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Messages - Styg

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1441
Bugs / Re: Merchants no longer restock after Core City cut-scene?
« on: January 18, 2014, 02:53:51 pm »
I'll check it out on monday, but I really doubt there's a bug there, you probably didn't allow enough time to pass still (90 mins, as epeli said).

Boots have their separate category, it's possible that I didn't assign any merchants to it, I'll check.

I can never guarantee save game compatibility. The quests are there because it's easier for us to implement stuff related to them in the existing areas now than to retrofit it later.

1442
Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 18, 2014, 02:27:02 pm »
Just trying the new version with a new build (melee only character) with the new experience style system, it does make you think more about picking your battles as the only thing you'll be doing is spending the durability on your armour although with the potential rewards of getting better items like leather to make better armour or even a heart to produce some sort of item using crafting it really makes you think that much more.

I really love the fact you've given the player a choice in terms of experience type and difficulty, it shows you are listening to the fans of the game and allowing them to make the choice rather than forcing it upon them.

Keep up the good work, how have you settled into your new office?

Glad that you're enjoying the game. We settled well, thanks. :)

1443
General / Re: Health gained per level
« on: January 18, 2014, 02:24:45 pm »
Yes, health gains from constitution work retroactively.

1444
Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 18, 2014, 08:50:33 am »

....


You gotta read what i have written. I have started a fresh game (never imported any character) and i am doing what i do with the classic system. I kill everything loot everything and explore all areas except for those limited by stats. And i am still level 2 (nearly 3) but with classic system i would be level 4 already after finishing the hopper quest (the one where you have to capture three cave hoppers). I am not talking about later in the game because i have not even started GMS compound quest. Its the early game that i am talking about.

This is from my experience of patch 1.09 with classic where i got to level 4 after the hopper quest but maybe in this patch 1.10 Styg has reduced the amount of experience gained. Maybe in later levels the oddity system would be faster/ equal to the classic system but early on the leveling feels really really slow.

I'm aware that there's a bit of a gap here. From my experience it is possible to be about 3.5 level when you enter GMS with the new system, but it's not the most obvious road. So I might add a few oddities in between to make sure players are not underlevelled when accessing that area.

1445
Bugs / Re: New Game Failure
« on: January 17, 2014, 05:01:21 pm »
Hi, I found that bug just minutes ago. It's a bug in the new hotfix that I released on Steam to fix other bugs. :/

Anyway, I rolled back the change until I fix it, so you should be able to play it now (I sometimes need to restart Steam for it notice that a game has been updated).

1446
Development Log / Re: Dev Log #26: Alternative Experience System
« on: January 17, 2014, 12:25:57 pm »
The oddity system is not meant to simulate the real life studying and skill increasing more accurately than the classic. They are both abstract and gamey and can never be anything else as long as there's a single input for power progression - XP.

The purpose is, as I stated multiple times, to remove the need to kill for the sake of getting experience and progressing in levels.

And killing is the way you get most of your XP in the classic system and that forces the player to adapt a certain attitude towards the game and threat it as a zoo of enemies to be slaughtered. I'm completely fine with people playing the game that way, that's why the classic system is there.

But for those who don't want to spend the time clearing out this zoo and like to pick and choose their battles and take a more meaningful approach to challenges than "kill everything" the new system is there to provide them with equal experience.

1447
Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 17, 2014, 10:36:42 am »
Deep Caverns aren't in the game yet. It's going to be a different high level set of areas with a new tileset.

The cave system around SGS and Junkyard will be expanded in the next content patch.

1448
Bugs / Re: Zone transition failed
« on: January 17, 2014, 08:45:56 am »
Never mind. Found it. :)

1449
Bugs / Re: Zone transition failed
« on: January 17, 2014, 08:19:24 am »
Yes, and it also occurs when going back with another tunnel leading NE back to the zone where path splits when going to Rail Crossing to "south" and "north" routes and zone in question is first in the south route, didn't notice it before since I either go back by train or via northern route.

Ok, I got the first one, but I don't understand the direction for this one. Could you explain how I get to that zone from say Rail Crossing? And make sure you use the same north-south system as the compass :)

1450
Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 16, 2014, 10:55:07 pm »
That's great!

By the way what's about level limit? Still maximum is 20 level?

Yep.

1451
Bugs / Re: Zone transition failed
« on: January 16, 2014, 10:50:28 pm »
If you exit the game, reopen it again and try do you fail the transition again?

1452
Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 16, 2014, 07:40:17 pm »
@Eliasfrost What I would suggest for you is to only pick up firearms (preferably more expensive ones). You can always sell those to Lucas in SGS or Len in Junkyard (it's a static demand) and since now you generally find items in better condition than before and the merchant modifier has been lowered significantly (from 350% to 200% base), you should be able to finance yourself that way fairly effectively.

Other than that, I think it's some great changes, I've not played enough to really get into the new XP system but right now it's a bit odd but all right.

I see what you did there. ;)

1453
Development Log / Dev Log #27: Version 0.1.10.0 released
« on: January 16, 2014, 11:15:46 am »
Hey guys, the new version has been released. It's available now on Steam, soon to be available on Desura, GamersGate and Groupees. For a preview of what's new you can check out this and past four dev logs.









You will now be able to travel a bit through Lower Underrail, either on foot or by train, and explore the town of Rail Crossing and the surrounding areas and face new types of enemies. The main story of the game starts in earnest with this patch, but I'm not going to spoil anything regarding that in this log :).

I also did a lot of polishing of existing game mechanics and added some new ones, as well as did a fair amount of economical re-balancing. After these couple days of internal testing I feel quite content where we're at now in that regard and while there surely be some more tweaking done in the future, I don't expect to do any major work on the existing mechanics in the future. With the future patches we will mostly be focusing on adding more content at a faster rate, which will as always include more areas, quests, enemies, items, feats, etc.

Anyway, have fun guys and let us know what you thought of the changes and the new stuff. Cheers.

1454
Development Log / Re: Dev Log #26: Alternative Experience System
« on: January 16, 2014, 09:39:33 am »
Will some oddities be gained exclusively through quests? If not, then what's the point of doing them? Are you planning on increasing the reward for quests? because the main reason I did quests was to gain EXP and with the new system I don't see any reasons to do them other than simply just "want to".

I'll have to quote myself here, because I really can't think of a better way to put it:
Quote
In my opinion, you should only have to do quests that progress the story (or alter the game world) in the way you want or have other in-game rewards you desire, and not because it's the only way to become more powerful.

And this is really not a novel concept at all. Think of the games from The Elder Scrolls series for example. Quests there don't award experience or anything similar, just material rewards and story progression, yet most people still finish a lot of quests in that game.

Like Banggunner suggested, you shouldn't be forced to do the quests just because they are an integral part of character leveling. If something is not fun for you, you should be able to skip it for the most part.

1455
Development Log / Re: Dev Log #26: Alternative Experience System
« on: January 16, 2014, 09:23:33 am »
Regarding the difficulty, wouldn't it be better to just increase the health by 50% and then grant an extra 50% based on the health that an average character has?
If you go for a stealth sniper, going easy mode or not will not drastically change your survivability given the low base health.

This is true. What I might do in the future is also reduce enemy health on easy mode.

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