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Messages - hillman

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Suggestions / Re: Companions?
« on: December 14, 2012, 07:53:24 pm »
What about companions like Dogmeat in fallout 1 (or 2, I can't remember)?  I.e., an NPC that follows you around - part of your "party" - and aids you in combat.

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Suggestions / Re: Combat A bit too hard?
« on: December 14, 2012, 07:50:56 pm »
I think Ergil brings up a good point - for instance, at the GSM compound <spoiler ahead> - when you find the two raiders and the old guy at the lowest level, you can choose to attack in the conversation, yet the raiders go first in combat.  I feel like the player should gain the first turn advantage when he chooses the "attack" option in dialogue...The impetus for combat should begin with you when you choose to initiate it.  What do ya' thing Styg?

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Suggestions / Re: Combat A bit too hard?
« on: December 14, 2012, 05:43:19 am »
Regarding removal of the door exploit:

He probably should fix that somehow...either by making some doors destructible or having the AI retreat.  It was honestly the only way for my non stealth character to survive early on.  Then again dogs aren't that smart and can't open doors...so it might be realistic there.  Those acid spitting dogs were just nasty to beat straight up...then again I could have probably shelled out some money for better armor as well. 

One thing, when the door looks like a curtain perhaps anything should be able to open it...is a curtain going to hold back a snarling wolf? Probably not.

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General / Re: Where's Jack Quicksilver ? [MINOR SPOILERS]
« on: December 13, 2012, 07:04:55 pm »
Where is the shady merchant?  Is the Cantina in the Junkyard area?

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General / Re: Grinding
« on: December 13, 2012, 06:44:24 pm »
Mindhrooms grow back in an hour...i guess you could leave the game running and do something else then go harvest them.  Free medical care is also highly helpful as someone else suggested.  Also, invest in lockpicking and electronic lockpicking - this will give you a ton of loot.  I got both of those skills up to around 50 and was able to open everything in the later stages of the alpha.  After several rounds of combat, opening every locked door, box, locker, etc that I could, I have so much freaking loot I'm sure I could clean several vendors out of their cash.  There is also a side quest in the junkyard - you talk to an old man - that gives you access to some serious dough :)

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Suggestions / Re: Combat A bit too hard?
« on: December 13, 2012, 06:40:01 pm »
I completed most or all of the content for the purchased alpha version.  I was really burning through the health injectors and bandages early on.  I would agree with the other poster that grenades are the great equalizer.  I would also try to work myself into a situation where I could hide behind a door, open the door, take a shot, close the door, end-turn....this works particularly well against the sentry bots and dogs.  Once your gun skill is high enough and you can get a gun with burst capabilities you can do a lot more damage with firearms.  I enjoyed the challenge though, it is definitely not easy at first...look forward to being challenged in the full game as well, rather than just strolling though.

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General / Re: Where's Eddy ? (Depot B) [SPOILERS]
« on: December 10, 2012, 02:18:24 am »
Depot b is the area 'up' from the cantina/restaurant (the place that sells the 'junkyard surprise')...eddy is on the left upper corner of the depot b area...right in front of a fenced in area with a bunch of mindshrooms I believe.  You should have already been to him there once to get the key card mission. Notice I don't use north/south terminology because 'up' is not north...see my post in the suggestions section where Styg clears that up.

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General / Re: Save Game Compatability
« on: December 09, 2012, 06:38:37 pm »
Perfect!!

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Suggestions / Re: some suggestions after about 5 hrs
« on: December 09, 2012, 06:30:50 pm »
So it looks like the mindshrooms do grow back unless I'm mistaken...good call there, PSI is a lot more viable considering that.  Good to know which direction North is heh heh...Would have never guessed it.  I love how investing in lock pick and hacking pays off...it's always annoying when you invest in lock picking skills and you end up using it only occasionally.  I also feel like barter and persuasion will pay for themselves.  I'm really hooked on the game and will try to encourage people to buy it wherever possible.

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Suggestions / Re: some suggestions after about 5 hrs
« on: December 09, 2012, 03:21:56 pm »
Haha you troll, well I assumed North was up, east was right, etc...A simple map would help me get my bearings tremendously, rather than make me wonder if I'm going to be exploring in the wrong direction for hours.  It's a time investment I am willing to make and I haven't had too much difficulty so far.  But I guarantee you that the game will get unnecessary criticism on release if there is no map, especially if the areas grow in size and complexity...it is potentially a labyrinth.  It would suck if people don't support this game because reviewers critique it for silly stuff easily remedied.


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Suggestions / some suggestions after about 5 hrs
« on: December 09, 2012, 03:35:32 am »
First let me say that the game has a lot of depth and character.  Anyone who reads this and hasn't voted for steam green light and/or supported the alpha on Desura please do so!

Some suggestions, I'm sure several of these are already being considered but here ya go:

1) We definitely need a run option while out of combat - a shift click for run and 'always run' option would be ideal.  This gem of a game will get roasted for this by reviewers if not implemented.

2) A map easing navigation and pointing out North, South, etc would save a lot of guess work.  Sure you can see a total area that you have discovered when you are in a section you have already been in, but when trying to navigate the cave system it becomes easy to go in the wrong direction.  For instance, I went left instead of right coming out of the caves for the first mission and was way off track for a good hour.  Exploring is great but again I feel that professional reviewers will find fault with the lack of map.

3) As for PSI points regeneration...maybe the player could craft items/devices with varying degrees of passive psy replenishment. A player with high skills could craft a high end device if they invest in the skills and find the necessary parts.  Lesser devices could be crafted as well with weaker regeneration capabilities.  This would encourage players to really invest in PSI skills without constantly shelling out money, yet still making it a resource to be managed.  The crafted device could run on purple mushrooms.  Perhaps the player could even craft a mushroom growing device or something.

4) Crossbow bolts should have a chance for recovery off the corpse of a slain foe.  I'm thinking of 'The Walking dead' series here where one of the characters uses a crossbow and recovers bolts when possible.  One of the advantages of such a weapon is that you can recover ammunition for it.  It doesn't have to be 100% recovery, some will get bent or broken, etc...but it seems kind of silly that bolts just disappear.  If I were in an environment where ammo was sparse, the crossbow would be a go to weapon for this very reason. 

I'm not sure if psy mushrooms grow back over time but I think they should...fungus typically grows pretty quickly and it would add to the realism and make psy more viable...If you can plant spores or they grow back it would kind of be like Pokemon games where you planted berries.  I will add more later, but just know that I wouldn't waste my time offering suggestions unless I thought that you have a chance to make something special here...and you definitely do!  Keep up the great work!

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General / Re: Save Game Compatability
« on: December 09, 2012, 12:54:55 am »
I too am curious about this because I can tell that it will be easy to get hooked! I would rather wait for the full experience if save games will not translate.  I already bought the alpha because I hope this project comes to final fruition.

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