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Underrail => Suggestions => Topic started by: Toast on January 05, 2016, 11:20:43 pm

Title: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: Toast on January 05, 2016, 11:20:43 pm
They are awful. Here's why.

This is the endgame section and I understand wanting to make changes in difficulty and even in tone. But the Deep Caverns tries to make too many simultaneous changes that when combined only increase tedium and frustration instead of being a pleasing and natural challenge. Here is everything it throws at us at once:

1. Vastly harder enemies. Makes sense for an endgame area, yes. But the resistances on some of these things are simply absurd. 75% Mechanical resist, trap immunity, stun immunity, worms that regen. Strategies that served you for the entirety of the game will now be useless in many fights, and there are fights everywhere, because

2. Endless respawns. Bots inside the power plant, Burrowers outside it, regrowing spore turrets, Tchortlings forever, and god forbid you're hostile to the Faceless. The enemies are endless, and your ability to kill them is not, because

3. Limited supplies. Regular ammo is plentiful, but regular ammo is not a sufficient match for what's thrown at you, because of enemy resistances. If you didn't bring your own armor-piercing rounds, batteries, high-end explosives, traps, special bolts, and chemical ammo, the warehouses will not help you. You can have all the regular bullets in the world and it won't do you any good against most of the enemies down here. It is entirely possible to find yourself in a situation where you cannot trade with either the Tchortists or the Faceless, and god help you trying to buy what you need from Leo. Speaking of allies,

4. You are blind, lost, and alone. Six gives you the worst "directions" in the world, and then you're dropped in the middle of a maze with no clear idea of where to go or what to do. This would ordinarily be an exciting opportunity for exploration! Except now...

5. You are punished for exploration instead of rewarded. Eye of Tchort punishes you for taking your time to explore and find out what you need to do and where you need to go. This is possibly the worst of all, because *exploration* is the heart and soul of the game up to this point. Now, you are forced to do it and punished for it at the same time. You will constantly need to backtrack and retrace your steps, whether it's to reroute the power or simply because you're lost, but every time you do, you meet more respawning enemies stealing your precious, dwindling, non-renewable resources from you. Exploration is now a tedious and frustrating chore instead of a joy. It feels like a slap in the face.

You can do any one or two of these things in an endgame area, maybe you can even do three of them. But you cannot do ALL of them at once and expect the player to enjoy herself.

***

The game is finished, and I doubt we will be seeing MAJOR changes to the Deep Caverns. But there have to be some small things that can be done to make this area less tedious, frustrating, and generally awful. Here are my suggestions.

--MAKE SIX HINT ABOUT LEO. Leo is the only guaranteed source of information the player has available, but he's hidden away in a corner behind a bunch of enemies, far from where the player starts, and hidden inside a locker. You might never find him on your own. Right now Six only tells the player to check out the Faceless and the mushroom forest. I get that you don't want Six to be Mr. Exposition, but adding the ability to simply ask "are there any other people down here?" and having him say he's seen an old man around to the northeast, or something like that, would be a tremendously bigger help than telling the player to go get lost in the mushroom forest.

--STOP LEO FROM LYING ABOUT THE MUSHROOM FOREST. He specifically tells you NOT to stand around in the spores, when that is EXACTLY what you need to do to progress! He also mentions he "ended up somewhere else," but unless you already know what needs to happen here, that is NOT what the player will focus on; they will focus on avoiding the danger he warned them about. Have him say something like "Those spores do strange things" instead of explicitly "Don't stand in the spores," and/or have him say MORE about the strange place he ended up, if you want his advice to helpful instead of misleading.

--STOP THE POWER PLANT BURROWERS FROM RESPAWNING. Burrowers are trash mobs. They are neither interesting nor challenging to fight like they were at level 6. The player will need to revisit the power plant probably numerous times as they figure out what the hell they are doing. Do not make us waste precious resources on trash mobs to do it. This is ridiculous: http://steamcommunity.com/sharedfiles/filedetails/?id=593815743

--or: JUST LET ME REROUTE POWER TO EVERYTHING AT ONCE. No more boring, annoying backtracking in the first place. Problem solved. Having to return here to reroute power adds nothing but frustration.

--SERIOUSLY RECONSIDER ENEMY RESISTANCES. 75-90% mechanical resist is simply absurd and makes fights into a tedious slog when you have limited resources. When you are without the ability to shop for things to adapt to new combat strategies, and you don't even really know where you're going or how much more combat you have to plan and ration for, this is not a fun challenge, it is just torture. You've suddenly taken us from an RPG to a survival horror game. That's not a fun surprise. You can either give us a better and more reliable ability to buy things, or you can give us enemies that don't eat bullets for breakfast lunch and dinner. Since I doubt you want to change interactions with the Deep Cavern factions too much, I suggest you make the enemies more reasonable.

