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« on: October 15, 2013, 12:45:06 pm »
Regarding the burrower lair, I cleared it after many deaths and much save-scumming by using the cheesiest, most metagamey tactics I could think of, along with (OP?) PSI abilities, lots of downtime going to the doc to heal and sitting next to 'shrooms. I used a PSI vial at one point, when I had to deal with 2 burrowers at the same time. The reward was underwhelming, but I wasn't that bothered.
The thing about the difficulty in Underrail is that the harder fights seem something of a puzzle, where you have to figure out how to best exploit the environment (vents, doors, multiple entrances to area, mines, exposive barrels etc.) + enemy behaviour quirks + predictable AI in order to get the "easy" win. I say "easy" because that's a relative term in Underrail. If you attempt the puzzle incorrectly, you generally die or your position becomes so hopeless that you reload. It makes victory quite satisfying, but this puzzle aspect of the game feels odd. I really can't imagine ever finishing Underrail in "Iron Man" mode (starting from level 1) without memorising the entire game down to the last number.
@Styg: You say that you don't have much trouble getting started, but as the developer, you have detailed knowledge that ordinary players won't have. Even after playing the game for 50 hours, there's still a lot that I am uncertain about. So I think you have to expect a large disconnect between how difficult you find and it how difficult the average player finds it, given that they don't have access to the underlying data for everything.
@Styg: One other thing - if PSI is not meant to be viable at low levels, perhaps you should consider building that into the structure of the game? That is, make PSI become available when the player reaches some plot point. That way, you can be fairly sure that the player has gained enough exp to be at least a certain level. Removing some choice from the player idea is probably anathema to some (dumbing down), but there's a reason why many AAA games go easy on the player at the beginning, which is that at the start of any game, new players severely lack the information they need to make informed choices.