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Messages - Omegakill

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Welcome!

Always good to see new people picking up the game, what sort of builds have you tried? I tend to avoid pure melee type characters as my play style relies on pistols/SMGs.

I think the backpack idea would be pretty good or maybe some sort of central storage point in the main locations so you can save up crafting items you don't have the skill to utilise just yet, or that heavy assault rifle you want to save for a rainy day.


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General / Re: Level cap and carry capacity
« on: October 06, 2014, 12:40:06 pm »
Surely the carry weight issue would be resolved by having some sort of storage in your private quarters, in fact wasn't this implemented? Or am I imagining things?

I haven't gone near the level cap at the moment so I can't personally say it's an issue that I could comment on but if things are still killing you too easy and you're trying different tactics then yes it's an issue, no build should really struggle unless you don't have anything invested within your combat skills.

WEll I don't think anyone was ever a fan of level caps. I remember when I used to play arcanum... yeah, I hit level cap when I wasn't even a third of the game in.

Arcanum was awesome! I would always hit the level cap but it could be raised by messing with one of the .ini files if I remember rightly? Not that you needed to at that point as I was always a master mechanic who could build the bot and have the best Armour. 

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Development Log / Re: Dev Log #34: With Fire and Brimstone
« on: October 06, 2014, 12:36:16 pm »
Ok not a problem, thanks for taking the time to reply. Still loving the game so far I just want to be careful how many times I play through it because sometimes the starting few missions are a bit of a pain in the backside when you've done it 7 or 8 times.

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General / Re: Purchasing UnderRail
« on: October 05, 2014, 11:55:31 am »
If you buy it on something like Desura (like I did) then you should get a steam key as well I believe? Although I did this before the game was available on Steam so worth checking with Styg.

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Development Log / Re: Dev Log #34: With Fire and Brimstone
« on: October 05, 2014, 11:53:52 am »
Any rough ideas when this content will be ready to hit steam at all? Just started a new game but don't want to have to restart again to experience new content if I only need to wait a week or so and I really like the sound of the new stuff that's coming up.

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Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 19, 2014, 12:07:00 am »
I get the point, however if that mechanic is available then I would imagine the player intelligent enough to know that abusing it would make the game unfair. If the player knows that doing action x is going to net easy money/experience then it's down to that person to not go down that route if they're going to feel cheap by it or feel like it's going to ruin the fun. In a way it's similar to waiting for enemies to re-spawn in different area's and just fighting them again for exp and equipment but that's just my viewpoint...

If the player should figure out how to best utilise and combine different mechanics to overcome a challenge then imo this type of thieving mechanic should be one of them available as a choice, maybe as a cheat command as I do agree that it could take away the challenge from the game but some people just like having a stupid level of money or items available to them, I have a thing where I like to overpower my character in most RPG's and see how long I can survive and take out ever possible NPC there is, I'm pretty sure you haven't designed the game to take that into consideration but it's something I will end up doing at some point.

Anyway I was just trying to make a point of player choice, if you don't intend to put that type of mechanic in the game that's down to you, if/when you do choose to explore that option and people say no it's useless and I'm the only one on this wagon feel free to pull it from the game, you won't find any complaints from me, I want this game to be just as amazing as you do.

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Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 18, 2014, 08:00:21 pm »
That's a rather onesided view, though.
What about people that like to tinker with character builds, like, say, me, who are then forced to take suboptimal choices just to not make the game boring.
Recent examples include Dishonoured, Path of Exile, or for Boardgames Battletech.
Min-Maxing is fun, and it it turns out too easy, ends up OP, or the choices that have to be made are blatantly boring, it ruins the experience.

It may be a one sided view, but this is exactly what I'm referring to when I mentioned other players complaining about it, it won't affect you if you have the choice to steal from a shop owner, you just don't do it and carry on as normal so it doesn't affect the way you play in any way shape or form, whereas I am able to steal from the shop keeper and we're both happy rather than me not having a choice at all.

Also what has it got to do with people that like to tinker with builds? I think I'm missing your point because as far as I can see it's got nothing to do with it, you want a melee character with high strength ok go ahead, you want a sniper with high dex go ahead, what does being able to steal from a store have to do with this?

You may say it's like not using cheats, but I'm personally fed up with having to purposefully gimp myself just to enjoy a game. Isn't there also a component of beating a challenge?

Why should you have to gimp yourself into enjoying the game? The economy of the game doesn't have to change, other than being able to steal items or money from shopkeepers, what actually changes about the game mechanics? Nothing.

It's all about the power of choice, if you don't want to have that option then be mentally strong enough to keep reloading that save on that particular hard combat and try different tactics, rather than resorting to stealing a resource that should be available to steal anyway.

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Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 18, 2014, 01:24:46 pm »
While I understand the changes have been made for balance reasons some players don't find that much fun in balance, they like to have a stupid amount of money to call upon for whatever reason, I remember in Arcanum I use to go to the first town and pick pocket the blacksmith for his key to his wares and steal them and his money, I did this again and again until I was happy, I want this sort of thing available to players, if people don't want to do it because it would over power them then it is up to that person to not do it, but I would like the choice of being able to do so, it would also help players that find the game too hard, I know you've added an easy difficulty and i've yet to fully test this build out for longer than 30 minutes but I think the minor addition of being able to steal from clerks would be something worth doing so theif type characters can really prosper.