--CONSIDERABLY REDUCE THE DURATION OF EYE OF TCHORT. Hiding in a hole is not compelling gameplay. Making me do it for fifty seconds while this debuff wears off is simply insulting.

--LET ME READ THE DAMN MUTAGEN SCANNER WITHOUT STACKING EYE OF TCHORT. I think someone else already suggested this. Allow me to repeat their request to stop the counter while the player is reading. Constantly having to stop reading to go hide in a hole adds nothing but tedium and annoyance.

I think these suggestions are reasonably simple and they would go a long way to removing the joyless slog from the Deep Caverns without removing legitimate challenge. Please consider it, Styg; this horrible place is currently not a fitting end to this wonderful game, and I know I'm not the only one who thinks so.
Title: Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: Coaxl on January 05, 2016, 11:48:19 pm
I agree with every one of these suggestions except weakening the enemies. It's good that there are finally some enemies in the endgame that need new strategies to fight, it's just that everything else combines with it for a load of frustration. I don't get why Eye of Tchort was made 50 seconds, either: technically, it could just as well be reduced to 15 seconds, with 5 to 10 seconds passing between the debuff stacking depending on where you are. But really, the whole Eye of Tchort mechanic does not work as it should. Initially it seems like a very impressive feature, until it turns out that even 5 seconds of wandering around in the warehouses and residential blocks with it means an hour of frustration later trying to clear out those monsters (someone said they naturally despawn if you don't have the debuff - well, that was not my experience). So, basically, the player realizes that Eye of Tchort HAS to be avoided - and it can easily be avoided. A player who knows where to hide from the debuff can avoid fighting a single Tchortling in the outside areas, which kind of defeats the point of the entire mechanic. (Indeed, after that little disaster which caused a lot of Tchortlings to spawn, I never saw another Tchortling again before staring down the eye in the final area.)

I think it'd actually be a better mechanic if Creeping Dread/Eye of Tchort couldn't be lost by jumping into hatches and buildings (i.e. it ticks upwards even if in those areas), BUT the spawning of monsters was slowed down to such a slow rate that the player could plausibly kill the spawning monsters faster than they spawn. This would mean that a quick exploration trip to loot some containers and then zip back into a safe area still wouldn't have you meet any Tchortlings, but you couldn't, for example, explore the mutagen buildings or create the biomass-destruction grenades (or anything which requires a lengthy stay) without receiving the Eye of Tchort debuff and consequently being forced to deal with some spawns (at least in buildings). Once again, the spawn rate must be slowed down enormously so that this wouldn't just be even more frustrating - like 2-3 random Tchortlings at a time, but only when the debuff strikes and every few minutes after that, I feel that would be slow enough. (The doppelganger building should still be a safe house, though, because dealing with doppelgangers and Tchortlings at the same time would be impossible.)
Title: Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: Toast on January 06, 2016, 02:08:50 am
Believe me, it does not thrill me to be asking for enemy nerfs! I just don't see any other way out of the problem created by the toxic mixture of Unlimited Respawns + Limited Resources + Blind Player. You cannot enjoy the difficulty posed by these foes when you have no guaranteed way to refresh your supplies AND you don't know precisely where you're going, so you can't appropriately plan how to avoid/reduce combat, or pick your battles. All you know is that you have to explore every single nook and cranny to find all of the door parts you need, and there is a *literally endless* supply of enemies in your way. When those enemies also chew up your not-endless supplies at the rate they currently do, it's a guaranteed recipe for frustration. I don't know how else to address this problem without significantly restructuring the Deep Caverns, something I don't think it's possible to do at this point. I mean, *maybe* just adding more non-standard ammo to the warehouses would help (armor-piercing rounds, batteries, chemical vials, etc.), but I don't think it would be enough.

