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Messages - Eliasfrost

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76
Bugs / Re: Wrong duration of Evasive Maneuvers
« on: May 13, 2014, 11:10:17 pm »
Wouldn't it be more intuitive to have it tick on the beginning of your turn instead? Because right now it seems that it's technically active for 2 turns but it's only 1 turn of practical use?

77
Other Games / Re: Favorite/ first Blizzard game?
« on: May 05, 2014, 03:14:50 pm »
First Blizzard game I played was Warcraft 1 at a friend's house, but the first game I owned was Diablo 1 and it was awesome, I never finished it though since I was pretty young when I first got it. I really enjoyed the second game all the way through when it was released, along with its expansion a while later.

78
Suggestions / Re: UI improvment
« on: April 28, 2014, 11:07:00 pm »
I thought 'A' was the shortcut for take-all? Though there's no sound when doing it so it might seem like it just closed the window. It would be nice if there was a sound effect playing when pressing A.

79
Development Log / Re: Dev Log #30: Version 0.1.11.0 released
« on: April 16, 2014, 02:27:01 pm »
I'm on the fence on this one right now too tbh. The last few updates have been good and all content wise and few interesting mechanics such as shields added a lot to the game. But I really couldn't get past the frustration of the economy, I really didn't enjoy the last updates, it was like someone poking your sides constantly through the whole experience, I envy the players who enjoy the game in its current state because I loved the lore, the combat, exploration etc. but I'm sorry to say that I might as well skip it until release.

80
Suggestions / Re: Branding
« on: April 04, 2014, 11:23:01 am »
I would like to see more branding overall, it's one of those things that strikes me when I play Underrail: Noone is recognizible to the common man in this world. It would make sense if an established trader in a city or community would set up signs outside their shops or have people talking about that trader since traders in Underrail seem to be a pretty big deal considering how hard it is to get over resources, especially for a commoner, but they are not and it sort of make their presence that much less valuable from a lore standpoint. The same goes for the 'healers' (for a lack of better word), one would think that the person keeping the people healthy and supply them with clean medical tools would have influence and reputation but they don't, they sleep in a tent or live in a rusty shack just like everyone else, without any way to recognize them, unless you've already met them.

I feel it's a missed opportunity to add cohesiveness to the world and it's also a great way to give certain places their own personality.

81
Development Log / Re: Dev Log #29: Foundry
« on: March 03, 2014, 12:38:09 pm »
Very atmospheric :)

82
Suggestions / Re: Concerning skills and crafting
« on: February 09, 2014, 04:58:12 pm »
Again the system doesn't force you to backtrack, it's an option for those who wants to get even more of the type of ingredients they would get anyways.

I'm pretty open to changes in franchises, my all time favourite game is Fallout New Vegas and that would never have been made wasn't it for Fallout 3. I really like Skyrim too, it's doesn't have that feeling Morrowind had but it's an amazing adventure game, probably the best one I've played in recent years. Also Elhaz, if the melee is the reason you can't play TES, then you're seriously missing out on something. Especially Morrowind and Skyrim, which both works great in third person (morrowind needs a bit of modding to get right). Oblivion isn't all too great.

Monk: I didn't really intend to suggest the alchemy system specifically for Underrail but wanted to point out how open the system is as a whole and who knows it might spark some changes to the way crafting works right now though I doubt it. I'm just overly fascinated by game mechanics, I can analyze and discuss those for days. :P

83
Suggestions / Re: Concerning skills and crafting
« on: February 09, 2014, 11:10:57 am »
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It's not like I don't understand the point you make and it's not like it is exactly a bad system, but I can easly see how someone like me would grow to hate that alchemy system... Now I agree that going to a node, pick up the glowing item is dumb, In my opinion nodes are right to exist they make gammy sense, no need to just make everything pickable and keep moving and picking up, easier to have a go there, gather as much as you like, this wastes less time of a player which is good. Gathering, whether you can pick as much as you want from a node or run around picking every flower you see is a chore at the end of the day so it's better to just have stuff that makes gammy sense in that respect.

The thing though is that every plant is pickable and there's an abundance of them, so wherever you go you see plants, and you can pick up enough of them without having wasted any time reaching your destination.

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Now where this system becomes bad for someone like me is that what you so much love, no level ingredients is that yo need to make more stuff and need to experiment with stuff that grew in an area that you already finish... Go back there just to gather... Worse than wasting time in gathering, backtracking which is bad in and of itself, only to gather more. This means the chore just became even worse.

The point I was making is that the gathering system should encourage you to go back and get new stuff, if it doesn't then it's failed its purpose. The TES games are also very open and you will most likely go back to a place you've been anyway just to look for something new that you might've missed your first, second or third time around.

