Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Hans_Sanitizer

Pages: [1] 2
1
Suggestions / Re: Carry weight & inventory management
« on: May 27, 2015, 05:19:42 pm »
I too have stopped playing this game because of the inventory issues. I gotta take Elhazzared's side on a lot of the issues.

Some stuff that was mentioned earlier was about how it seems that having a crafting skill is necessary in the game.

I would think that perhaps having a dealer that would take items as payment for crafting kits, or repair services would be nice.

I think being able to pay for services like armor and weapon repair, or healing with items you accumulate would be a great addition to the game, and maybe would solve some of this item sale restriction irritation that a lot of us feel.

I still think a junk dealer should be added to the game, who gives a worse deal than other dealers, but still takes your leftover stuff us hoarders carry around.

We shouldn't really be making the realism argument at all either, that goes out the window pretty fast with dealers not accepting items. I mean it's supposed to be a desolate place, I would think people in poverty would be happy to take any of your items at a price they knew would serve them. Also the rules of supply and demand would continue, you would just continue to sell items for less and less money if you kept bringing them in, as far as a real market would go.
 
In short I just think the game lacks options for those of us who echo the same frustrations as Elhazzard.

2
General / New Barter System?
« on: April 13, 2014, 07:20:55 pm »
Okay I get the fact that the people you barter with arn't going to want to buy absolutely everything you have to sell, but I find this new system takes away from the aspects of the game I really enjoy.

I could understand a merchant wanting to buy something in particular, but there comes a point when a good deal isn't something you'd turn down. I understand that you're not supposed to get rich in this game, and that is fine.

I propose you get good deals when you sell something they want, but a gun shop owner / armorer's job is to buy and sell guns, this new way of doing things is almost enough to make me drop this game entirely. Every time I think to myself "I wonder how far UnderRail has come in development" I come back and something has changed for the worse. I got over the lockpick system being changed, but this is too much.

Let me sell my items to people who should want them, please. I think that just like the oddity system, the barter system should be optional when creating a new game. Everyone would be happy in that case, or add a junk dealer who gives poor deals.

3
Development Log / Re: Dev Log #19: New Armor Type
« on: July 26, 2013, 04:19:58 pm »
Just curious about some aspects of this gear.

If say you pick up a riot suit or craft it with a shield, can you store the shield in your inventory when you want to use a weapon bigger than a pistol?

Wouldn't it be better if the shield was an individual item to be equipped in one hand?

4
Let's Plays / A couple Let's Plays I've seen so far.
« on: March 23, 2013, 08:08:15 am »
PC Required:
Version: 0.1.4.1
http://www.youtube.com/watch?v=2Ap5lmpRtCs

Pewpewchewchew:
Version 0.1.5
http://www.youtube.com/watch?v=MZbBDoUynEY

5
Development Log / Re: Dev Log #15: Version 0.1.7.0. released
« on: March 23, 2013, 04:08:31 am »
I can testify that styg is right, I only have this problem with 64 bit windows, my 32 bit laptop doesn't have this problem but my desktop does.

6
Development Log / Re: Dev Log #14: Taking from the Rich
« on: March 07, 2013, 07:29:04 am »
Just wanted to chime in on saying that the Junkyard was the most difficult part of the game for me, and that it wasn't possible to have sustained combat in any of the cases (made a build focused on crafting and using a laser pistol). I kept having to duck into another area and then come back after bandaging. There is no need to make this area harder in my opinion, in fact I found this area the most frustrating so far.

Everything prior to this area was a good level of difficulty where if I got stuck I found that planning out my attack better yielded results, but I finally resorted to cheap tactics when playing in the junkyard (back and forth between areas, and using up nades like crazy). I'm not nuts about the degradation of items, but if implemented properly it should be fun.

I disagree with those who say merchants should only be interested in particular weapons, if I was a merchant who sold plants and someone came up giving me a good deal on leather I wouldn't turn it down.