As for the Creeping Dread, I agree with you that it's a cool idea, creepy and wonderfully atmospheric, but it just interacts incredibly badly with all the other mechanics you have to deal with down here. And I cannot endorse making Tchortling spawns unavoidable. Much as I hate hiding in holes, at least there is SOMETHING down here I don't HAVE to spend my bullets on. It is a weird and unfortunate side effect that the closer you get to Tchort, the safer you are, because you can just hide from his minions, whereas you have no such safe haven in the mushroom forest, the worm maze, or even the vent shafts in the power plant (I think that first cryogas took five years off my life).
Title: Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: Tolstoi on January 06, 2016, 07:41:43 am
I think that the biggest problem I had with the area was the respawning enemies. Or more accurately, the fact that they can respawn on the map while you're still there. At one point, I had the misfortune of bumping into a tchortling in an office and being trapped in there while more and more continued to pour in through the only exit. There were probably about a half dozen devourers dead by the time I finally got out and managed to slip back into stealth.

The high resistances of said devourers partially played into how I got stuck in that chain. I think the enemies are where they need to be in terms of toughness, but they can get exhausting and irksome to have to slog through ad infinitum. Like the OP said, it's only a problem because of how all the other design dynamics interact with each other.

I'm at a loss as to how a build that relies on ammo, or worse, lacks stealth, would make it through this area. I understand the idea of avoiding the Eye debuff, but that is a huge hassle considering how fast it builds up and how long it takes to burn off. Sneaking made it a million times more bearable, luckily.

Just my opinion, anyway. I didn't find the backtracking particularly annoying, but a few more hints on where to go would have been useful. The parts for the door felt very needle-in-a-haystack considering all the time it takes to search the area, while sneaking or avoiding the Eye of course.
Title: Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: nerdz on January 07, 2016, 12:30:06 am
I second all of these suggestions, and want to add a few more:

- Make it crystal clear (even OOC with a warning dialog) that when finishing the institute of tchort quest you'll be entering a point of no return. Also the checkpoint save AFTER you enter the deep caverns is useless. It should be right after the tremors start.

- Make tchort viable for more class types, and maybe even add a non-combat solution to it. Some builds, like most melee ones simply can't hurt tchort enough and you need excessive crowd control there. Maybe add more mechanics/electronics/biology/persuasion/etc checks that weaken tchort even further. You can take on Tchort without any of them if you wanted the added challenge, but you shouldn't be gimped by speccing into a build that does not prioritize combat (or prioritize low ap cost/ low damage attacks that will be all absorbed with tchort's ridiculous damage reduction).
Title: Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: swampzero on January 07, 2016, 12:40:43 am
I agree with everything.

As for the POV of a Psionics character:


The enemies themselves are HP sponges, but not impossible. I enjoyed the difficulty of fighting them, and since it didn't cost me resources to do so, I could explore at a decent pace ( i didn't even realize eye of tchort and tchortlings were connected, because i was just killing stuff as it came). But then again, I went into DC way overleveled, most likely

however, the sense of limited luxury resources (hypos for health instead of relying on my regen armor) really broke my exploration experience.  An RPG with such a big section where you can't buy/sell/restock is like trying to hold your breath for 2 hours. I can't imagine how bad it must be for ammo classes either.

Add to that the frustration of vague directions, no zone names, and respawning trash mobs (Burrower respawns? really?) and yeah.



Deep Caverns is a good zone imo. All it needs to be fun is a good vendor hub so we can restock.  If we have vendors and resources, we could explore at our own pace, have fun with it, and maybe use the 30.000 charons we stocked up just for the endgame.  If you're gonna change it, don't change too much about it. I really think the difficulty and respawning enemies and maze-like structure would be fine if we had resources to explore (well maybe not the respawning burrowers, fuck those)

Title: Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: swampzero on January 07, 2016, 12:51:56 am
I understand why you didn't want a hub down there thematically and instead had warehouses. It's supposed to be a cut-off hellzone, and shipments can't come down to it.  But from a gameplay perspective, the zone is too big to be done without a hub.
Title: Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: chimaera on January 07, 2016, 02:44:28 pm
I am a lazy person, so this is a copy&paste from other forums, but:


LONG VERSION:
My major complaint is that the HP (and resistances) bloat takes away the fun from combat encounters. A good comparison is the tchort institute (my mage fought her way through it). The placement of the guards is done very well in certain areas: you have strong melee fighters with hammers standing at the entrance, psi users with thought control somewhere in the middle, and further back gunslingers, crossbowmen and snipers. And of course there are no convenient vents upstairs. Now depending on your build, the threat level is different; my mage could resist those metal spells reasonably well and a shield took care of guns, but a single shot from a crossbow usually took her out and so did a few hits from a hammer. Therefore, upon entering an area (and loosing the initiative roll most of the time) it was important to identify the biggest threat level and take them out first, while disabling the others. But that was possible because the enemies are no HP sponges. They can one-hit you, but so can you, resulting in interesting - and fun - combat encounters. And then you move forward from that - to shooting shrooms again and again.


