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Messages - bushwhacker2k

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181
Suggestions / Re: Burst Trajectory
« on: May 19, 2013, 06:33:09 am »
That's a shame. I hope you can get something in place at some point. It's very difficult to gauge the risk of a burst shot to allies without any clues. Don't grenades already do something similar? Can't you use a similar process for the burst>

Sounds like a good idea, I'd rather be able to gauge the danger to my allies than risk aggroing people through trial-and-error.

182
General / Re: Stealth Question
« on: May 18, 2013, 04:33:30 am »
A stealth score of 100 is ridiculous (or I'm just not that far) so I can't comment there, but-

People don't have PoV zones of sight, they have a proximity detection score. If your stealth isn't high enough you're immediately detected when you enter their proximity of detection. The Burglary feat is an obvious choice if you can't pick/hack it quick enough while out of their proximity.

Also, pickpocketing actually doesn't factor in stealth unless you use the Ninja Looter feat. You can freely pickpocket people while being detected.

-

I mean, I'm saying this but I almost have to assume you already know this if you've gotten to the point where you have 100 stealth. Good luck.

EDIT: just read the Dev saying I should approach someone from behind while stealthed, meaning it probably factors in proximity as well as PoV, pardon the disinformation.

183
Discussions / Re: How did you find out about this game?
« on: May 17, 2013, 08:59:29 am »
Steam Greenlight, and I'm glad I did. This game captures a great deal of what I loved from Neverwinter Nights and, with the addition of the 'export character', I seriously hope this grows into more than just a stand-alone game. I see a lot of modding fun in this game's future.

184
General / Ninja Looter
« on: May 17, 2013, 07:37:43 am »
"... reduces suspicion raised when pickpocketing by 25% when hidden from the target."

Can someone clarify this for me? Does this mean I literally have to be stealthed and undetected by the target??

Either I'm totally missing something in the game mechanics or this seems pretty useless because it's impossible to not get detected when you're right next to the person. At the very least you'll only stay undetected for a half second...

Is this meant to be applicable at much higher levels?

185
Bugs / Re: Dialogue Attack Option
« on: May 17, 2013, 07:07:38 am »
It was mentioned somewhere before. I'm too lazy to check where, but of that I'm sure. Also if I remember correctly Styg said that he'll take care of this. At the moment solution is pressing 'enter combat' really fast after finishing conversation :D.

Once again if you're still playing demo version it could already be fixed in alpha.

Nope, playing Alpha. Good to hear that it's been noted though, thanks.

186
Suggestions / Re: Burst Trajectory
« on: May 17, 2013, 07:06:40 am »
It would still be handy to get a visual aid to what the spread of the burst shot is though, so you can determine the risk of hitting surrounding things is. I'm thinking ideally a translucent arc so you can see who is in your line of fire, or maybe % chance to hit over affected people.

(now I've posted this I'm wondering if it already does the % chance.... hope I'm not being an idiot!)

Nope, doesn't show the % over everyone, just the person you're targeting.

187
Bugs / Re: Indirect Kills - Exp
« on: May 16, 2013, 09:00:14 am »
Agreed, unless we are allowed to beat inanimate objects and get experience by doing so taking out an inactive turret shouldn't give experience.

Just an additional thing, on top of the main point here.

188
General / Re: Health/Psi Hypo Reagents
« on: May 16, 2013, 08:43:36 am »
I found out things, seemingly including Mindshrooms, respawn. The reliability of drops for health hypos still seems weird, but it's not really a problem with respawning stuff IMO.

189
General / Health/Psi Hypo Reagents
« on: May 16, 2013, 07:57:16 am »
I have to ask, are the reagents for Health/Psi Hypos likely to be changed somewhat? Health Hypos require a ton of stuff for not a lot of pay-off and the increase in cost from the demo (1 mindshroom) to the alpha (5 mindshrooms) for the psi hypo is absolutely ridiculous.

Am I just too early in the game? Do these things become ridiculously easy to find later?

190
Bugs / Indirect Kills - Exp
« on: May 16, 2013, 04:39:17 am »
I mentioned it in a different thread, that in the demo explosive barrels didn't grant exp.

That got fixed and now I'm wondering if we can do the same for a hacked auto-turret (for example). I just successfully hacked a turret and it gunned down several enemies, but I didn't get any experience from this.

I understand why it might not get me experience, but at the same time if we DON'T get experience from it then the game is telling us that it's a bad way to do things, despite the fact that it's actually a very smart way to deal with them.

I think we should get experience from kills from the auto-turret in question. (Though it should still be hostile if left on)

191
Suggestions / Re: Burst Trajectory
« on: May 16, 2013, 04:19:36 am »
There is a trajectory. However, there's no guarantee that you will hit all, or any, targets on the trajectory.

This probably answers my question, I was under the impression that I just misunderstood where the trajectory was, but if I just missed then w/e.

192
Bugs / Dialogue Attack Option
« on: May 16, 2013, 04:17:46 am »
So I was going through the SGS base (or whatever the acronym is, I don't even know what it stands for) and I went through a trap door into a dialogue segment with 2 bandits (or looters, or whatever) holding a man hostage.

I realized I likely wouldn't be able to talk them out of it, so I decided it would be smartest to take the initiative so I clicked attack.

They got initiative.

Let me get this straight, I chose to suddenly attack them at a time of my own volition and THEY get to attack first?

This is a bug.

193
Bugs / Re: Bug - Crowbar Durability
« on: May 16, 2013, 04:15:06 am »
Ok, thanks for the response.

194
Suggestions / Re: Omni-Tool
« on: May 15, 2013, 09:20:24 am »
I always just used the Omni-Tool to open vents, for super secret stealth travel.

I simply think of it as a screw-driver.

? Cool...?

195
Suggestions / Omni-Tool
« on: May 15, 2013, 07:50:34 am »
Okay, I used the Omni-Tool in the demo and it was totally swell... so either the demo had no requirements for using it or I wasn't even aware I fulfilled any requirements.

I didn't get the impression at all that the Omni-Tool required any skills to use it. I assume that the associated skill is lockpicking, because my hacking/mechanical skills are quite high.

I would appreciate it if the info in the Omni-Tool description was changed so that it states that it's actually a skill-associated tool. Thanks.

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