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Messages - Smog

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Development Log / Re: Dev Log #8: Weapons and Trash
« on: May 18, 2025, 07:36:35 pm »
All special weapon abilities with cooldown were less preferable than passive skills due to the large number of enemies in the game. For example, shooting one enemy in the kneecap when there are 5-10 of them against you is very weak. Therefore, it would be great to have special abilities for different types of weapons by default without spending special skills on them.

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Development Log / Re: Dev Log #10: Lockpicking and Hacking
« on: May 18, 2025, 07:23:43 pm »
Hopefully, the hacking system won't be too much of a puzzle for the player =)

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Development Log / Re: Dev Log #11: Bartering and Inventory Tetris
« on: May 18, 2025, 07:16:09 pm »
I like the way the new inventory looks and the volume limit. The question arises how to solve the problem of the huge amount of loot in the game world. Will it be necessary to collect it all, or will you have to choose what to take and what to leave? In the original game, collecting loot and moving it to the player's base took a significant and not very interesting part of the time.

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Development Log / Re: Dev Log #9: New Combat System
« on: May 18, 2025, 07:03:57 pm »
First of all, hello everyone! Thank you for the wonderful game, which has become one of my favorites!

I completely agree with the fact that under the old system, the game encouraged powerful builds with the ability to inflict a lot of damage in one turn or disable an enemy. Accordingly, builds with stealth and high initiative had a huge advantage in the form of a guaranteed first move. Also, the complexity of Domination gave a certain impetus to the need for such an approach. As a result, there were such forced combinations as: throwing a grenade + Pyrokinesis, etc., which were very effective, for example, against large groups of bandits (around a campfire).

At the same time, builds focused on defense or with low initiative and time-stretched damage (Poisons, Time Distortion) noticeably lost, without having any advantageous advantages.
As a result, there was little tactical diversity in the battles themselves.  Therefore, I support the development of the new combat system, in the hope that it will correct and smooth out the imbalance in the balance from the original game.

P.S. I'm sorry for my poor English, I'm from Russia and I used a translator.

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