot
« on: August 07, 2015, 05:39:17 pm »
Unfortunatly you cannot do that.

The Devs decided that a good idea was to have severely restricting carry weights (mostly because some items are ridiculously heavy) and that merchants would only buy a certain amount of items from a certain type of items.

The result is that if you lower the value of the items then you'll just end up not having money, not because you don't get the items to sell, but because the merchants just do not buy in enough quantity... that and carrying them all becomes a huge problem as well.

72
Suggestions / Re: Lack of Directions
« on: June 14, 2015, 12:13:22 pm »
The abillity to not having to draw a hand drawn map, having to remember a huge cave system not have to refer to an external site for such a map is surely more than worth the efforth. Doing a map is simple, it shouldn't take more than a day's work, probably not even that much.

If so many people have asked this already, surely it's not a wasted feature, but hey if some people don't like it, they just have to not click the map key.

73
Suggestions / Re: Lack of Directions
« on: June 14, 2015, 04:34:25 am »
Also let's bear in mind that a map will exist 100% for sure. Someone will map the underrail and post it out so that everyone can have a map. But wouldn't it be much better if the devs implemented an ingame map that will add regions as you explore them? It saves the trouble of tabbing out to check the map on the browser or having to print it.

74
The problems with Xbows is their damage being very low when you compare damage done vs AP cost. They have the special bolts which yes, they are interesting but the damage on regular bolts is still bad and you can't be throwing special bolts one after another non stop.

I see them mostly as a backup weapon because almost any other option is better... ive talked about this in the past but Some people seemed to think they were good enough a weapon for a main because of some special abillities making it slightly more viable. I disagree, oher weapons don't even need special abillities to be viable main weapons.

75
Suggestions / Re: Lack of Directions
« on: June 10, 2015, 07:16:25 pm »
I don't see why you'd be against a map. It is merely a convinience tool and saves people the trouble to actually draw one themselves. It is also something that I imagine modders will do if the developers do not.

Now I played this long ago and basicly there was only the SGS area and the junkyard area. While I could keep the whole map in my head at the time, it was already getting to the point where a little bit more and I'd probably just get lost all the time with so much twist and turn. As the game is now I'd probably be getting lost all the time simply because there is no mapping tool and that would force me to make a map myself in a paper (or several papers).

Besides it is human nature to map things in order to prevent getting lost. It doesn't matters if the map becomes unreliable at a later point, you'll just edit it as needed, however as a human being it's normal that you'll do whatever you need to do in order to prevent getting lost and possibly dead as a result of it. Call it survival instinct if you will.

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