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Messages - Darthgrey

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31
Suggestions / Re: Why all monsters in different areas are the same?
« on: April 04, 2016, 11:28:37 am »
The solution is having monster variants like rathound/rathound alpha/ancient rathound.

But Styg will have to make new models of tough Azuridae, Silphoners etc. and I think it's much harder than simply adding HP and abilities to current models in northern locations.

32
Suggestions / Re: Why all monsters in different areas are the same?
« on: April 04, 2016, 10:48:35 am »
Taggart, there's a ton of different weapons, heavy armors, explosives, crafting skills and PSI abilities in the game, so the game is more about fighting and exploring. But the thing is that it's not fun to fight low level monsters after some time. We have many high level equipment, but it's not interesting to use it against low level weaklings. Yes, you can use sneak, but with this strategy game will be even more boring, than it is if you ask me, I want to use full potential of my character and have interesting encounters and situations during all the game process, not the first 1-10 levels. And I think It's not so hard to give current monsters (there is no need to change model) more HP and abilities depending on how far to the north they live, I hope sometime Styg will do it.

player1, yep, regional level scaling for low level mobs would be cool, also it would be cool to bring some more ancient Rathounds, Burrower warriors and Cuttlesnails from DC to upper Underrail and make them in Deep Caverns even more powerful. It could be tough for casual players, so maybe there is no need to change current low difficulty, but normal and high needs an upgrade for sure.

Styg and his team made great game with ton of cool stuff, but game in it's current condition is too easy for skilled player and it's more fun to create and test different builds on first 1-10 levels and start from begining again and again due to non linear difficulty level.

33
Suggestions / Why all monsters in different areas are the same?
« on: April 03, 2016, 11:52:45 pm »
So what am I trying to say is that all same monsters in Underrail are equal. For example: azuridae who lives near SGS has 110 HP, azuridae who lives near Rail Crossing has 110 HP, azuridae in Deep Caverns also have 110 HP. They all have the same damage, same HP, same abilities, but killing azuridae with level 1-5 character is not the same as killing it with 20+ level character. And as a result we have hard and interesting start of the game, when you need to use your brain to win the battle. After a while player becomes more skilled, grows in levels, gets more powerful weapons, but all monsters remains the same and the battle against those weak monsters (compared to more experienced player) becomes boring faceroll process.

Maybe you need to make enemies more powerful depending on place where they live? The more player goes to north - the more powerful monsters he should encounter. For example: azuridae near SGS can have default 110 HP, those ones who lives near Rail Crossing can have 200 HP and more PSI abilities, the ones who lives in vicinity of Core city can have 250 HP, and those who lives in DC can have maximum 300+ HP and even more PSI abilities. Of course high HP monster with additional abilities should drop better components. This way it will be interesting to fight same types of monsters on different levels and in different locations, not like now, when 10+ level character encounter two azuridaes and thinks "argh, another boring fight in Underrail, hate those useless time wasting weaklings, die fast and let me go futher". Fights should be interesting throughout all game, not during the first 5-10 levels like now.

The same thing with Rathounds, Siphoners, etc. At a certain stage they start to die even if a player looks in their direction and it's not fun  :(

34
Bugs / Re: No Six in Deep Caverns
« on: April 03, 2016, 03:57:20 pm »
I'm curious now - how does the cutscene in the elevator at the end go if he's despawned?

Yep, I had a dialog with him in elevator after I finished my business with Tchort

35
General / Re: Abram's bug quest without stealth?
« on: April 02, 2016, 04:19:18 pm »
+ entering the room with ventilation shaft in stealth and combat mode will give you a bit more time to put spawn into vent

36
My own experience in DC: I was playing as stealth character and when I first saw tchortlings - I made an attempt to kill them all in location, but in few seconds after I killed first pair of them and  battle ended they spawned again... After that I started exploring all the locations in full stealth mode without shooting tchortlings to avoid Eye of Tchort and such gameplay combined with the lack of quests made DC the most boring location in the game for me personally.

37
Suggestions / Re: Alternative way to open locks?
« on: April 01, 2016, 09:06:11 am »
Taggart, well, characters who shots at locked crates or uses explosives to open them could receive less items from them (some of those locked items will be permanently damaged and will turn into rubbish during such violent process of opening, for example  ;D )

Or just add a possibility to use only explosives, and it will be good for opening locked doors (for now it looks strange that player can destroy rock blockage in the caves with TNT, but in the same time this powerful explosive is useless againgst closed doors). But if you use it to open closed box - there will be a significant chance to destroy it with all it's contents.

I think there are some ways to add variability and make current lockpick and hacking skills still valuable, at least it will be hard to use explosives within city territory and it is heavy and expensive and if you want to craft it - you must spend some points in chemistry.

