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Messages - Clawdius_Talonious

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1
Suggestions / Re: Retrainer (level reset)
« on: February 19, 2014, 05:34:43 pm »
That's why you wouldn't allow the player to just reset their skills repeatedly, it would just be an option once per character when you realized you hadn't built your character the way you should have.

2
Suggestions / Re: Crafting System, Drops and Vendors
« on: February 19, 2014, 07:06:01 am »
I'd really love to see a way to make a material higher quality, crafting is so reliant on the quality of the materials you have that it's somewhat frustrating to not be able to acquire higher quality goods to use to make really good items. Maybe top of the line goods could be machined from Charons, trade 999 charons and 1998 SGS credits for a top of the line crafting material of your choice. Or even potentially have a skill check, so the goods you acquired would be close to the best you could use at the time so a crafter with 70 skill in mechanical crafting would receive a 70 Hawker frame (what can I say, I want to see what a top of the line Hawker would look like)

Ideally this would come with the option to pay an obscene amount of money in both Charons and SGS credits to have the boys in Engineering produce extraordinary gear that could only be acquired that way. I've been wanting to use Charons to make materials directly since I first bought the game and read their description, it makes me sad that they're so valuable because they're made of super steel and I can't melt them down and craft with them.

3
Suggestions / Re: Retrainer (level reset)
« on: February 19, 2014, 06:45:12 am »
I know what you mean, I put a character point into the wrong stat because I didn't recall the strength requirements of assault rifles and now I wish I could get that point back and reinvest it. I guess I'll just have to start a new game. I would really love to see some sort of skill reset option, perhaps Ezra could mind control you into a clean slate?

4
General / Re: Plasma Core?
« on: February 19, 2014, 04:00:30 am »
Merchants are far too picky now, but you could always learn enough electronics to make yourself a pistol, even if it was just to sell. There are plenty of other things you can craft with electronics, it's a good skill to have.

5
General / Re: Mm little confused?
« on: February 19, 2014, 03:58:14 am »
it's just that, since the last time I played through the game, weight limits and shopkeepers becoming picky were both implemented. This kind of left me with the need to haul more stuff around while simultaneously not being able to haul as much stuff around. I like the oddity XP system, it's actually a very interesting take on a system that is necessary but typically all too trite, so something that allows multiple approaches and doesn't punish the player for ignoring quests if that's the route they choose is actually quite impressive.

I just really think that the merchants should perhaps just offer you considerably less for items they weren't looking for, this would help you get that last few credits out of transactions if you had to go that route, or let you clear inventory on items you knew you wouldn't use. I've got half a dozen crowbars in my locker, I know I'll never sell them with this current system and for whatever reason that really really bugs me.

6
Bugs / Burst Fire glitch
« on: February 18, 2014, 07:12:47 am »
If you enter combat by clicking Burst Fire and clicking on a target, rather than manually hitting enter to engage combat, your character fires one shot and the burst skill goes on cooldown and chews down your AP just like you burst fired at the enemy, except of course for the fact that only one shot is fired.

7
General / Re: Mm little confused?
« on: February 18, 2014, 12:30:34 am »
Well, I've got armors and weapons and some really nice stuff myself, and no one wants to buy any of it. Doesn't matter if I try to sell it at the armory, at Engineering, or what they will sell me armor or weapons, but they refuse to purchase anything from me. It's absolutely mind boggling, the economy in this game has gone from way too easy to get money, to get your garbage out of my store you worthless vagrant. Personally I've always been willing to go the extra mile to drag things back to town and sell them to the proper merchant, but either I've encountered a bug where the only things anyone will buy from me are ammo at the armory and repair kits in engineering, or this change in the economy is frustratingly heavy handed to the point where I don't even feel like playing the game.

While I understand that the economy was far too easy to build up a huge surplus of currency in before, this isn't the answer, and frankly it's a somewhat baffling direction to go in. If I can't sell armor or weapons at the armory, or anywhere else, why then should I even acquire them? I guess if I'm going to play through the game again to experience the new content I need to play it like Hack,Slash, Loot and just leave anything I'm not going to use on the ground.

*edit* I've sense been blessed by the ability to sell not one, but THREE of the crossbows I had accumulated, at the armory (it was almost like they were a weapons merchant). I still want to go on record saying that I really intensely dislike the new system, one where they offered less money for anything they weren't looking for would be much less nonsensical. If I walked into a pawn shop and the guy behind the counter told me he was looking for diamonds, sapphires, and emeralds I would tell him I was looking for a perky blonde sell him my old guitar.

8
Bugs / Target Practice
« on: January 06, 2014, 04:06:45 am »
In the tutorial quest section during the Target Practice quest, the number of shots is only tracked per session and missed shots don't count towards the quest. This can result in this unskippable busywork tutorial quest being super aggravating after you've done the quest several times before , you could fire up a session in a hurry, fire ten shots and miss one and end the session and then not be able to progress. Then you can start up another session, fire a few to get the hits you need, and of course that doesn't count because you have to have ten hits in one session to be allowed to progress.