SHORT VERSION: if I compare the deep caverns encounters to the tchort institute, the latter is an example of good encounter design, where the difficulty comes from enemy placement and variety. Deep caverns is the opposite; hit points bloat and over-the-top resistances result in combat that may be difficult, but ultimately is repetitive and a chore.
Title: Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: Zetor on January 07, 2016, 05:49:54 pm
I've posted lengthy reviews / notes about Deep Caverns on the 'dex, but I'll repost them here for consolidation and whatnot. This is from a stealthy crossbowman perspective, though much of it is universal. I'll put this as a tldr: Crossbow/trap builds are perfectly fine for everything up to the Deep Caverns, but they're very much NOT fine once inside. I'm not sure high-mechanical resistance enemy spam is a good design decision.

- Shrooms: pretty much what's in the OP. It's not only counterintuitive (why would I want to keep getting stacks of a debuff that decreases my max HP?), but you're being mislead by the only "helper" NPC in the entire area.

- Lack of certain items after the point of no return: There are some specific items - not found within the Deep Caverns themselves - that make things significantly easier and allow weaker builds to prevail against some of the HP sponge enemies. The ones relevant for my build were a biohazard suit (the heavy one, not the 2-weight thing that you can find everywhere) and gizzards. Why gizzards? Well... Deep Worms seem to be the only source, but they're borderline-unkillable for crossbowmen (see last  bullet point), so if the player wants any of the high-end meds, they'd better butcher a ton of the little worms at Foundry and gather their gizzards in advance.

- Limited resources: Crossbows are hit particularly hard here, since you need a lot of bolts to kill the super-resistent enemies in the Caverns. The supply of bolts is limited, and - worse yet - the supply of bolt triggers is almost nonexistent, ditto for syringes. With how useless normal bolts get in the endgame, it is necessary to turn as many of them into elemental / poison bolts as possible. NB, I'm not sure what the Tchort quartermaster has since I allied with the faceless and they attacked me on sight (disguise with a robe probably works, but my saves are too far back).

- Extremely resistant enemies: This is a problem for many builds, but especially for crossbows and (to some extent) knives due to the increased threshold. Crossbowmen are probably the worst off here, since knife users can at least bleed and electrocute their enemies with regular attacks plus they don't run the risk of running out of bolts. I'll go from least bad to worst here:

- Endgame-only immunites without possibility to adapt: Most of the enemies listed above are immune to traps (bots and shroomlings excepted). Quite a few are immune to crits. Some builds depend on this stuff, but there are no pre-DC enemies where this is an issue (spider immunity to bear traps excepted, but that's marginal), so they'll be hitting the player out of nowhere, and if the player's already max level (normal mode) or arrived with only 1-2 xp into the next level (oddity mode) they will not have the necessary level-ups to adapt their build. I have no problems with cuttlesnails because they're basically bladelings++. I DO have a problem with the teleporting regenerating impervious HP buckets known as Deep Worms, the crit-immune unavoidable debuff-stacking enemies known as Shroomling Spitters, and a bit even with the super-tanky Industrial Bots. I'm not saying "put deep worms into lower underrail", but having an optional encounter against an industrial bot at one point in or around the Tchort Institute would be helpful.


BTW, I think the Deep Caverns - as an area - is very well done... my problem is just with some numbers. But yea, those numbers could use a bit of adjusting!

edit: a systemic change I'd make is to have the bleed from Serrated Bolts scale from crossbow skill instead of from damage done. As it is they're not very useful except in a few large-scale fights against soft targets, and this would make them a fine attrition tool against everything except industrial bots (and there's not too many of them in the first place, so having them be a huge pain is OK)
Title: Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: phobos2077 on January 10, 2016, 06:03:50 pm
I haven't reached this stage yet, but something should definitely be done to Deep Caverns. Almost every reviewer mentions it as the weakest point of the game and mood spoiler.

I should probably stop playing for a month or two, maybe some frustration stuff will be fixed at that point :)
Title: Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: player1 on January 31, 2016, 01:49:44 am
Ok, here are some early impressions of Deep Caverns.

Did mushroom forest. No major issues there, exempt not getting any kind of clue how to progress. Solved after getting hint from the wiki/forums.

This needs to be better telegraphed in the game. Getting an debuff stacked X times is really weird prerequisite to progress, with no clues given.

Regarding Creeping Dread/Eye of Tchorch debuff mechanic...