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Let me tell you about the most awesome crafting system. it's incredibly simplistic and fits the game so well... If you ever played "summon night: a sword crafting story" then you know what I talk about... As you explore you find crates that drop stuff. Enemies you kill also drop stuff. You bring those items to the forge, you smelt them back into their basic components (which is only 3 types at first then a 4th is added) and you craft weapons from those basic components. the beauty of it is that you don't even need to purposefully grind enemies or levels to get more items to smelt because so long as you keep using only one type of weapon you'll always have enough. If you want to diversify then you need to start going out of your way to gather...

That's basically how this system works, if you want to. See, the alchemy system in TES is not tailored to one single playstyle, it works for basically all playstyles. If you want to just take the stuff on the road as you travel, you can and you will have more than enough to make your stuff. Because ingredients aren't leveled, they are all found almost anywhere in the world, given the environment allows the plant to grow there. So you will most likely encounter the same old plant no matter your level, no matter where you are.

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This is an excelent approuch to a crafting system and it had to be done in such way given how the game completly revolves about you crafting the weapons you use to fight. At the same time there are no levels in the stuff you find since what you find is only to be smelted down to raw materials... As you go down into the labirint the stuff you start to get is just worth more total materials than in the beggining areas... What this ultimatly creates is a beautiful crafting system which does not disrupts game play with endless chores of gathering and backtracking.

That's different from TES, in TES no material is level based and no crafted items need more material because it's higher level. All potions take 2-4 (3 in skyrim iirc) ingredients no matter the level. The only thing that you get with use is what the ingredients do and how they can be used. This way you explore the crafting system to learn new things instead of going down a linear path of leather gloves -> metal armor, you learn by exploring and you are rewarded for it.

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Of course I respect your point of view, you like to gather stuff and backtrack which is fine for you, but many people hate such things and thus a system like that becomes bad to them. The reason i like summon night crafting system so much is that it allows what I consider a total freedom. If you want to master crafting of every single weapon, you can but lots of gathering is required and the only reason to do so is because you want and feel it fun. If you want to specialise to one type of weapon and not have your gameplay disrupted by gathering chores, you can do that too.

No, I don't like to gather stuff and backtrack because the system is integrated in a way that it can be played no matter how you want to go about things. If you want to backtrack and gather everything, you can but you don't have to. I play my game like an explorer. I go around, see new stuff, try new things and wander about with like 10 unfinished quests in my log, I do what I want to do, and the alchemy system rewards me for that too because ingredients are everywhere (like everywhere). If you want to loot everything you see along your way to your goal, you can do that to. The point of the system is to reward all playstyles without any other interfering with how you play your game, just like I said in the last part of the tumblr post.

I recommend that you look up The Elder Scrolls, it's an amazing game series with loads of freedom.

84
Suggestions / Re: Concerning skills and crafting
« on: February 09, 2014, 02:02:58 am »
I just wrote a post about crafting today and seeing this topic, I think I'd like to share it with you and see what you think about my thoughts on the Alchemy crafting system in TES and how it compares to traditional crafting systems.

http://eliasfrost.tumblr.com/post/76008610573/why-alchemy-in-tes-is-an-amazing-crafting-skill

85
General / Re: Hi people of Underrail :)
« on: February 09, 2014, 01:51:25 am »
Welcome Mac! I'm looking forward to dive into your future levels in Underrail, I'm glad you get to work on such an amazing project. All the best!

86
Suggestions / Re: Melee Charge
« on: January 29, 2014, 01:29:03 am »
Reminds me of how the champions worked in Heroes. The longer they move before attacking the greater bonus they get. If something like that would be added to Underrail, I think initiation with melee attacks will be much more viable. Restricted to a linear path of course, no twists and turn that reduces momentum.

87
Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 25, 2014, 01:33:31 pm »
I think it would be nice to have a sort of collection where you can view all the oddities that you have uncovered, they have interesting lore attached to them after all. Taking a look at all of the special stuff you've found also feels good. :)

88
General / Re: Abram
« on: January 23, 2014, 10:07:32 pm »
I think these kind of quests are the most interesting because it makes you think about how you go about them. I don't see it as "screwing up" or doing the quest "right", it's more about what you did and the reactions to your choice. It's the decisions that you have to live with that shape character. There are no right or wrong way, only what you believe is the right choice for you. Just like in real life. I would love to see more of these in the future.

The reason why I love that quest in particular is that the game I'm working on is from the grounds up built around choices like this. And that I really love the concept of not knowing if the choice you make really is that significany or not.

89
Bugs / Re: Strange pathfinding
« on: January 22, 2014, 09:09:53 pm »
This happens to me a lot. Just like your examples it happens in tight corridors or in doorways. I think it has something to do with where the characters are placed on the grid. In combat, characters seem to place themselves offset of the grid and it results in weird stuff like this it seems.

90
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 20, 2014, 11:53:36 pm »
Basically, crafters should be able to craft better items than what you normally can get, to an extent of course. The reason for this is that when you spend points into a skill, it's an investment and you invest in something to benefit from it. But when the items you find or buy are a lot better than the items that you craft with your precious skill points, crafting becomes inadequate. If crafting could be used to improve existing items with new mods, it would be much more beneficial and useful.

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