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Messages - UnLimiTeD

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211
I respectfully disagree.
Trying and failing is far better than not trying, and producing the next Call of Duty.
Quote
Herein lies a golden rule of game design: If the optimal way to play a game is to do something boring, players will still do it even if it makes their experience less enjoyable. Thus a well-designed game should strive to avoid rewarding this kind of behavior.
As such, games should not encourage to go back to shops at all. Now, that either means no loot sides the occasional thing the player will likely need, or... what?
I for one am content with loot I know I won't be able to sell, so I can just leave it to rot.

212
Well, I never said that.  :P
However, if you talk about sacrificing those skills to grab crafting, you're also sacrificing crafting to do something else. ;)

213
Playstyles.
I personally very rarely have a char that has both lockpicking and hacking.
Sure, that means sometimes I have to fight when otherwise I would not, but that's a price I'm willing to pay; Few of those chars actually use stealth.
I don't really need all the items in the crates anyways, the same way I don't need all the belongings of everyone unfortunate enough to die around me.
I also don't see how you need multiple Combat skills; Sure, it can help, but *guns* normally does the job.
Have a heavy Pistol and an Energy Pistol and your set, or go Assault/SMG + Sniper.
Heavy Armour? No need for throwing skill, if it hits you if will still not hurt that much.

In the end, really only PSI and some melee builds are starved for points.

214
General / Re: Combat Glove Energy Cost Conundrum
« on: January 06, 2015, 07:14:24 pm »
Sometimes it might be worth it to use low quality components.
I remember a Laser Pistol that took less than 5 to fire. :)

215
Just now read this.
My last try at a character, admittedly a patch back, was a melee guy; I just happened to use a knife for the beetles.
Yes, they were tough, but I got by with just a few hypos, two I think. Move up, stab them, they move back, use psi once because they used their other points on moving, move up again, stab.
Working corners is also helpful so sometimes they waste extra movement.
Works the other way round if you still have your pistol, even with horrible skill.

216
Suggestions / Re: Assault Rifle feat for burst attacks
« on: December 17, 2014, 05:14:35 pm »
Assault Rifles already synergize well with Metal Armour, so having 8 base strength is not out of the question.
I also support every feat that gives players a reason to not play cookie cutter style "1 Attribute focus", so that's fine with me.
I mean, pistols profit from perception as well, yet you put a lot of points into dexterity to raise the fire rate.
Such are the choices one has to make, and choices are the spice of life.
Melee is already a tossup between dex and str, and light guns dex and per. ARs being str and per seems nicely consistent.

217
Woot!
... wait, what?   :P

218
Suggestions / Re: Bunch of issues, suggestions, questions and stuff.
« on: December 10, 2014, 11:08:15 am »
I assume there are; unless there's a perk coming that allows you to take those things all the time. You junkie.  :P

219
Suggestions / Re: Couple of suggestions
« on: November 22, 2014, 11:44:46 am »
Maybe item quality should be normalized?
As in, have a base seed on character creation that fixes half the item types, so every kind of item will eventually show up somewhere, and have quality vary according to a curve or buffer:
If you get a lot of low quality ones, the chances for a high quality one rise.

220
Suggestions / Re: Couple of suggestions
« on: November 21, 2014, 04:38:58 pm »
Some sensible points @OP, though I think many have already been mentioned. Powered Armour was already ruled out f.Ex.

@starfish: I'd like to put up some counterpoints. Sometimes personal option, sometimes devils advocate. This is not meant to sound condescending, though I believe people should play as they wish, within the confines Styg allows. I'm only mentioning the points that I frankly disagree with.
3. The bullets should be rare. I would cut the qty in the stores in 10 times minimum.
Why? So SMGs are completely useless? Honest question.
4. Import character feature should be deleted - a lot of people just killing a couple of guys at SGS and play new game.
And? A lot of people bring the right equipment for an area even though their character could not realistically know what he'd encounter there. Metagaming is a thing. I mean, a lot of people use the classic XP mode...
5. I would make a calibers of guns more close to reality. Leave 0.44, 9mm to pistols, 7.62 to rifles and sniper rifles (+12.7), 5.56 to rifles and smg (for smg - 9mm as well)
You mean like the De Lisle Carbine, UMP .45 ACP, or 5.7mm small arms like the Five-Seven and P90? Admittedly the game simplifies the ammunition system, there's no Projectile length factored in, but that might result in a bit too much complexity.
I wouldn't be averse to those weapons having different armour penetration, though, I just believe it won't happen.
7. Unique weapons should be good. And it should be more of them. H&K and Dragunov are beautifull but I allready had much better weapons when I have found them.
Unique weapons should not be any better than crafted weapons, or sometimes even bought weapons; They should be unique. That is, for example, the Dragunovs low AP cost, but it isn't necessarily the best if you encounter heavily armoured enemies later in the game, or so I expect.
9. The use of the food is also almost useless. Hunger implementation should solve this problem.
And that would do what? Foods here are essentially used as combat drugs, and do have a notable effect. Forcing players to regularly eat is nice for a survival simulator, but while Underrail invokes that atmosphere, it isn't that kind of game.
10. Burrowers should not hit with the poison every time. Its a nightmare to fight them without a shield emitter.
Finally, a strong, annoying enemy. Also see point 12.
12. Physical damage is the most popular - so the metal armor is the best. The rest of the armors are useless. The problem could be solved with -1 STR -1 AGI - 2 DEX for all metal armors.
Well, that is just, like, your opinion, man. ~Dude
Metal Armour slows you down to no end while making Dodge and Evasion almost useless. Fast melee characters aren't possible with Metal Armour, Sneaky characters don't use it because it kills their primary defense, and Pionicists prefer vests. Using Metal Armour is a choice of being slow and easily hitable, but tough. With high speed and Evasion, Burrowers might not be as daunting. Not that I ever thought they were when I OHK them with a Plasma Pistol. (Yeah, I had a melee metal armour char way back, Burrowers were horrible. Choices)
13. Less EXP for killing mobs and quests. The game is not completed but the lvl cap is already early achievable.
Killing Mobs doesn't give any XP in oddity mode (The Way it's meant to be played TM), and the game isn't really balanced around that, as far as I can judge.
Regards

221
General / Re: Dexterity AP cost reduction
« on: November 16, 2014, 10:50:25 am »
Using lightning punches with high dex can lead to hillarious results, btw.
Hmm, I haven't actually tried some of those weapons listed here.

222
Suggestions / Re: Riot Gear
« on: November 15, 2014, 11:22:03 am »
He does make a good point, though; If you put the same components into two different blueprints, you'll get ~the same protection, but different encumbrance.
That normally only happens in systems where 'blueprints' have 'tech levels'.

223
General / Re: [Poll] Which XP system do you prefer?
« on: November 13, 2014, 07:29:48 pm »
Definitely Oddity.
It makes just as much sense as getting better at picking locks by killing rathounds, which is, none, but it rewards other things than killing enemies, which is already always the easy way.
Sides: "The way it's meant to be played."

224
Suggestions / Re: Change DT calculations for hybrid damage types.
« on: November 12, 2014, 11:10:11 pm »
You mean with a high level attachment I can create a weapon that nearly always crits? Damn, I gotta try that.

225
Suggestions / Re: Change DT calculations for hybrid damage types.
« on: November 12, 2014, 06:33:02 pm »
Well, being slow means higher critchance with the right perk, and how often they need to be reload is a matter of crafting.
Still, yeah, they could do with a little bit more damage against heavy Armour.

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