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Messages - Crows

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16
Suggestions / Re: Let's talk about Charms
« on: May 17, 2022, 02:40:35 pm »
In one playthrough I found her for the first time in Hardcore City Bar, and the Hanging Rat in another playthrough.

17
Bugs / Re: Report spelling/grammar errors
« on: May 16, 2022, 05:49:14 pm »
The mutie corpse in the Core City trash disposal/crane area (that can be recovered by crane) - "Mutie" is misspelled.

18
Suggestions / Re: Psycho-temporal Contraction
« on: September 02, 2020, 09:50:29 pm »
I haven't thought too much about what the numbers should look like, but I definitely agree - I don't like randomness in something like a self-cast debuff. I'd rather have a 100% chance and maybe have a way to mitigate it instead of feeling like I got screwed by a roll of the dice.

I feel the same way about the Rapid Reloader, too - I'd rather have a set AP return.

19
Suggestions / Re: If the Ferryman moves in the mean time :D...
« on: August 29, 2020, 10:53:23 pm »
I have to admit I laughed, but shit that's rough - sorry buddy.

20
Pretty sure it doesn't work - I've never set someone on fire with it either.

21
Suggestions / Re: New Update
« on: July 25, 2020, 10:24:43 pm »
Asking me?  It doesn't really matter how I'd feel since I don't matter and am not part of the decision-making process  :D

I think that's the same idea Tamior posed earlier and I cautioned against.  It's rewarding an artificially invariant playstyle, which just isn't a good design principle in an RPG.  It doesn't even address the problems of the current system, much less solve them.  There's still no way to regenerate reserve in combat, meaning players who are inefficient have no way to recover from their mistakes; it still penalizes leveraging synergies which are mechanically baked into the game.

Honestly, if you wanted to elegantly break the generalist playstyle, you'd have to disassociate the psi schools.  Make Psychokinesis scale from Strength, and Thought Control from Will, and Temporal Manipulation from Intelligence, and Metathermics from hell-I-don't-know-maybe-Con-we-haven't-used-that-yet-in-this-example.  I'm not sure even that's a good idea, but it would at least do one thing well:  it would mean that just because your build is optimized for one school of psi doesn't mean it's optimized for them all.  That's what you've got now - a system that requires your build, if optimized, to be a generalist build, and then a heavy-handed dev response to quash the fundamental synergies baked into the game's ruleset.  It just makes sense to combine psi schools because they have different strengths but stem from the same basis.

Actually, I really like that idea. Seems pretty context-friendly, too - Bisson is jacked, Ezra is an engineer, Ethan's descriptions talk about him fiddling with things in his hands (iirc), and I'd have to think about Quinton.

Maybe like regen, effective skill scaling could be broken into a different (Will + ??)/2 for each of the disciplines, or scale with half another stat, etc.

22
Suggestions / Re: New Update
« on: July 24, 2020, 04:23:16 pm »
How would you feel about benefits to specialization? Three circuits in one school = 10% cost reduction, for example.

23
General / Re: New Stygian Software Developer
« on: July 21, 2020, 12:56:18 pm »
Sounds good!

24
General / Re: New Stygian Software Developer
« on: July 21, 2020, 12:20:03 pm »
Hello and welcome!

Out of curiosity, what upcoming content would you like feedback on in particular?

25
Suggestions / Damage cap on final boss
« on: July 12, 2020, 02:14:27 am »
I want to first mention how much I've enjoyed Underrail; despite playing since early access back in 2015, I finally managed to stop the theorycraft/restart cycle and actually finish the game for the first time. The last fight was phenomenally atmospheric, I loved it!

That being said, I think it might be nice if the boss was a little more resistant to cheesing. There is a great multi-objective setup in the boss room that I completely ignored in favor of sniping him in the eyeball and killing him in a single turn - for reference, this was on Dominating and without finishing the puzzle. I think if he had a damage cap of say, 1000/turn (possibly affected by difficulty level) before the tanks were destroyed or puzzle was completed, it might force a bit more interaction with the intended methods of winning that fight.

26
Suggestions / Re: Out-of-game warning about the point of no return
« on: July 09, 2020, 09:02:28 pm »
But you are correct, this game has trained me about making hard saves periodically. After taking the slowest elevator in all of South Underrail, I just reloaded my save  :D

27
Suggestions / Re: Out-of-game warning about the point of no return
« on: July 09, 2020, 09:00:44 pm »
I think it's more that I didn't know I was about to go to Deep Caverns. I *did* have a general sense of what was going on. but it's a pretty rapid change from what you think you're doing to what you end up doing. The NPC in the triggering quest tells you to get the hell out of dodge, but in order to complete it you have to talk to Eidein - which is explicitly not getting the hell out of dodge. Then, if you follow him down that elevator, you're committing to DC (not sure if you can go back up to his office, but you can't leave through those other hallways).

Honestly, my first reaction was to leave the Institute like the friendly masked man told me to, only to find out that doesn't move the quest forward. That kind of threw me off.

28
Suggestions / Out-of-game warning about the point of no return
« on: July 09, 2020, 05:29:17 pm »
I've played several runs most of the way through before getting the restart-itch and running a new build, so I've finally taken one all the way to DC. Knowing that it was coming, I prepped for it, but even having a general sense of it, it's still a tough area.

I think a simple warning about "who knows how long you'll be stuck down there - better prepare and finish everything you need to do" would be great, especially since you can unintentionally make some very important and powerful groups hostile before you set foot in there.

29
Suggestions / Re: Boots
« on: July 09, 2020, 05:22:26 pm »
I really would like a small boot buff - my greater siphoner tabis at q155 offer almost as much acid DR as my supersteel reinforced q177 sea wyrm boots, along with more heat and energy resist. Obviously the mech DR stacking and extra crits are the trade-off, but I don't get why the tabis provide more of the leather's defensive stats than the full boots.

30
Suggestions / Re: Lack of availability for high quality paddings
« on: July 09, 2020, 05:15:47 pm »
I found my first q140 padding this run! Unfortunately it was in DC  8)

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