This isn't too huge a deal I guess, it's a straightforward quest and Gorsky tells you to put ten rounds into the target. Of course, when you're a character with no weapons skill and have terrible luck with RNGs it's not impossible to burn an entire clip without getting ten hits, 80 rounds for your 5mm gun is nearly as valuable as the 300 credits you start off with, burning more than 20 rounds on a quest that you can't beg bribe or wheedle your way out of isn't a very good introduction to the game for a new player in my opinion. If you could bribe Gorsky with some rounds of ammo or 20 SGS credits or something it would let you go through this start to the game a little faster. I guess Gorsky is kind of a hardass and a stickler for the rules so maybe it isn't exactly in character for him to take a bribe, but the fact that you're made to waste a significant amount of ammunition is a nuissance. Other than that, I think for new players it would really be better for the quest to track shots fired instead of hits to keep people from reading put 10 rounds into the target as fire 10 rounds, and wasting time and ammo on a tutorial.

I know that if I had been more diligent in my reading I might not have wasted any ammo, but at the same time I recalled having done a very similar thing when I first fired up the game, changing target distances and thinking the hits between sessions would be cumulative. I figured I would post something about it, because it doesn't seem like it would take much to change this a bit and ensure that never frustrated someone again.

9
Other Games / Re: List of sandbox games?
« on: September 23, 2013, 04:00:06 am »
How do you feel about Platformers? If you like Minecraft, you may like Terraria, and it is coming out with a huge 1.2 update October 1st. It's a lot of fun to play with friends, it's sort of a Metroidvania style combat system and can be a whole lot of fun. Randomly generated worlds ensure that the experience is somewhat unique, and the amount of new content looks impressive enough to entice even a veteran of the game back to playing. http://www.youtube.com/watch?v=E0scnF8pXfU

10
Announcements / Re: Underrail on Steam Greenlight [Now greenlit!]
« on: August 28, 2013, 09:32:18 pm »
Awesome, saw Underrail on the newest list from Steam and wanted to come by and say congrats. The Steam Greenlight process has not been terribly effective for every developer, so it's good to see Underrail on that list even if Steam is trying to address some of the issues developers have had with the program. I'll write a glowing recommendation as soon as we all get our Steam keys.

11
Suggestions / Re: Conversation Choices
« on: April 02, 2013, 03:49:02 pm »
A typical response to this sort of thing is a journal that keeps track of all previous conversations. Then you get the best of both worlds, the ability to re-read things without having immersion breaking conversation loops that repeat ad nauseum. Of course there are ways to play off of those conversation loops as well, having characters ask if you're an idiot, or say things LOUDLY and SLOWLY.

12
Suggestions / Re: PSI Crafting
« on: April 02, 2013, 03:46:12 pm »
It would be interesting to see a variety of electronic devices to aid PSI skills, and perhaps associated perks to affect their construction and use.

13
General / Re: Item degrading gamebreaking
« on: March 30, 2013, 06:38:50 pm »
It would be nice if we could make our own mechanical repair kits with a reasonably high mechanical skill as well, a few basic materials could be seeded into the game for that purpose, hopper grease, soft cloth, that sort of thing. Those materials wouldn't be terribly abundant, so you wouldn't just be able to farm materials to create kits and have as much excess money as before degradation was implemented. Failing that, it might be nice if a certain level of the relevant crafting skill allowed you to practice upkeep on a weapon that was at a certain level of degradation. For example if your item had degraded fewer points than you had in the associated skill you could simply top it off yourself without needing a repair kit, saving those for more extensive damage.

Of course, fast item degradation has never been very logical to me. I could smash a thousand meatbags a day with a sledgehammer, and as long as I cleaned it off afterwards it would be no worse for wear. Guns are a little more maintenance oriented, but even still if you keep them clean and oiled there's no reason you shouldn't be able to fire several thousand rounds through a gun without it requiring extensive repairs. Dead Island might have been a fun game, but I never really could get into it because if the strange notion they had that a lead pipe or baseball bat could only survive a dozen or so impacts with flesh. Yeah, it's a zombie, but it's not made of stone. And if it was, I am quite certain I would significantly injure myself beating a lead pipe against stone long before the pipe was ineffective as a bludgeon.

I agree that it sounds like starting the player off with a mechanical repair kit would be useful. Hopefully there is a way to make the guns found in the wild require repairs without requiring the player to constantly stop and buy kits to repair items they use. Personally I think that "value added" money sinks are a more entertaining way to control the economy than a need for constant repair. I would have loved to have seen stacks of 999, or perhaps even multiple stacks of 999 Stygians being able to be forged into a Supersteel crafting material, since the implication in the description is that they are worth money because they are a very valuable metal.


14
General / Re: Buying
« on: March 20, 2013, 07:39:20 am »
Do you have a Wal-Mart near you? You can actually add money to your Paypal account with cash using Moneypak cards. You can also get them at CVS and Wal-Greens, and a few other retailers.

https://www.paypal.com/webapps/mpp/greendot-moneypak

The only real issue then would be that it effectively costs you five bucks to get one of the things, and apparently they can't just be reloaded. If you went this route I would say that it probably wouldn't be a bad idea to put some extra money into your paypal account if you can afford it, in case there are other products you want to purchase via paypal. Many stores are now accepting paypal apparently, so it seems unlikely you'd wind up with no way to spend the money you'd have on your account.

15
General / Re: Steam Keys?
« on: March 20, 2013, 07:31:07 am »
Hmmm, an interesting idea, although it would really be like giving you two copies of the game... I'd personally love to have it on Steam, I don't really have anything on Desura other than Underrail.

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