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Messages - RailNomad

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1
General / Re: SPOILERS END GAME
« on: March 06, 2016, 04:15:12 pm »
Developing the game into roguelike-style would perhaps be too much of a deviation from the original concept, but in comparison to Fallout I'd really like to see more freedom at the very beginning. Even if there's little randomness, the option to do whatever you want from the start helps to keep reruns interesting. Going through the "kill the rats in the cellar" clich

2
General / Re: SPOILERS END GAME
« on: March 05, 2016, 03:12:43 pm »
Thoughts on a sequel / DLC:

I'd like to see another game made with this engine, but with more randomness. There's also a randomness aspect in items, which makes exploring scavenging for better quality stuff sense, but there definitely should be a xp system for opponents and some random inventory. Also lots more variety both in enemies and stuff. Story is ok, but this is really not a story, but a combat-driven game, so focusing on that aspect and exploring would make sense. Also randomization of caverns would be extremely welcome. If you guys have played any of those roguelikes (nethack, adom), starting again and again wouldn't hurt, because beginning from the very first screen you would have opportunity to enocunter something special. Currently biggest issue in Underrail replayability is that you need to go through lots of the very same content if you try different builds before you can choose for yourself on where do you want to go and what to do.

3
General / Re: Whatever you say, pops
« on: January 06, 2016, 04:54:02 pm »
I also like that you can play as a smart ass kid without hurting your game, so you can actually roleplay and build up a personality for your character if you want to. Many games feature this kind of funny lines, but picking them will make you screw your game, so you just have to keep on picking the nicest line.

4
Suggestions / Revamp option for cheaters and casual gamers
« on: December 25, 2015, 11:37:34 am »
I like the hardcore difficulity of this game, but frankly, when trying a new build and after discovering that you picked up some useless feat or put skill points into some useless attributes, going through those outpost quests again and again is simply tedious. This game doesn't offer that much freedom in the first phases that adventuring would keep up interest in trying out (and failing) different builds, so what I'm suggesting is that either
-Add a once-in-a-game opportunity to revamp yuor character after returning from the Junkyard, as you probably know by then what you've done wrong in the character build.
OR
-Add a semi-hidden cheat menu that allows you to alter your character build, but not to make it too powerful so that you can't gain levels or acquire extra equipment. Using this could have a slight punishment for the player like changing your profile picture into something goofy, so that hardcore players still feel better people for not cheating. :)

5
Bugs / cat sound fx inconsistent with other sounds
« on: December 23, 2015, 02:25:39 pm »
Cat sound effects are louder and have way too much low frequencies compared to other sound effects. Very small annoyance, but very visible since the added cat in the hq. Add compression and low cut filters.

6
Suggestions / Re: Will the game have any mod support post-launch?
« on: December 09, 2015, 11:28:55 am »
Nah. I appreciate the game being one solid package. However, now that all the efforts has been put into creating the engine and mechanics, I think the team should start working on a sequel with the same engine and mechanics but a different story. Maybe a few tweaks there and there according to player feedback, but not a completely new game, since this one rocks already.

7
Development Log / Re: Dev Log #42: Updating Old Areas
« on: November 09, 2015, 04:41:38 pm »
New tiles look great! Good job.

8
General / Re: A question about vision and weapon ranges
« on: November 04, 2015, 09:49:49 am »
Try Night vision goggles or flares. Darkness does affect your to-hit chance.

9
Development Log / Re: Dev Log #41: Noise System; Vacation
« on: August 15, 2015, 08:08:25 am »
Looks very nice, I especially like that new creatures are added to the wildlife. A few comments:

Assault Rifle tanks didn't receive any nerfs. Commando feat that grants Gun Rush is still overpowered.

Nerfing Gun Nut doesn't feel like a good idea. For fighters gun Nut is already inferior option to leaving Int at 3 and spending 4 points in Perception and grabbing another feat. Gun Nut should be made _more_ attractive. Perhaps make it shift the damage range by 15% instead of increasing the maximum?

Pistols nerfed a bit too much IMO in comparsion to assault rifles.

10
Suggestions / Re: Reduce wealth by a lot
« on: August 07, 2015, 06:15:11 pm »
Imho Underrail has the same problem as many other RPGs have, which is that it is far too easy to get rich.
My suggestion would be that base value to sell should be reduced by at least 50% or even more.
As long as the merchant system works like it currently does, please no, because it would mean just dragging more and more junk to the vendors and waiting for refreshment.

Something needs to be done to the vendor system, but the solution is not reducing the value of items. Maybe the vendors could be even more specific on what they buy, but would only refresh their inventories when the story progresses or something like that. Time based inventory refreshement is prone to a lot of savescumming and tedious waiting. Some games have sell-only vendors, which I think is pretty fine.

11
General / Re: Pistoleer build
« on: August 04, 2015, 01:54:11 pm »
Stealth or no stealth? Pump up evasion or dodge or ignore them? I recently finished the game with an AR-tank and I'm not quite sure how effective these skills are.

12
General / Re: Pistoleer build
« on: August 01, 2015, 04:44:49 pm »
What do you think about weapon progression?  With Gunslinger feat the 5mm Hawker seems to be superior weapon for quite some time since you get to shoot 5 times per round if you max out Dexterity in the beginning. You can't construct very powerful energy weapons straight on.

My Feat progression so far
Gunslinger, Aimed Shot
Opportunist
Kneecap shot (very nice with opportunist)

Not quite sure on what to get next.

On psi-side Electrokinesis does a nice job.

13
General / Pistoleer build
« on: August 01, 2015, 09:01:09 am »
Any thoughts on what will make a perfect pistoleer build? Which attribute is more important, dex or perception? Can I safely dump Int or am I going to run into trouble with crafting later on?

Outposts quest was a real cakewalk to begin with. Let's see how powerful this will get.

14
Suggestions / Categorize Feats
« on: July 21, 2015, 05:32:35 pm »
The list of Feats is pretty overwhelming for a newcomer. Even a modest categorization (Offensive, Defensive, Craftings etc.) would help to get a grasp of the options available. After all the choice of feats during the course of the game is extremely important part of the game and keeping eye on the attribute requirements is something you need to do as the very first thing on the game - the character creation.

15
Suggestions / Re: Some thoughts after finishing Early Access content
« on: July 07, 2015, 06:43:28 pm »
How about enemy level system that is not "scaled"? You could have rathounds come in unexperienced, experienced and very experienced varieties in different locations to give player the feeling of surprise and danger when venturing deeper into the caves and rail system?

The biggest turn off (it's pretty slight considering how awesome the game is) is the feeling when you encounter that 100th rathounds or 50th burrower. It's like:"These again." If there was some twist or difference in them depending on the location it would really make the exploring and combat less predictable without having to introduce whole new class of monsters. You know, traditional rpg's have the xp system of all characters for a reason. It's part of the rpg magic.

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