The game imo is difficult enough as it is, and while this might be a bold statement, in being the designer for the game, knowing the math behind your actions, everything is going to appear easier than it is.

This is the point where I would suggest considering user chosen difficulty scaling that would take into account inventory size limitation, buffing of the junkyard enemies (as well as others), items being scarce (from merchants and areas), as well as anything else you can think of.

I would consider the current level of difficulty of the game about at a "hard" setting for other games I've played, or at the very least slightly above "normal."

I would say that difficulty is not something this game is lacking in.

7
Also other options like a single right click will focus the screen on the current position of the pointer.

Also, I'm not sure if this is a feature, but is there a way to focus the screen back on your character?

8
Suggestions / Hold right click and move mouse to move selected vision.
« on: January 25, 2013, 06:30:25 am »
I was wondering if there would be a way to allow for the user to hold down the right mouse button (or some combination of buttons) then move the mouse to have the screen be "dragged."

Hopefully I'm describing this properly, another way to explain it would be like using a smart phone and panning around an image.

9
Suggestions / Re: Feats
« on: January 18, 2013, 08:22:48 am »
I agree with the nimbleness, also I find some of the feats are more like perks, and maybe should be separated as such.

10
Development Log / Re: Dev Log #11: Version 0.1.6.0. released
« on: January 14, 2013, 06:22:31 am »
Any teasers as to when new storyline material will be coming out?

11
Development Log / Re: Dev Log #9: Importing Characters and More Crafting
« on: January 09, 2013, 06:54:28 am »
The main reason for this change is to turn both lockpicks and haxxors into resources. There might be something like a "skeleton key" further down the road.
I think it's clear why you want to change lock picks, but not to put too fine a point on it:  you're wrong.

When you have a disposable resource like a healing potion, you know in advance how much healing you'll want so you can make a decision about which level of potion to use.  When you pick a lock you don't know how difficult it will be.  Also, there's just no reason to add one more fiddly item to keep track of, in addition to all the crafting components.  The player's investment in the pick locks skill, in addition to the different qualities of lock picks, is enough variables already for one activity.

Laien spells it out even more plainly.  I hope you'll rethink this.
Disposable lockpicks, especially with the current system of different levels of effectiveness, is a pointless and tedious change.  I don't want to manage a stack of differently abled lockpicks in my inventory and have to choose one whenever I want to pick a lock.  Don't add inventory management routines that only serve as a chore.  What real world analogy is there to a mechanical lockpick disappearing every time you use it?  Having haxxors use batteries is fine.

I agree with some of this, I noticed styg said he's trying to discourage save scumming, but a lot of people will just use each tier of lockpick until the object opens then reload a save before the attempt and use the appropriate lockpick. It doesn't discourage save scumming, it just makes the entire process more tedious. I would almost argue that it would encourage people to make saves before making lockpick attempts.

Consider the example of haxxors vs lockpicks:
Haxxors, use one battery unit (or whatever power neccesary) then it fails. Whatever.

Lockpick lowest fails, lockpick medium tier fails, lockpick highest tier fails. I am now 3 lockpicks out, and at this point I would revert to a save before the attempt.

12
Suggestions / Re: Skill related mini games
« on: December 20, 2012, 10:01:35 pm »
Yeah, you guys are right. This game probably isn't the place for mini games. Some puzzles here and there would be nice though.

13
Discussions / Re: How did you find out about this game?
« on: December 19, 2012, 11:08:00 pm »
I found it on an RPG search of Desura. When I found it there I did recall seeing it on Steam Greenlight.

14
Suggestions / Skill related mini games
« on: December 19, 2012, 11:04:23 pm »
This is just a suggestion, anyone favor mini games for say: pickpocketing, lock picking, and hacking? Of course this is a huge endeavor to take on, but it would be sweet to have something else to rely on other than just a pure skill check.

15
General / Re: After the Armadillo [SPOILERS]
« on: December 19, 2012, 08:09:39 pm »
Sorry about that.

Pages: [1] 2