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Messages - Agalyon

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Bugs / Re: Some pirates hostile after joining them
« on: November 22, 2024, 09:41:29 pm »
Yeah of course. Here's a current save and right after joining.

https://drive.google.com/drive/folders/1LpOM9xDdCH6Ci4t2T-i_GfX1wsy6I7X0?usp=sharing

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Bugs / Re: Some pirates hostile after joining them
« on: November 21, 2024, 06:50:34 pm »
I thought about it some more and I think it might have been caused by docking somewhere they don't want you early on in my run. That's the only thing I can think of. I assumed once you have the ransom meeting and joined them that hostilities would be cleared either way, and when I searched around I couldn't find anything to the contrary. Is it intended that if they're hostile you can't join them, or are they supposed to become friendly upon joining and some of them didn't somehow?

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Bugs / Some pirates hostile after joining them
« on: November 21, 2024, 06:16:49 pm »
After joining the pirates I quickly found that some pirates, namely H3 and G4 on the map I think, are hostile. If they so much as see me, all the other pirates also become hostile as well. I don't know what could have caused this as I haven't fought with them at all, and I checked the save just after joining they're still hostile immediately after joining as well so evidently they aren't all set to become friendly upon joining either.

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Suggestions / Re: New intermediate difficulty level possibly?
« on: March 16, 2021, 01:31:30 pm »
I really like the idea of independent settings or even just the aforementioned "dominating enemy placement." That would be really cool. But yeah, individual settings or sliders would be absolutely amazing, especially for replay-ability.

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Suggestions / Re: Wording change on Kevlar items
« on: July 27, 2020, 02:41:27 am »
I quite literally don't understand why you're upset, I agree that it needs to be changed. And thanks for the pedantic response, it was certainly needed. Stygs seen the issue now so whatever, its not a big deal.

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Suggestions / Re: Wording change on Kevlar items
« on: July 26, 2020, 04:11:55 am »
Lol, if the objective of the poll is to see if people understand something, you can't just say "well 30% of people don't understand, so the poll is flawed." Thats literally what the poll is about. And why does the audience matter, should it only be sent to people who already understand it so it can look artificially better? Make your own poll then thats worded "correctly" and see what happens.

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Suggestions / Re: Adding a broad "noise" category for weapons.
« on: July 18, 2020, 04:36:20 pm »
I'd like this too honestly. It took me a LONG time to discover the relative distance noises actually travel and how much of an effect it has. Understanding it can be extremely helpful.

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Suggestions / Re: Wording change on Kevlar items
« on: July 18, 2020, 04:33:37 pm »
I get it, but that has nothing to do with math. 247% or whatever is the same as 200% because the problem is the same. Yeah just putting "for this item only" is a little inelegant but I wondered about the same thing when I first started playing. I didn't know you could even make a kevlar balaclava for example, and because the body armor is so important, I wondered if its effects applied everywhere, and honestly I don't recall seeing an exact answer, I just sorta guessed that wasn't it.

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Suggestions / Body Weight Training and Armor Penalty
« on: July 08, 2020, 08:28:11 am »
I really think Body Weight Training needs a buff or an option for spec points for a higher percentage. Its already highly questionable to take considering the advent of psi haste (and sprint obviously) for very heavy builds who don't really care about 10% armor penalty, and the 10 str requirement is also quite limiting to the builds that might find it appealing. I assume its low so you can't shoehorn in heavier armor with Nimble, but I think the 10 str requirement already cements its restrictions well enough.

To save the trouble of looking it up, if it was 15% per say, it would make breakpoints for Nimble with unmodified super steel (with armor sloping), heartbreaker serpent leather, some tac vests, and a psi beetle shell on riotgear. It sounds like a lot, but its still the bare minimum on these armors and would still require massive skillpoint investment for dodge and evasion to make it worthwhile as well.

Thats just speculation though, but I don't see much of a reason to take it at 10% (and I never see it in builds, but I could be missing some.) I think 15% would be more worthwhile, or even 20%. Allowing spec points to be invested in it would also be a nice way to handle it, that way there is still some cost to it. I'm sure its hard to balance it with Nimble existing, but I'd prefer it to have a niche use than no use. Maybe it could require 11 str or something too, since 10 is already pretty far out of splash range anyway.

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Suggestions / Re: Lack of availability for high quality paddings
« on: July 08, 2020, 08:10:57 am »
I second this, there are some weird gaps in component quality. I think its fine if its gated, but it should exist somewhere.

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