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Messages - BlackGyver

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1
General / Re: Fishing limit of 3 catches?
« on: December 25, 2015, 05:16:52 pm »
You're apparently better at spouting snarky comments than at reading comprehension, Fenix.

It's not about getting rich from fishing, it's about the absolutely unnecessary catch limit of the current fishing system. Even if you were to remove that limit entirely, fishing would never be a major source of income for various reasons;

-Limited by merchant capacity
-Limited by skills (biology, chemistry)
-Low value of goods, even transformed
-Time spent on the task

With the limit removed, it would be a supplementary income, or a worthwhile alternative way to obtain reagents. Currently, it's neither, as you're better off making money through other means and buying the transformed reagents directly.

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General / Re: Fishing limit of 3 catches?
« on: December 24, 2015, 06:28:44 am »
This is a strange complaint. It's not as if the fishing ponds are 1x1 squares in size. After every single catch I simply move one or two tiles further away. When fishing for 5 blue eels it never takes me more than 2-3 minutes to get them, even with a dex 3 build. On a dexer it often takes less than a minute. I do make sure to supplement with eel sandwitches though for a bit of a bonus.

I also never heard of any rich fishermen. It would never cross my mind to do that as a source of income, not irl, not in Underrail.

Have you fished in the release version? If I'm not mistaken, the quest about the 5 eels is gone in this version.

So to address your points;

-The size of ponds is mostly irrelevant, the fishing areas seem to cover between 5 and 7 tiles square of water, each area holding either 3 or 6 fishes, one or the other.

-After either 3 or 6 catches, you need to wait for the area to regenerate its catches which takes a good amount of time (my main gripe here).

-Dexterity is also irrelevant when it comes to the number of catches from what I've seen, it only seems to affect whether the bite turns into a catch.

-Using the argument of fishing not being a large source of income IRL is also irrelevant, gameplay balance trumps accuracy.

3
Bugs / Uncanny dodge not working against Dirty Kick
« on: December 24, 2015, 06:11:02 am »
Description of Uncanny Dodge says "Dodge the next X regular or special melee attacks targeted against you". Description of Dirty Kick mentions "[...] a special melee attack [...]". However, Uncanny Dodge doesn't actually seem to prevent Dirty Kick from landing.

4
Bugs / Re: Suspicion bar in pickpocket menu not updating on some NPCs
« on: December 24, 2015, 04:58:48 am »
Adding Dockmaster Silas and Captain Broderick to the list of NPCs with a frozen suspicion bar.

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Bugs / Re: Suspicion bar in pickpocket menu not updating on some NPCs
« on: December 23, 2015, 04:58:21 pm »
It's been a couple days of playing and the suspicion bar on these NPCs still hasn't moved at all since last time. Is it a known bug? Should I provide a save?

6
General / Re: Fishing limit of 3 catches?
« on: December 22, 2015, 01:53:15 am »
Fishing takes patience, be it in games or real life. Not a hobby for everyone.

That's the most silly argument I've heard today. Defending a gameplay system that will let you go a full real-time hour without having a single catch by drawing a parallel to real life.

This isn't fishing simulator 2015, there is no actual reason to put a limit on the catches per spot (and yes, there is a limit in that version, whether you admit it or not). The catches bring very little value for the time spent on it compared to other moneymaking mechanics such as crafting weapons or repair kits, which can bring thousands to the bank in a matter of mere seconds.

I'm far from understanding how the fishing mechanics really work, but I have noticed that moving from spot to spot on the shore of the larger bodies of water often results in being able to reel in more catches. Go maybe 15 squares from where you were before and try casting again, it often works.

That I've noticed too, which is why I called it a "water zone" in my first post, but the point remains the same; with the current mechanics of having to deploy your rod, pixelhunt for it, the wait, the limit of catches per spot, having to pack up your gear and look for another spot, it's just unnecessarily tedious. It makes very little sense to have such limitations when you could make easy money through other means, do some trading, and have all the reagents you need in a minute or so.

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Bugs / Suspicion bar in pickpocket menu not updating on some NPCs
« on: December 21, 2015, 03:54:41 pm »
As the title puts it, the suspicion bar doesn't empty on some NPCs, no matter how much time has passed. Captain Svana (SGS docks), Bisson (SGS Lower Underrail) and Damian (SGS Lower Underrail) are three such afflicted NPCs in my game.

8
General / Fishing limit of 3 catches?
« on: December 21, 2015, 02:29:37 am »
Whenever I set my fishing rod in a pool, I can't have more than 3 catches, ever, per body of water/water zone until I wait some time away from the area. Is this normal? How do the fishing mechanics actually work in that regard?

