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Topics - Trashos

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1
Bugs / [1.1.5.9] Fort Apogee restricted areas bug
« on: June 18, 2022, 01:42:58 am »
I went to Fort Apogee to join the Protectorate, after Ambassador Athanas' suggestion. I entered Fort Apogee, then tried to enter the second area of Fort Apogee (the one with the medic) before talking to Consol Oliver. The guard stopped me with dialogue about not being allowed to enter this area currently- I said "OK, I am going to Oliver" or sth like that. When dialogue finished, I was in combat mode and everyone was hostile.

(Might have something to do with having clicked beyond the guard before his dialogue stopped me? Not sure, but I didn't enter the restricted area.)

2
Hopper round up quest:
I captured the hoppers, went back to Big Bret to turn in the quest. Hoppers remained in my inventory after turning in the quest. I was rewarded for the quest and everything proceeded normally, other than that.

(Note: On my way to capturing the hoppers, I had a random encounter with a dude who demanded stuff in order to hunt hoppers himself. I convinced him to give me hunting gear so that we could hunt together, and then he disappeared forever. I am mentioning this just in case it had anything to do with the captured hoppers remaining in my inventory later.)

3
General / Reasons to visit locations
« on: April 06, 2021, 09:48:11 pm »
I want to start a discussion about the reasons we have to visit any location in an open-world game like UR. I will be looking at it from the perspective of a veteran player who already knows where everything is. My goal here is to brainstorm on how any location can be made as enticing as possible to a veteran player, and maybe come up with ideas on what additions would achieve this effect for UR or Styg's next effort.

So, here are my motivations for visiting locations in UR.
- Oddities (or XP, I guess)
- Loot (unique/expensive/needed)
- Money (currency/sellable loot)
- Important Quest sends you there.
- Challenge (I bet I can get them this time with THIS build!) and Lack of Challenge (this location does not offer much, but it offers something, and it is easy and quick to do)
- Atmosphere (I just like going there!)
- Unique Gameplay (UR actually does this to an extend that I have never seen before. Anyone want to pilot a dreadnought? Anyone want to control a robot from afar?)
- Random events (if you are into that kind of sh... er, things. i meant things)

Hopefully I am not forgetting anything important, but add yours below.

So what can we add to UR so that we can make any location more enticing? A well-balanced game can only have so many Oddities, loot and money thrown at you. I guess we could put more quests in a game, but that's the slow and expensive way to do this, not to mention that quest quality will suffer if we are just adding them just to make use of space.

A solution we have seen in other open-world games is to add subsystems/resources or quests that depend on visiting as many locations as possible (or specifically the locations that do not have much else going for them). Eg, the star bottle caps or the skillbooks in New Vegas. The star bottle cap style solution is a beat too cheap afaic. I do enjoy going after the skill books (that's a HUGE motivation), but I am worried that in a carefully balanced game like UR skillbooks may not be the best idea.

However, my personal conclusion is the same regardless: An open-world game like UR benefits greatly from having a big variety of must-have resources, like skillbooks, that can then be distributed to various locations and increase their importance.

And here is my question to you: What new subsystems or resources could we add to UR, that would allow us to make more locations must-visit?

4
Bugs / [1.1.2.4] CtD at Blistering Shores Research facility
« on: January 13, 2021, 04:04:04 pm »
I get tons of CtDs at the Blistering Shores Research facility, after summoning the Strongmen. The CtDs happen while the summoned Strongmen are fighting the Natives.

This has happened in both my Expedition playthroughs this far.

5
Bugs / [1.1.1.6][Coretech] Agent Henderson reports from the afterlife
« on: June 15, 2020, 10:16:55 am »
Coretech questline: I secured the Warehouse and reported back to Harlan. He replied that he already knew, because Agent Henderson had already reported to him. The problem is that Agent Henderson died during the warehouse battle.

As far as I remember, this bug was not there in older versions of the game. 

6
General / Cryokinetic Orb
« on: April 15, 2019, 12:38:50 pm »
I am rolling with a Psi build currently, and I realized that I have no clue how Cryokinetic Orb works. CO is obviously a very good ability, and can often one-shot groups of enemies, or at least severely weaken them. However, it has a strange behavior, meaning sometimes enemies are completely battered, while other times some of them may escape untouched. It is either an ability that is not particularly dependable or I am doing something wrong.

The official description is this:

Quote
You launch a large frozen orb which shatters on impact, sending ice shards flying in all directions. Each shard deals 18-33 cold and 20-41 mechanical damage and chills the target.

Chilled characters have their movement points decreased by 10 for 2 turns. This effect stacks 3 times.

Due to shards fanning out, targets closer to the place of impact may be hit by multiple shards, while those farther away might not be hit at all.

Each shard has 50% to inflict a bleeding wound that does additional 100% of the original mechanical damage done over 3 turns.

There is an obvious omission in the description, and that is how many shards go flying out. Also, do they fan out isotropically (ie, uniformly in all directions) or is the distribution of shards chance-based?

I would appreciate any insight. As it stands, it is very hard to predict Cryokinetic Orb's effect.

7
Bugs / [1.0.4.17] Game crash when going down the hole in West Wing
« on: April 10, 2019, 08:02:08 am »
There is a hole in the ground in the West Wing of the Institute of Tchort, in the room when you first meet Six. The hole leads to an empty Upper Underrail warehouse, and the game gives you the option to jump through it via a dialogue screen.

When I pick the option to jump through the hole, the game shows briefly my body lying on the warehouse floor, and then crashes to Desktop. I tried this twice, and the crash happened both times.

8
Bugs / [1.0.4.17] Inaccurate crafting requirements
« on: March 25, 2019, 10:09:29 pm »
(gave a generic title, just in case I run into more)

Kynurenic acid: Listed as requiring 100 in Biology, but I was just able to craft it while having 70.

