Underrail Forum

Underrail => Suggestions => Topic started by: agris on November 13, 2013, 07:19:30 pm

Title: Feedback: game, crafting, lockpick/hacking implementation and loot (+ bugs)
Post by: agris on November 13, 2013, 07:19:30 pm
Hey Styg, I've been playing Underrail for ~20 hours now and have some suggestions based on my playtime. I'm really looking forward to see where the game progresses, and I want to give you some feedback while it's fresh on my mind. I've enjoyed my one character in Underrail a lot (a sneaksy, gun using, mechanics/electronics/lockpicking/hacking psychokinesis using character), and all my comments reflect on that character type. I can't speak towards balance of the game for tank-like characters.

First, generalities.

Things That Were Good

Things That Weren't So Good

Bugs

General Suggestions

Ok, that's it. I'm sure I've forgotten some things, but those are my big takeaways. When play Underrail I see a lot of potential, and I'm really looking forward to playing future builds. Thanks again Styg!

(Finally posted this after slogging my way through 500 INTERNAL SERVER ERROR messages...)
Title: Re: Feedback: game, crafting, lockpick/hacking implementation and loot (+ bugs)
Post by: Elhazzared on November 14, 2013, 01:05:28 am
Good feedback and sugestions in the overall. I will only disagree with your idea for lockpicks and hacking. The reason for this being exactly that each atempt you waste resources. In games like Fallout as you talked about earlier you had the benefict of not wasting lockpicks or anything at all, the worst that could happen was jam the lock and well, you just reloaded. Here you can still savescum to recover the lockpicks lost but I just don't feel this is right. It's better to just know how much you need for it if you actually have to spend any kind of resources to do it.
Title: Re: Feedback: game, crafting, lockpick/hacking implementation and loot (+ bugs)
Post by: agris on November 14, 2013, 02:16:36 am
Thanks. I disagree though, in that in fallout the lockpick item (which wasn't required for picking locks, but provided a bonus) did have a chance to break. I can't articulate it better than that original post, but just displaying the value feels game-y. Akin to posting skill requirements next to dialogue options ala skyrim, FO3 or FNV.

What do you think about the changes to crafting? I really think changing optional components (esp. weapon components) to right click to add would make the current system better.
Title: Re: Feedback: game, crafting, lockpick/hacking implementation and loot (+ bugs)
Post by: Eliasfrost on November 15, 2013, 02:06:53 am
Not seeing the lock level will probably make the player use a high level pick for an easy lock, which I don't have a problem with BUT! What if mechanics and electronics skills gave the player the ability to see the lock level up to the current skill level (20 mechanics can show locks with level 20)? Thoughts?
Title: Re: Feedback: game, crafting, lockpick/hacking implementation and loot (+ bugs)
Post by: agris on November 16, 2013, 04:54:46 am
Lockpicks used to work more like in Fallout. Styg added the skill requirement display when he made lockpicks consumable & haxxors require batteries. I agree displaying the lock difficulty is kind of too gamey (and rather useless, since lockpicks don't even break if you fail to pick a lock)

I wonder if he's open to a merged system like nackidno suggested?

Not seeing the lock level will probably make the player use a high level pick for an easy lock, which I don't have a problem with BUT! What if mechanics and electronics skills gave the player the ability to see the lock level up to the current skill level (20 mechanics can show locks with level 20)? Thoughts?

Also, what engine does the game use? I assumed Unity but couldn't find it stated anywhere. I've been trying to get borderless window mode to work (for psuedo full screen enabling seamless use of 2nd monitor) but Windowed Borderless Gaming (http://forums.steampowered.com/forums/showthread.php?p=30525996) isn't positioning the window correctly and -popupwindow doesn't work (Unity 3.4+ supports this).

Title: Re: Feedback: game, crafting, lockpick/hacking implementation and loot (+ bugs)
Post by: Eliasfrost on November 16, 2013, 11:19:03 am
The game is written in XNA.
Title: Re: Feedback: game, crafting, lockpick/hacking implementation and loot (+ bugs)
Post by: agris on November 19, 2013, 12:17:35 am
Yea, that could work but I still prefer an introduction of randomness into the skill checking mechanics, even if toned down. It changes the binary nature of player skill challenges (lockpick, hacking,etc) to one involving random chance. Scenarios in which player skill is challenged will have a probability-weighted gradient between success and failure now, rather than a line. Think of it as flavor, increased replayability, whatever.

That is distinct from my desire to obfuscate the lockpick and hacking skill values, though I think a tiered response, including options to reveal the lock strength, is a good option.