Fishing already isn't a very exciting mechanic, but at least there are rewards to it. With a catch limit and having to deploy your fishing rod on top of it, it makes for some very tedious fishing sessions.

Any information appreciated, whether from experienced players or a dev!

9
Suggestions / Re: Allowing traders to get new stock?
« on: December 16, 2012, 05:30:10 am »
Hello,

I was just playing the alpha a bit, and I guess I noticed an issue that was a bit vexing.

Basically I have nothing to buy or spend my money on that's useful to me. When I was playing the demo, there were sniper rifles, advanced armors, and things that I could save up for. But it *seems* like (I'm not sure if the inventory gets randomly refreshed if I play longer), what the trader starts with is what he has forever. So if he has a set amount of bullets, that's all you're ever going to get, so make sure you use your bullets wisely; but after that your guns for that caliber are kind of useless unless you hope to find more bullets later.

More generally, if you don't happen to find really useful armor or weapons in your travels, then you kind of have no recourse, and I can imagine that making the game unnecessarily hard for particularly unlucky players.

I feel like there should be some kind of refreshing of their inventory after a certain amount of in-game time has passed. How much I'm not sure...and whether a waiting system should be implemented I guess is up to Stygian to decide.

Agreed on that point, even though I've been lucky enough to find what I wanted in the shops, it's a very sensible suggestion. I'd even go so far as to also suggest a system where you could still (if, say, you don't have enough money yet) put an option on a few items the vendor currently has so that you find them again when his inventory is refreshed (maybe for a fee, or by limiting the amount of options that can be put).

Also as another suggestion, it might be nice if you could allow for an easier way to reload the weapon rather than going in the inventory and manually reloading? It should be possible to just right click on the gun, or maybe double-click it, and then the character would load it with the appropriate caliber.

There is ! It's all in the help screen (interrogation point on top right corner). Basically, you just need to hold SHIFT and then the Combat Utilities bar changes to an Ammo bar where you can choose which bullets to reload your weapon with.

10
General / Re: Grinding
« on: December 13, 2012, 03:07:54 am »
Gotta admit I farmed around 200 fishing poles (3 at a time, changing zones between the Gambling House and the zone south of it) because I needed the cash to empty all Junkyard's shops from their most interesting items.

I think the reason for my troubles were the Jack Quicksilver quest which spawn three bandits just in front of the compound, I just couldn't take them without dying, and I had already cleared out the caverns so I had nowhere else to go, except Junkyard, but most quests were too hard for me there too.

Those bandits can be cleared with a simple fragmentation grenade, IIRC; stealth close to them (but not too close), do not engage combat and throw a grenade. You'll pop out of stealth and they'll initiate dialogue with you, effectively freezing time. End the dialog tree and the game resumes, leaving them with a grenade exploding right under their feet, and no bugged quest.

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General / Re: Where's Jack Quicksilver ? [MINOR SPOILERS]
« on: December 13, 2012, 02:57:04 am »
Ah, many thanks, I overlooked that place for some reason. You don't even need to lockpick your way in.

As for the spoiler tags, I haven't found them.

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General / Where's Jack Quicksilver ? [MINOR SPOILERS]
« on: December 12, 2012, 07:37:25 pm »
You can get a mission from the shady merchant in the Cantina; he asks you to deliver a package to the warehouses south of the GMS Compound. Upon getting there, a group of bandits asks to see the package, say it's a "Decoy", and effectively attack you. After that, nothing; I don't have anyone to bring to package to, and the quest stays open.

Am I supposed to track him down, did I miss him somewhere ?

13
Bugs / Swapping weapons in combat
« on: December 12, 2012, 10:57:11 am »
Noticed this bug earlier; when you drag your left hand weapon on your right hand weapon in combat (or the other way), the weapon you drag and drop "overwrites" the other one, effectively making it disappear.

14
General / After the Armadillo [SPOILERS]
« on: December 12, 2012, 10:45:20 am »
Well, I finally completed the mutant zone, brought back the Armadillo and I'm told that they don't need me for the moment and that I should get some rest. Is this where the Alpha ends or did I miss something ?

Any information welcomed.

15
General / Re: Where's Eddy ? (Depot B) [SPOILERS]
« on: December 10, 2012, 12:16:24 pm »
Ah, you're right. Much appreciated ! I didn't go to this exact location to get the quest, though. And the fog of war made it seem like nobody was there.

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