9
Suggestions / Bright yellow fishing rods
« on: March 24, 2019, 04:42:22 am »
Sounds like a silly wish, but it would really help me if fishing rods were a bright color, bright yellow for example. Fishing is done in the caves, and it is relatively dark. I have to focus on the screen intensely in order to notice when the rod is moving. A brighter color for the rods would make it easier to notice movement, leading to a more relaxed fishing experience. Like it should be.

(Now I am going back to my quest of finding nidamental gel demon squids.)

10
In the first arena fight (against the rathounds), one of my teammates was a pistolero. At some point during the fight, his gun emptied but he kept trying to shoot it ~5 times while empty. Eventually he quit trying, moved, and ended his turn.

11
When I go down the basement of my house in Core City, sometimes the yellow-green combat movement line appears. It is the yellow-green line that shows where I can move while in combat. However, I am not in combat and I am still in "real time" exploration state. The line disappears when I move anywhere without further complications.

This does not always happen. But it has already happened twice, so I thought I should report it.

12
General / Help me appreciate chemical pistols
« on: March 17, 2019, 11:51:20 am »
I am currently trying a pistolero/grenadier build (with 1.0.4.17), and I have to say it is a lot of fun. I appreciate the simplicity of the 0.44 Hammerer, the crits of the plasma pistol, the stuns of the electrical pistol, and I love Execute too. Sometimes I use the laser pistol as well, eg when enemies have great mechanical resistance and the geometry of the situation doesn't  inspire me for electrical pistol use.

What I have trouble appreciating is the chemical pistols. I can find some utility in acid pistols and their entanglement. I also use them against metal armor. But incendiary and cryoliquid pistols have left me scratching my head. Specifically, I have not met any situations this far that would call for pyro/cryo guns.

Maybe part of the problem with pyro guns is the existence of pyro grenades. Throwing is a different skill altogether, but it is a support skill, and what pistolero doesn't use them? With cryo guns, I don't see the utility at all.

Do you guys have any advice on chemical pistols? I do not need them to be absolutely awesome to enjoy them, but they have to be at least situational if I am to carry them with me.

(My current build, I am at level 15, Hard difficulty: STR 3, DEX 10->11, AG 3, CON 5, PE 8->9, WILL 3, INT 8->9.
Skills: Guns, Throwing, Stealth, Hacking, Lockpicking, all Crafting skills, and partially Traps & Mercantile. Later I am going to max out Dodge too.
Feats: Gunslinger, Aimed Shot, Opportunist, Point Shot, Grenadier, High Technicalities, Cooked Shot, eXecute, Critical Power. The rest of them are going to be Three Pointer, Sharpshooter, and three out of Ambush, Uncanny Dodge, Quick Tinkering, Nimble, Mad Chemist, Practical Physicist)

13
Bugs / [1.0.4.17] [minor] Jitter in Hopper Caves
« on: March 11, 2019, 02:49:50 am »
There is significant jitter in the hopper caves region*. Not sure if jitter is the correct word, it is like my computer has trouble refreshing the screen. Maybe someone might want to check if it a general problem or just mine.

Graphics card: NVIDIA GeForce 830M.


*how to get there: From Crossroad Watch (where Jonas initially is) start walking towards Junkyard. After a few screens, you get to the region with a Sentry and some rocks to blow up. Blow up the rocks and you access a crawler region. Go through the crawler region and you reach the hopper caves region that I am talking about.

14
In the Burrower Emergency quest at Camp Hathor, the second map that is infested with burrowers is a cave divided in two. There is the non-optional section of the cave that one has to go through in order to go upstairs, and there is also an optional section with a dead prospector. Both sections are infested with burrowers, but the burrowers could not transition from one section to the other in previous versions.

In 1.0.4.17, they can. While I was fighting the burrowers in the non-optional section, the burrowers of the optional section migrated and joined in the fight.

I did not see how the migration happened. I just noticed that  I was fighting many more burrowers than I expected in the non-optional section, and then I went to the dead prospector room and it was empty of burrowers.

Steps to reproduce:
- Start Burrower Emergency quest.
- Go through first burrower-infested map and enter the cave.
- Start fighting with the burrowers.
- The burrowers of the dead prospector room migrate and join in the fight.

15
Suggestions / A few inventory suggestions
« on: June 28, 2018, 02:44:22 pm »
1) Mark as junk

For the items in our inventory, It would be great if we had the option to mark them as "junk". Junk would be a new category in our inventory, where the marked items go, and basically it is the stuff we want to sell. Each item will have a "mark as junk" button which should be toggleable, so that we can change our mind on something that we do not consider junk anymore. In this case, in the "All" screen there will be a toggleable "Show/Hide Junk" button.

Note that the above idea has been taken from the "Legend of the Void 2" flash game.

2) Keys and keycards should probably not be shown in the "All" category of our inventory. It is too clattered without them already. Or maybe give us a toggleable "Show/Hide keys" button.

3)  New categories in trade screen

Merchant stuff could be marked to go to our Wishlist or be Hidden. "Wishlist" and "Hidden" should be two new categories in the buy-sell menu. Every merchant item will have the toggleble options to be added to Wishlist or be Hidden.


4) About the crafting screen. Scrolling up and down to find the desired recipe is a bit of a pain. Give me categories in the crafting screen similar to what the inventory has. Eg, the categories could be "Biology", "Mechanics" etc. Each recipe would go to the category where its demands are highest.

While I am at it, for crafted items it would be great to be able to see the quality of materials that were used for crafting. Right now I note them on a (physical) notebook, so that I don't end up crafting new items that are inferior to what I already have, but it's a bit of a pain. 

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