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Messages - addictedorc

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Suggestions / common sense vs. Game balance with crossbows
« on: January 06, 2017, 09:39:09 pm »
There are some feats like aimed shot, and bolt combinations like serrated and poison, that would make sense, but aren't mechanically possible in the game.  Was this intentional, should it be, would incorporating it be unbalancing? These are questions I can't answer but developers can, so I'm posting it here. I'm open to thoughts an opinions from developers and fellow players on whether changes like this should be incorporated.


Thanks,
Addictedorc

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Development Log / Re: Dev Log #48: Veteran Levels
« on: January 06, 2017, 09:07:36 pm »


Anyways, loving the idea of the Veteran feats, yet still limiting the skill points available. Should help prevent cookie cutter builds from becoming predominant.
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agreed!

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Development Log / Re: Dev Log #47: Announcing Underrail: Expedition
« on: January 06, 2017, 09:03:38 pm »
The new environments look awesome, I'm stoked to delve back into Underrail when this gets released!

I hope we get our own boat to cruise the waterways.  :D


Our own boat would be awesome!!!

4
General / Re: New player I need help. This game seems unfair.
« on: January 06, 2017, 08:43:02 pm »
Your issue with merchants is not unique. I periodically have to make what I call "merchant runs" where I grab a bunch of stored loot and spend the next 1/2 hour fast traveling around to the world's merchants to sell what I've got. In contrast I am overflowing with cash and about a dozen sets of high value boots, and another dozen sets of armor that haven't been too popular with the merchants as of late (I'm sure demand will come back soon enough:)  Firearms are usually the easiest to sell, I had a glut of melee weapons a while back but after one good run I got those sold off.

As for your earlier challenge, understanding the nuances of how the armor works will go a long ways to understanding the game's mechanics with regard to equipment and combat.

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Builds / Re: New Player looking for SMG build
« on: January 06, 2017, 08:04:37 pm »
Alright, these are, what I believe, are my final questions:

Is STR 3 enough? (probably not, many armors require a higher strength, as does some equipment)

Can I pump all my stat points in DEX? (If you want, there are tradeoffs, check the feat list in character creation to know what you're eligible for in assessing whether its worth it.) 

Persuasion: maxing necessary? (hmmm. Allocating some yes, maxing....I'll defer to anyone more experienced.)

Throwing/Stealth: pump to 50 base and Electronics/Chemicals as high as I deem necessary for the stuff I want? (From my experience, your equipment is going to drive your stealth modifiers (up and down) more than electronics / chemicals will account for. )

Do Lockpicking/Hacking need to be maxed? (not quite, in addition to your synergies and skill bonuses for attributes over 4, there are higher end picks and hacking tools to offset not being maxed. I usually plan on spending 75 +/- points on each and letting the other factors I mentioned cover the difference. The goal of course is to be able to hit a 100 difficulty in the rare cases you need to, not overspend in this area to the detriment of other areas. )

My objective in these games is be able to do as many quests and discover as many areas as possible, hence the questions about social skills, lockpicking & hacking.

Also, which feats should I definitely take? (That's tough since so many feats are build / tactic specific. After getting familiar with the game myself and the approach I wanted to take (stealth, ranged combatant), the feats were actually what drove the mechanics of my build (such as choosing to put the 10 into perception and my heavy use of traps).)

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General / Re: Stealth character - SMG or Xbow?
« on: January 06, 2017, 07:45:59 pm »
I play stealth, I use X-bow as my alternate with a sniper rifle as a primary (serious penalties for using a sniper rifle when a hostile is adjacent to you, and the rifle is noisy so it will draw in more enemies), with heavy tactical use of traps, terrain, and movement.  The synergy between crossbows and traps is potent and should not be under-estimated. The varied types of bolts means added versatility I can't get with a sniper rifle. Note the X-bow is a 2 handed weapon, and SMG is one handed.  If you're planning on using armor with a shield, go SMG. My one regret is that you can't combine special bolt attacks with special attacks (aimed shot with a shock bolt) for instance.