38
Suggestions / Re: Wrong firearms weight (some of them are too light)
« on: March 31, 2016, 11:36:26 pm »
And also all 12,7mm rifles has too low strength requirements for a weapon, capable to oneshot every single person in Underrail from maximum distance, current 5 is way too low. 7 for 12,7mm, 6 for 8,6mm and 5 for 7,62mm would be ok I guess.

39
Suggestions / Wrong firearms weight (some of them are too light)
« on: March 31, 2016, 11:26:56 pm »
It seems like current firearms weight is wrong. Characters with light caliber weapons must have a bit more carry weight advantage over those, who use weapons with high caliber bullets (because they need to carry more bullets to kill the same target). As for now, for example, a 12,7 sniper rifle weights 4,25 pounds (like real SMG) instead of 25+ like Sledgehammer. And one more moment, weight of weapon with full magazine somehow is equal to weapon with empty magazine. As example - the same 12,7 sniper rifle with fully loaded magazine weights 4,25 pounds like empty one, instead of 4,25 + 0,36 (6 bullet magazine, each bullet weight is 0,06 pounds).

40
Bugs / Re: Chance to hit is not calculated accurately
« on: March 31, 2016, 01:54:33 pm »
Once I missed 2 shots in a row from a sniper rifle with 95% chance to hit)))

41
Suggestions / Re: Alternative way to open locks?
« on: March 30, 2016, 10:47:12 pm »
Of course opening those doors/boxes aren't mandatory for finishing the game, but people without lockpick skill will miss a lot of cool stuff because there are so many locked crates on each level and random is so ruthless! And to be honest it's hard to see locked box without a way to open it.

Now to open all locked crates you must spend 115 points on lockpick and 115 points on hacking (in fact a bit less because of synergies, huxkey will give 15 more points and I haven't seen locks with more than 130 skill requirement, well maybe it was one with 135). One more way to open locks will provide extra ~100 skill points for people who dont want to miss locked crates content, it will give some more variability to all builds.

42
Suggestions / Alternative way to open locks?
« on: March 30, 2016, 08:08:21 pm »
For now it's necessary to have either lockpicking or hacking skills or even both of them if player dont want to miss huge pile of items during game walkthrough, because there is no other way to open closed containers without those skills. Maybe there is a way to add some alternative ways to open closed doors and boxes? With firearms, for example: player will have to shot some bullets to open the lock with a risk of damaging lock permanently and with ton of noise. The same way with meele weapons, the higher strength character have - the higher chance to open the lock, of course with a chance to damage it permanently and some penalty to weapon durability + alternate way to use crowbar. Chemistry oriented players could use acid or small doses of explosives for the same purposes.

Come on, it should be another way to open those closed doors and footlockers, at least most part of them. Stealth character with high lockpicking skill still will have advantage over the others, because he will be able to open locks without noise and risk of damaging it, skill still be valuable. Perfect example - JA2, where you can shot the lock, you can use crowbar, you can use explosives, you can use brutal force or mechanic skills and lockpicks.

43
Suggestions / Re: Two minor suggestions
« on: March 30, 2016, 02:10:45 pm »
2. Pistol Feat: Headshot.

A headshot requires the target to be no further than 3 squares; it's done at 50% penalty to hit (flat discount) and it does 250% normal damage.
Cooldown: 4 turns. To make it less accessible, maybe it would require both Aimed shot and PER 10.

Yes. I know this resembles a lot the "execute" feat or "snipe" for pistol. But this one doesn't require the target to be stunned.

Nice feat, because execute requires taser/traps or mental skills, the name could something like "Professional" and icon something like this:



33x33

44
Styg, thats nice!

To avoid creation of another suggestion topic I will post few more in this one (I forgot about them when I was creating it)

Add some pirates/bandits attack event on player while he travels by boat or even add a quest to get rid of pirate base for Camp Hathor for example. As for now some captains are talking about smugglers and pirate attacks, but that doesnt affect player, we always travel safe (I'm not counting two sisters on Forsaken Island as pirates from captains stories).

Expand Lost Vault territory, for now there is nothing interesting there, only few boxes with loot. Even a single computer terminal with information concerning vault's past will make this location more interesting. You can even make a pirate/bandit base from it if you will decide to add content from my previous suggestion.

Add crawler skin as a component for crafting leather armor with + stealth as default bonus and 0% armor penalty, but with lower mechanical damage resistances and black crawler skin as elite version with +1 dex if infused. I so damn hate those crawlers, they are hard to kill, but in the same time there is no reward for killing them for a person without biology skills, they are good only if you want to extract some poison, but dont give armor crafting components like other Underrail beasts. 

45
Bugs / No Six in Deep Caverns
« on: March 26, 2016, 03:16:11 pm »
Six doesn't appear in Deep Caverns in my game, loading to the start of the location doesn't help. Thanks to wiki I was able to finish the game (I had a huge problems with opening Tchort gate, because there were no obvious information about crafting Psimorphic Biocide Grenades)



https://www.youtube.com/watch?v=oSOMzoOoRZ0

If you need my savefile - here is a link

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