I do not like it at all. And this is mainly due to the methodical style I play the game.

I usually explore slowly, loot slowly and inspect any looted item slowly. That is pretty much how I play RPGs. Methodically.

But this mechanic pretty much forces me to do thus:
1) Rush through the area looting everything
2) Find bunker
3) Slow down and actually look what was looted
4) Throw away heavy stuff you do not need in container
5) Exit the bunker
6) Repeat

It really harms my game enjoyment to rush everything all the time.

I think this could have been easily prevented, if inventory and dialogue screens would pause the game, including the Tchort debuff.
Title: Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: Manator on February 04, 2016, 12:20:37 pm
I absolutely loved this game up to faceless invasion into University, but I must say I'm disappointed with DC.
Mushroom forest. Empty and pointless area with constantly respawning mobs, which have tons of hp and resists with no point to kill them, because at this moment your character is already max or almost max lvl. Same thing for those earth worms. Empty area with just one thing to acquire. Thank God I had enough stealth just to skip them all and just get what I need. I liked power station despite fact I had to spent entire evening there trying to figure, what the hell I'm doing here etc. etc.  I think difficulty is a bit over the roof compared with previous game areas.
Oh and if someone could enlighten me what the hell is with fishing quest? You can catch your last fish and turn in quest only when you almost beaten game? What's the point?
Title: Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: player1 on February 06, 2016, 06:29:14 pm
After spending more time in Deep Caverns, I must say I enjoyed areas I visited that do not have Creeping Dread.

That being Warehouse (as Faceless ally), Ark Station and Residential Complex (with restored power).

Still need to get to other places...
Title: Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: Sanger on February 06, 2016, 09:37:23 pm
I actually ended up kind of liking some parts of DC taken independently; I think the changes made to it in the past few hotfixes made a big difference. Even having to deal with Eye of Tchort wasn't too bad, I never had to fight more than a single Scanner or Devourer because of it.

I'm not a huge fan of the Tchort gate fetch quest, and I really think the final boss fight could benefit from some kind of alternate solution to a straight-up slugfest - even giving the player the option to fight Tchort with a few Faceless allies would help mitigate the "oops, my character that had no issues all the way up to this point has suddenly reached an impasse" problem.
Title: Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: hilf on February 07, 2016, 09:34:59 am
% reduction of damage is simply terrible mechanic and Deep Caverns show you why, especially if you have armor gimped weapon like crossbows, throwing knives or fists. Well, fists/knives at least can use one of the best designed (imho) feats called Expose Weakness but because of it's cooldown it's not exactly like 'middle finger bullets' a.k.a. W2C.

I expected to face high resistances in later stages of the game and that's why i made scientist/trapper with access to all possible damage types except mind (Neural Overload is not really electrical because it bypasses resistance). As a last resort i can use 'middle finger bullets', fortunately i didn't have to.

For my character cuttlesnails were nothing like bladelings - they resist energy, burn well and are prone to crits.

I enjoyed hunting Tchortlings for their brains so i could made some badass meds out of them. But it wouldn't be that enjoyable without stealth.
Title: Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: player1 on February 07, 2016, 11:00:07 am
I just finished DC yesterday, and to me it was decent experience. Not as annoying as other forums posts would say.


Was there backtracking? Yes, but I backtrack through the whole game anyway to due to loot/merchant system, so it was not a big or new issue.

Also, most of the areas are empty, so backtracking was not painful.

Ark station was fantastic experience, deep worms section was boring but quickly finished, mushroom section required looking into wiki to figure it out and mutogen puzzle was not too difficult to figure out on its own, yet due to its placement it can be easy to miss it and just straight go to the endgame.

I did not like creeping dread mechanic, but it was not too annoying experience, since only several maps use it, and they also have little or no native monsters (just snails), so you can just get in and get out quickly. Also, Leo helps a bit to make it easier.

Only time I had larger battle with Tchortlings was when I was scanning mutagens in the lab and then writing them in the notepad. Luckily, I fist locked lab doors with the card, so I could do research in peace. At least until I opened the door.  8)

I only rerouted Ark power twice total, so not too much backtracking there. It just made sense to first power up residential section and warehouse B, since they are the closest to the plant. And later power two other sections (mugotens and lab) and that's it.


