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Messages - UnLimiTeD

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121
General / Re: Why you did this location?
« on: May 30, 2015, 10:33:43 am »
Why don't these faceless have active shields btw?
And on a related note, instead of a siege bot, maybe an area shield booster something?

122
General / Re: Status update
« on: May 30, 2015, 10:31:06 am »
I honestly use the F-Menu for most Psi abilities, excluding those I use every fight.

123
General / Re: Wtf is with those bots?
« on: May 30, 2015, 10:30:21 am »
It's become a tourist magnet?  :P
Do you have to delete all their comments by hand, btw, or is there some button "Purge all"?
But how did you foresee this? Man, you have some psionic powers 8)
I leveled them all the way to 135.
You see, the bright side of pessimism is the positive outlook you get on the results.
If it really goes wrong, you can say you always knew, and that's oddly satisfying.
If everything comes out alright, you can be pleasantly surprised.
If it still comes worse, that sort of undermines the premise.

124
Finally a positive news after all those bots.
And what an update!
Psions sure are gonna be extraordinary tanks with those abilities. Still hoping for an option to influence dialogue with thought control, but heh, not gonna happen.  ;)
I also have to fall in with the others, the caverns look superb.
And they're actually dark.  :P
Beautiful! Looking forward to it.

125
General / Re: Wtf is with those bots?
« on: May 29, 2015, 11:15:22 pm »
Well, there you go. 2447 Bot posts. From one bot.  But damn you got patience.  8)

126
General / Re: Wtf is with those bots?
« on: May 27, 2015, 04:31:53 pm »
Well, we could set it so new members first posts in the "Underrail" Section that get through the Captcha have to be approved before being shown to "the general public".
Blocking external links might also discourage some.
I just realized this probably belongs to Site Feedback.
If all fails, maybe commission an extra moderator or two to prune them faster? I mean, come release, there might be a few extra users, and we wouldn't want to discourage them that way.

127
General / Wtf is with those bots?
« on: May 26, 2015, 09:04:08 pm »
Seriously, we get roughly two a day.
Is there anything we can do about it?
I dunno, moderating the first post of a player or something?
... Or how about the second.  8)

128
Suggestions / Re: Carry weight & inventory management
« on: May 23, 2015, 08:56:17 pm »
Well, Underrail isn't actually too far off then.
The problem seems to be that traders buy too much.
If every trader only bought like 2 or three items that they currently have an interested customer for, it's essentially a roguelike with gathering quests.
They could even reward you with specific items. No more pesky money to worry about.
It's quite interesting, actually;  If there was a roguelike that had selling and money, but the money was just a number that did absolutely nothing, would you pick things up?

129
General / Re: One more go before i get drafted!
« on: May 23, 2015, 10:22:21 am »
First of, my condolences.

So, you want to go the backstabby route?
In that case, sooner or later I'd suggest getting an Electro-Pistol.
Levelup points can go into both Dex and Perception, though you have to be extremely careful given your low health. You'll probably want both on 10 or 11.
You don't have much in the way of crafting, either; not sure if the point of int is worth it.
Later on, you can skimp a bit on dodge and evasion as they synergize, granting enough bonuses to get to max anyways.
You didn't list WIL, so I assume it's 3. That's a valid choice, I suppose. Should you ever have the points, it can be worthwhile to get electrokinesis anyway for the stun option.
Perks that incapacitate and help exploit weaknesses will be very useful to make the most of that stealth, and additional gun bonuses can't hurt, either.

I recommend Opportunist, Cutthroat, Gunslinger, and Execute.
You also want nimble.
As for unarmed: A real unarmed character is only feasible with Psi, where you can effectively hit a target 30 times a round. Otherwise, it's about combat gloves.
Others will be able to give more substantiated tips, I haven't played stealth since my first forays into the game.... a long time back.