People are welcome to disagree with my views but at the end of the day if the option is there and you don't agree with it, don't do it, that is the beauty of choice. I find the same arguments about games that allow cheats and some people were screaming about not allowing cheats and I just think...why? Are you that mentally weak that you can't resist yourself and you want to take that option away from the people that do want it?

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Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 18, 2014, 01:14:08 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?

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Suggestions / Re: Sorry (negative post)
« on: November 03, 2013, 07:28:05 pm »
People are not forced into specific builds in order to win, but people are forced to actually make decent builds. think of it like this. If someone gives you 10000 dollars or whatever equivalent for you country to prepare for a battle and you spend it all in bubblegum, you don't get to complain that the opponent brings up an armor suit and an assault rifle. Similarly in any game you have to make decent builds which will take a little bit of time for most people as well as learn how enemies works and learn to counter them.

There is only so many points you can put into weapon skills and stealth skills so at the point I was writing this post I was level 3 with max possible points into guns and stealth.

The rathounds you should aggro them in small packs, if you use stealth you will be able to do so more successfully as you'll be able to scout the number of enemies before engaging and of course engage in an optimal fashion. You should probably buy a grenade or two at the start if you find the going getting tough, a grenade will kill any rathounds in the beginning of the game and they do are cheap... Myself I don't need them or just use them for the guy with the rathounds in the house north of the generator. Just try to manage your aggro and remember you can go back for free healing.

I was trying to agro them in small packs but they came in 4 at that particular time, I've since reloaded and skipped that part and now much further and currently holding 7 grenades :) Also if I remember rightly healing occurred over time in the demo? I would like that put back in even if it is slow or some sort of first aid skill that can heal small amounts of damage just to ease the combat a little bit.

As for the package delivery mission you are not supposed to do that as a first mission. You should do the first main mission first and then do the package deliveryas the second main mission takes you to the GMS compound anyway. By then you are slightly better equipped and you have a few more hit points from level ups. The fight is still hard and Styg already said that he was going to nerf those 3 guys but here's the way you do that fight easly.

Wasn't exactly my first but I probably tackled it a little too soon, got a 7.62 pistol and a grenade and made short work of them after reassessing my options and choosing to do another quest before taking that on.

There is a barrel on the right side of the screen. Wait next to it until those guys start fighting off some rathounds that will eventually aggro them as they patrol the road above. When they do this move closer to those guys and throw a grenade. Try to hit all 3 of them and if possible not any rathounds so they will wast time killing the rathounds. Once the grenades hits all 3 of them (you might need to savescum until you get a throw which hits all 3 of them) they are left at half health. From there on you should be able to win the fight easly.

Thanks for the advice but I got there in the end just using a well placed grenade and a high cal pistol, although I'm past the hard bit I still think combat could use some refining (still stick to my difficulty slider or cheats) but AGAIN I state I know it's alpha and things will change.

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Suggestions / Sorry (negative post)
« on: November 03, 2013, 05:30:36 pm »
Hi there,

Sorry but I'm playing through the latest version of the game (I believe it's 0.1.9.1) and the combat is ridiculously hard to a point where the game isn't even fun anymore, I played through the demo and it was perfect, there were times when I had to reload my game and try different tactics (even cheap tactics sometimes) but it was great, battles were hard fought and you got decent loot, but this is silly, my weapon degrades so fast and I get so little loot there isn't any possible way I can keep up, you normally get taken on by a minimum of 4 other animals/people all armed better than you are AND they start combat first if you enter the area.

I shouldn't have to have a specific build as the whole point in an RPG is that *I* get to choose what build I have, i've tried melee only and that failed harder than this one did (ranged) I've got to the point where I'm exploiting the gate trick where rats can't get through and I can shoot them, but as my weapon degrades SO quickly my accuracy drops to 40% and lower and it again becomes pointless and frustrating, I realise that this is still an alpha build and there is more balancing to be done but it isn't fun at the moment which is such a shame because whole concept and gameplay is AMAZING but the fighting and combat side is impossible.

I don't know if you're planning on putting a difficulty level in similar to a D&D type system where you can pick easy and the enemies only do 50% damage or cheats for the players that are having a hard time can use when they need to (people shouldn't complain about this as no one is FORCED to use them, they are there for those of us who just can't win). Again I know this is alpha build so a lot will change but I'm hoping that you keep the power of control with us and be able to either choose the difficulty or add some cheats in for those really hard battles (at the moment anything with more than 1 person is just silly..) for example the package mission, you are up against 3 other people, 1 sledge hammer guy who gets to hit you twice for around 30-40 damage, and two guys with guns.. I start with really shit basic armor so am I missing a really basic yet amazing armor set that everyone else has?

This is turning out to be the son of the Fallout game's that i've always wanted but please do something about the hard battles..

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Bugs / Re: Invincibility Bug
« on: March 16, 2013, 03:59:52 pm »
I have a saved game with this bug active and some fraps footage if it's needed. I have the same issue, but mine was caused by poison, it still allows you to gain experience and level up while in this "state" and you can still use skills (except for stealth) as far as I'm aware (tried using omi tool). 

More testing - using a stim pack doesn't increase the health. I dunno if any of this is useful to you but, meh!

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