Anyway, game logged 4d13h for my whole playthrough (108h), 3d21h when entering Deep Caverns. So my playtime of DC took 16h total. Yeah, I know effective time is more due to save/load, but still not close to "stuck 40h in DC" horror stories.  8)
Title: Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: Sanger on February 07, 2016, 11:19:16 am
Most DC horror stories come from late December/early January. Styg released a battery of changes to DC (including many of those touched on in this thread's OP) between versions 1.0.0.6 and 1.0.0.8 which I think have made the whole area much less tedious.
Title: Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: chimaera on February 07, 2016, 05:27:13 pm
Exactly. Of course people needed more time to get through in the older versions, when trying to wait out the debuff took almost a minute each time.
Title: Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: The Saint on March 29, 2016, 03:47:06 pm
I'd like to contribute some thoughts.

Topic author propably refered to most notable problems haunting DC. I completely agree. But there is one more: DC are horribly BORING. Whole DC concept looks like makers completely lost an idea what to do with the end game. The player is thrown into complete nonsense, absolutely lost and attacked by endless hordes of almost immortal mobs. The last problem was fixed with the last few patches, but then it generated another one - now areas are empty. Player has to wander around without any help, look for god knows what and it quickly becomes an aweful boredom. The area is big, but there is no fun in exploring it, because you won't find any good stuff, no NPC's or interesting quests.
I admire people who finished the game without getting any help from forum or wiki, but it was to much for me. At some point I just wanted to end the game ASAP. Normaly I could play Underrail for long hours, but end game is so damn boring, I had to push myself not to abandon the game. This is not the way it should work.

I know the game is finished, and aside from some fixes there won't be any major changes in the gameplay, but if you guys ever thought about Underrail 2 (what would be extremely great), please don't repeate the same awful mistake.
Title: Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: Megabiquette on April 01, 2016, 04:36:37 pm
It's my first playthrough. I think Underrail is great... then DC happen. I'm so frustrated because I feel I won't be able to finish that game.
Everything suddendly has become so difficult and boring. What a shame!
Title: Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: dirtman on April 01, 2016, 09:52:31 pm
i really liked the deep caverns, especially the atmosphere, being alone and hunted. but the thing i had issues with is the big bad boss. it is basically only that, the big bad boss. there is no option to evade combat and you can't even communicate with it even though it has the small guy who gives some introductory monologue. i was hoping for at least a short conversation and in the end it was one of the major disappointments in the game.

first one was not being able to switch core city factions which felt rigid and underdeveloped. primarily during the jkk questline, things just happen and then you move on apparently not caring. :D
Title: Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: hilf on April 02, 2016, 06:44:35 am
i really liked the deep caverns, especially the atmosphere, being alone and hunted. but the thing i had issues with is the big bad boss. it is basically only that, the big bad boss. there is no option to evade combat and you can't even communicate with it even though it has the small guy who gives some introductory monologue. i was hoping for at least a short conversation and in the end it was one of the major disappointments in the game.

Tchort told you that you're but a filthy rat to him. You are not worthy of conversation with a god!
Title: Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: Darthgrey on April 02, 2016, 12:42:22 pm
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.
Title: Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: player1 on April 02, 2016, 01:01:13 pm
^That is really weird play to play that section.

Recommended way is to rush, loot and hide in bunkers. That way, you pretty much do not have them spawned at all.

Only time I had spawn of them was when I was in the laboratory analyzing mutagens (since that takes some time).
Title: Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: dirtman on April 02, 2016, 02:54:08 pm
i really liked the deep caverns, especially the atmosphere, being alone and hunted. but the thing i had issues with is the big bad boss. it is basically only that, the big bad boss. there is no option to evade combat and you can't even communicate with it even though it has the small guy who gives some introductory monologue. i was hoping for at least a short conversation and in the end it was one of the major disappointments in the game.

Tchort told you that you're but a filthy rat to him. You are not worthy of conversation with a god!

meh, very foolish of him since i killed him without solving the mutagen puzzle and before he managed to lower my shield to 0. :D
Title: Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
Post by: Cbert on April 17, 2016, 12:40:35 am
i really liked the deep caverns, especially the atmosphere, being alone and hunted. but the thing i had issues with is the big bad boss. it is basically only that, the big bad boss. there is no option to evade combat and you can't even communicate with it even though it has the small guy who gives some introductory monologue. i was hoping for at least a short conversation and in the end it was one of the major disappointments in the game.

Tchort told you that you're but a filthy rat to him. You are not worthy of conversation with a god!

meh, very foolish of him since i killed him without solving the mutagen puzzle and before he managed to lower my shield to 0. :D
Tchort could be mutant creature that thinks he is god, and be foolish. That-s okay.
I-m also didn-t solved mutagen puzzle.