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Messages - Dickie

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Development Log / Re: Dev Log #12: Grenade Changes and Item Durability
« on: February 01, 2013, 09:50:33 pm »
I personally don't think crafting for profit is a good mechanic.  I like crafted items to (a) be better than anything available to buy or loot (weapons and armor), and/or (b) free to make instead of buy (PSI boosters, healing).  If you take those two advantages, then throw in selling them for a lot of money too, it's overpowered.
I concur with this view. I'm going to hold off on judging the equipment degradation and multiple lockpicks until I see them in action. I am a bit worried, but Styg seems competent to me. Even if it totally sucks and I never play the game again (I really hope this isn't the case), I've already gotten my $10 worth anyway.

Well, look at the crafting though the eyes of a Merchant, he would of gone about, buying tools, parts and the such and creating the stuff he sells (unless its stuff previously acquired)
I don't think most merchants create their own goods. I think it's usually bringing things from where they're plentiful to where they're not.

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Development Log / Re: Dev Log #12: Grenade Changes and Item Durability
« on: January 29, 2013, 01:25:16 am »
Am I reading this right that durability doesn't degrade over time/with damage/whatever but is just set when the item is spawned and if you repair it, you're good to go? Can you equip broken stuff?

3
Development Log / Re: Dev Log #9: Importing Characters and More Crafting
« on: January 03, 2013, 04:41:28 pm »
What if pick lock was just an action like attacking or whatever and it automatically used the weakest lockpick that would work, or if none of your lockpicks would work, it would say "not enough skill" or whatever. I don't want to try to pick each lock 3 times.

4
General / Re: Played through a couple of times
« on: December 30, 2012, 06:22:23 pm »
Please no camera rotation. I like the game to be designed with one view in mind so I don't have to rotate it to see everything.

5
Suggestions / Re: Combat A bit too hard?
« on: December 21, 2012, 07:50:05 pm »
Secbot isn't a problem.
Grenade + shockbolt, than 2-3 armor piercing bullet from 7.62 or 9 mm (or what you have), or retreat the corner.
I even never use door trick with them.
I mean when I get jumped by 3 of them. You can kill one but the other two can stunlock you indefinitely with flashbangs.

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Suggestions / Re: Combat A bit too hard?
« on: December 21, 2012, 06:31:01 pm »
Yeah, it depends on how you play. If you just buy all the grenades you find in stores and use them liberally, most fights are pretty easy. The only problem I have is robots stun-locking me. If you just try to shoot everybody to death with a pistol, you're gonna have some problems. I do agree that there should be some way to get the drop on people from dialogs though.

7
General / Re: Playing a burglar: is it possible?
« on: December 21, 2012, 06:12:58 pm »
I've done a stealthy thief/sniper character that worked really well. I like to kill everything, so I didn't try just sneaking by. Stealth works exceptionally well in this game because you can tell if you're about to be spotted and react accordingly. I'd skip the pickpocket skill, though, since I was never once able to steal something without getting caught.

8
General / Re: Problem with Ventilation Shafts
« on: December 20, 2012, 07:44:07 pm »
Any chance you could make the crowbar not have to be equipped in your hands to be used? Maybe it could be used just from the action bar or even a utility slot. It's kind of a pain to have to put it in my hands then take it out to be ready to fight again.

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Suggestions / Re: Skill related mini games
« on: December 20, 2012, 01:25:23 pm »
Please no minigames. RPGs are about character skill, not player skill. Minigames are just tedious chores.

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General / Re: Problem with Ventilation Shafts
« on: December 19, 2012, 07:11:59 pm »
To use the crowbar, as far as I can tell, you have to equip it in your hand and also drag it to the quick bar at the bottom. Then, you have to select it as the active weapon and then use it and that should let you try to open the vents. It's probably the most tedious thing in the game right now. I wish you could just drag it to the quickbar and use it straight from there without putting it in your hand.

11
General / Re: Problem with Ventilation Shafts
« on: December 19, 2012, 01:45:36 pm »
Is the problem that you can't get past the robots?

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Suggestions / UI Improvements
« on: December 17, 2012, 02:26:41 pm »
First of all, let me say I love this game. I've already gotten enough hours out of it to justify the $10. I really like the combat system and the crafting system. I really like how perks add new attacks. And don't get me started on how much I love the UI, even if there are a few changes I'd like to see. Some of these changes have been suggested before.

Here's a list of suggestions in no particular order.

  • When holding shift to reload a gun, could you put a little number for ammo remaining over each type?
  • When I have an item in my utility belt, could items I pick up of that type go into that stack (if not full) instead of into the main inventory? For example, if I have 3 Mk II Frag Grenades equipped in one slot, and I pick up another Mk II Frag Grenade from a footlocker, could it go into that slot to make 4 instead of going all by itself into my backpack?
  • When crafting, could you highlight the items that can be used in the selected recipe and make double clicking add that item in the right slot in the recipe? When I have 100 different components, sometimes it's hard to see where my knife handles are or where all my padding is, even after sorting.
  • When choosing feats, can we get them categorized like skills or a drop-down like inventory for Metapsionic, Subterfuge, Sniping, Melee, etc? The list is already getting pretty long, so it's harder to find relevant things to my build sometimes.
  • Can we get equip slots for lockpick and haxxor, since it's something where you'll probably want to use your best one anyway? I'd prefer to not have to worry about accidentally selling it if I'm going quickly and maybe those could just be used like pickpocket where it's in your power list when you press F (don't remember the name). Of course, it would mention that you need to have one of these items equipped to perform this action.
  • Is there a hotkey to toggle active weapon? If not, could you add one?
  • Can using the mouse wheel scroll the combat dialog window when I'm hovering over it?
  • The text is really hard for me to read at 2560x1600. This one is pretty minor, as I can just play on a lower resolution without much bother.

I had more but I can't remember them all right now. I'm sure I'll find some stuff when I'm playing later.

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