130
Suggestions / Re: Carry weight & inventory management
« on: May 22, 2015, 08:12:17 pm »
No, loot is not a big thing in an RPG just by virtue of it being an RPG.
There were RPGs where that was the case, but the opposite is also true.
By the same token, I could say that Inventory management is a staple of RPGs, and in addition to limited weight there should also be limited slots.
Loot is a staple of ARPGs.

131
General / Re: Best shield?
« on: May 22, 2015, 12:29:02 pm »
Generally, a High Cap Modulator is seen as the best choice.
I personally prefer to take the medium route, to protect somewhat against crossbow bolts and the like.
It depends on what your goal is.
If you have armour with really high thresholds, having a weak shield can be a boon, as it only needs to stop enough damage that the rest bounces off your hide.
For a PSI char, even a Capacitor looks attractive if you pick tranquillity, as in uncharted territory it can pay off to just leave the shield on while exploring.
So, what is your aim?

132
It's only really annoying if you can't actually move at the time without shooting someone else first.
So yeh, happens. It's rare, though. A lot more common with melee.

133
Suggestions / Re: Carry weight & inventory management
« on: May 21, 2015, 10:37:34 am »
Well, so what options could we have?
Let's gather a few that would work well together.

  • Reduce sell value of all items slightly, so players can't get rich that quickly. +A bit more for any of the below.
  • Allow traders to buy a secondary set of items at a fraction of their worth, f.Ex. Lucas could buy additional weapons at 10% their sell value, increased by mercantile.
  • Some traders should buy either scraps or rep. kits in larger quantities.
  • Increase the amount of money traders have over the course of the game. That's saying, mostly by player level and story progress.
  • Slightly stratify weight, f.Ex. Metal plates could be 20%-25% lighter. ?
  • Buff the Packrat feat to 75, at least. Alternatively, keep it at 50, but make it reduce the debuff from encumbrance.
  • Make items disappear after a while. What you pick up should be a choice unless you spec for everything, but it isn't if you can just come back and get the rest.

I still don't a problem (with the exception of Fenix point), but I wouldn't die if some of those were, in some way or another, implemented.

Edit: And there comes Sorbitol and fixes nearly all of Elhazzareds Problems. :P Or at least one of them.

134
Suggestions / Re: Carry weight & inventory management
« on: May 20, 2015, 05:53:55 pm »
Well, there is a limit to suspension of disbelief, but it's not that low.
Honestly, when I got that quest to find the Bakers, I spent 5 hours doing so, on the side annihilating the Iron heads because I suspected they might be there, all without a promise of reward.
I sure didn't do it for money, but out of curiosity and to help some people, like the helpful person I am. That I still get way too much money is something I definitely agree on, and there needs to be a balance found given the abstraction that we don't need to pay for food and wounds heal within minutes. This is not the matter of this thread, though, and I'm sure Styg knows of it.
And even if it's not perfect, I still play the game, I just think certain suggestions would make it worse. If we had a magical bag of holding, whatever, really.
Or a drone that picks up stuff and sells it to the nearest junk merchant.
I wouldn't even be bothered by merchants buying excess at 10% the value, because why wouldn't they?
But being able to carry supplies for an army on your lonesome, that's just something I believe I need to stave off while I can. I believe that picking up only what you need is a sort of game mechanic, and the biggest problem is that the rest doesn't disappear.
As for what shops give: I consistently have never found armour even remotely as good as what I can craft on any merchant after I've reached around level 10, on any character in a good year or so. Maybe just my luck?

135
Suggestions / Re: Carry weight & inventory management
« on: May 20, 2015, 09:26:14 am »
Gathering money is not the goal of the game.
We had that discussion already, indeed.
Nothing anyone says will change your option, and probably not mine, either, for I love the atmospheric choices; This is as much a fictional world we're exploring as it is a game, and I want it to be believable.
We just have to agree to disagree.
I'm not arguing against some mod that changes things, but the horse has been beaten so many times by now...
What I'd like to see, however, is items on the ground disappearing after some time, scavengers maybe.

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