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 - phobos2077

Pages: [1] 2 3 4
1
Suggestions / Re: Faster zone transitions
« on: November 03, 2019, 09:46:53 am »
its probably affected by your HDD / SSD speed, just like any "loading" in general. the game need to render next area and dump previous ones. and pre-rendering all nearby area would increased RAM usage, although it wouldn't be as bad, since this game is light af anyway.
autosave adds few seconds, too

OMG people don't read actual posts they reply to anymore? Only the thread title? If speedhacks affects fade times, it proves this is just an unnecessary delay of the gameplay progress. Players like me would benefit greatly from having an option to speed-up (like 5-10 times) or remove them.

2
Suggestions / Re: Faster zone transitions
« on: October 05, 2019, 10:12:19 pm »
Just started up the game again after 3 years. Now with autosaves an area takes ~5 seconds to transition. W/o autosaves - half that time. But the fade-out still takes up time. Would be awesome to have an option to remove it and save another second for every transition (which adds up to a considerable time).

3
General / Re: So, is the game officially *done*?
« on: October 23, 2016, 03:57:22 pm »
Quote
You'll be able to access the new content from the Core City during the mid-game and later, so you don't have to finish the game or start a new one if you have one running.

Styg, so what happens with the story line? I was under impression that this expansion was going to continue into north underrail...This is something completely different. Are you working on the story line expansion as well? when can we expect it around?

The most important question there is. I double that :)

4
General / Re: So, is the game officially *done*?
« on: October 06, 2016, 08:04:54 am »
I agree. If we get sequel, then it's like 2 half-finished games. But if they continue to build upon the original game, this makes one true masterpiece. A game that will be re-played for a long time after release.

5
It is now up on GOG.

6
Bugs / Re: Metal Figurine disappearing
« on: February 04, 2016, 03:17:39 pm »
I would absolutely love such feature. Might also be cool if somebody will try to break into your house, depending on amount of valuables you store there. So all those security systems will be handy :)

PS: it's a shame the House is so far from shops and the elevator, making it bad as your main stash.

7
Bugs / Re: Metal Figurine disappearing
« on: February 03, 2016, 02:07:20 pm »
P.S. if I Lock the room which my stuff is stashed in, is it still "careless"? :p
Yeah, and how about trapped stashes? I used to plant some mines and bear traps around the container (for immersion).

8
General / Re: Modding Support - When?
« on: January 30, 2016, 02:46:07 pm »
That again... I completely disagree. You are talking like some project manager and not a community modder. Have you ever tried making mods for games that have proprietary formats and no official tools? If you did, you would've said differently.

Just give us ANY tools, no need for any polish or support!!! Why is it so hard to understand?

Unpolished, bugged? - So what? We'll get around limitations. Still better than reverse-engineering everything and building tools from scratch when such tools already exist - hidden somewhere.
Tools in Serbian? - We'll translate them! We'll learn Serbian, for crying out loud...
Somebody will complain about quality of those tools? - Ignore them, at least the modding community will live and evolve.

I see no point in holding those off. No tools is always worse than bad tools.

9
General / Re: Modding Support - When?
« on: January 30, 2016, 10:44:14 am »
I think he mentioned this in an interview or on forums. For some reason they don't want to release the tools they used to make the game.

As an experienced modder, I can say that ANY tools (especially those used to make the game in the first place) are always good thing for the community. I never understand what is wrong with releasing them "as is", even without any official manual/support, etc. People will figure everything out. By ignoring modders, you just force them to do it the hard way, reverse engineering file formats, game executable, etc. - which only slows things down for no good reason.

It is very important to release such tools as soon as possible, while the game is at it's peak of popularity (like first 3-6 months after release). inXile don't give a f**k about community so they just ignore mod tools (over a year passed since release - no tools, not much point in releasing them at this point - interest in the game is lost).

Please, Stygian, DO NOT make same mistake!

10
General / Re: Can crossbow be the main weapon?
« on: January 28, 2016, 02:15:24 am »
Powerful crossbow + Elemental Bolts perk + Shock Bolts MK3 + Group of enemies close to each other = Epic Win.

11
General / Re: Preparing for Deep Caverns
« on: January 26, 2016, 06:19:20 pm »
I feel like many people exaggerate how difficult Deep Caverns are, it's really not that hard and not even combat heavy if you do things right.
So basically it means "if your build is right", or else - you're fucked. OP specifically stated that he has NO crafting, yet you post about how much you were able to craft your way through.

Good to know though, as my build is somewhat similar to yours (but I cannot craft medicines, and use crossbow mainly and sniper rifle for fun).

12
General / Re: Preparing for Deep Caverns
« on: January 26, 2016, 12:46:45 pm »
I've yet to reach this area of the game but judging from the advices people post, it doesn't sound like a fun place to be. More like a grinding hell. Is it wrong impression?

13
General / Re: Weight of certain items (organs mostly)
« on: January 25, 2016, 05:28:12 pm »
I decided to sacrifice Biology (along with other skills I'd rather want if it were casual RPG ;-) ) so I just ignore all those organs. There is no way you could possibly loot every corpse in this game, unless you avoid most combat by means of stealth.

14
General / Re: Smart Module
« on: January 23, 2016, 05:35:18 pm »
I'm not sure if bursts were intended to be made so powerful with these Smart lenses/modules - they don't have any cooldown. Maybe it's one of those thing we need to be quiet about or else Styg will nerf it down like he promised in an interview? :D

15
Suggestions / Re: Various Suggestions
« on: January 23, 2016, 01:29:26 pm »
Agree with 1 and 2. There's a thread on Steam with large amount of small improvement suggestions - things that mostly not controversial and easy.

Pages: [1] 2 3 4