**If I am wrong about the special bolt attack and special attack someone please say so and how to do it**

7
Site Feedback & Suggestions / a character builder
« on: January 06, 2017, 07:28:06 pm »
For newer players like myself, a character builder that includes equipment would be helpful to answer some questions and understand how some game mechanics work.  Since there are level caps and no ability to redistribute skill / ability points, this would also help avoid the issue of learning that a character build doesn't work the way you thought it would, and then starting the game over.

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Suggestions / "your" Under Rail (spoilers)
« on: January 06, 2017, 07:20:52 pm »
This suggestion probably entails a...(loathing) DLC recommendation...

Giving players the ability for the PC/protagonist to establish their own under rail station / settlement in an unclaimed zone would enhance the player's sense of ownership and pride in how their actions changed Underrail. For example, early in the game the player (usually) rescues a group of survivors who moved into the old base near the SGS.  Later on the player encounters people living in squalor in Junkyard (people who would probably leap at the opportunity to relocate to a better place).  Further on the player encounters rail crossing that is dying a slow death because they can't keep up their strength.  All of these present great opportunities for a player with a sufficient "reputation" score to recruit and establish a settlement of their own design. 

The player would also have an additional use for "loot" in terms of equipping recruited characters, buying "premade" structures from a vendor in core city or foundry (an ease for Underrail developers in contrast to building a full modding / builder package), etc...  If the player chose a place like an abandoned station, the player would need an ability to "assign" rooms to recruited PCs, etc...

If this idea is really liked, additional quests / plot lines like relations with other stations, contaminated water and/or wildlife issues could all come into play.

Thoughts anyone?

9
Suggestions / Re: Random encounters, mini-games
« on: January 06, 2017, 07:05:39 pm »
I fully concur with the random encounter recommendation.

 As for companions for hire...I like the idea but I have two concerns.  One is the playtesting / balance.  Companions that set off your own traps or walk into one's you've identified would get annoying fast. I would probably agree with it if the companion/s got an equal share of the xp so that there is a tangible price to pay for "hired guns".

The other concern would be how companions may affect the level cap and skill point allocation that makes this game unique. Hiring a crafter to hang out in your apt. so you don't have to allocate skill points into crafting would largely wipe out the need for that entire skill tree in character development.... After some thinking, I would say this could be mitigated if a limited group / type of companions were available. In an underrail society individuals with higher end knowledge skills are hard to come by and are less inclined to put their necks at risk tromping around in dangerous places. If a random generator was used at the games onset that placed "X" many characters throughout settled parts of underrail, and the generator was built to primarily develop combat type characters (like the snipers, grenadiers, etc...  already in the game) that might be an overall improvement. If a person wanted to play a lab rat that never left their compound and had to hire guns every time they went out, that would be appropriate to the setting. Notably, when hired guns are killed, there would be no respawn of a new one.  Dead would have to be dead.

Something to think about I guess.  In any case, I think its a good suggestion for future development.

10
Suggestions / Re: Remove level cap.
« on: January 06, 2017, 06:47:25 pm »
Level cap is an important part of this game that makes it unique.  It forces you to make choices about your character's development rather than the "if I play long enough I become god because I can do everything". The level caps force you to decide things like "will my character use psionics, have a personality, to what degree be a builder vs. fighter, etc...  In games with no level cap or level caps so absurdly high you can max everything, the character looses the very qualities (things the character can't do as well as can do) that make it unique.


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Suggestions / Re: Need achievement and achievement name suggestions
« on: January 06, 2017, 06:39:03 pm »
"Recoil" - inspired by the marine sniper being interviewed in Iraq around 2005.  Kill an enemy at full health in one shot with a sniper rifle.

"interior decorator" - (includes a graphic game change) use an explosive that gets enemy blood on all 4 walls in one attack.  Can probably achieve blood spatter using the acid splash programming language already in the game.

"kleptomanic" - take 100% of lootable items from... "a compound"

"chain reaction" kill enemies by setting off multiple mines simultaneously (a personal favorite)

"out of sight, out of mind" use stealth to pass through an area without being detected or killing any enemies

"waste not" complete a combat encounter without missing any attacks.

"cheka" be the sole survivor in an encounter between two factions in a fight you instigate (rat king, gangs in junktown, etc...)

That's all I've got off the top of my head.  Maybe some more later.

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