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Messages - Fenix

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901
General / Re: Let's talk about new PSI System!
« on: April 10, 2015, 02:40:36 pm »
Will should affect either your psi regen or psi pool. The current numbers are fine for high will (maybe the baseline for 10 will?), but lower will should have significantly lower pool, regen or both.

Yes, it make sense the more I think about it.

902
General / Re: ETA on next update
« on: April 10, 2015, 02:09:27 pm »
25

903
General / Re: Max needed Perception
« on: April 10, 2015, 02:08:55 pm »
Oh yeah, forgot to mention that. Some hidden things you can't find before your character knows about them or before a quest is triggered. I doubt those even have perception checks.

Yeah, that's the case.
So, what about said eye? Or I'm wrong again?

904
Suggestions / Re: Dissambling
« on: April 10, 2015, 02:05:39 pm »
enchantments =)

*Cough cough* Excusez moi?

Did Dissasemble work with Skinner? ;D
It looks like I can Dissasemble leather armour, get that -10% quality skin, made a Leather armour again with that skin +20% - profit!
Sadly, you can't cycle it, quality just counts as +20%, skin itself didn't change.

905
Suggestions / Re: Maybe it is too much but...
« on: April 10, 2015, 01:50:14 pm »
All those FOnline-based MMORPGs with tiny playerbase have been somewhat disappointing, although pleasantly hardcore compared to mass market MMOs.

Well, I took a part in Fonline for two years. The most fun part was at first mass open launch, when were more then thousand players, no teamspeak\skype, so we used radio\ingame chat.
But after year it wasn't so fun, new player can't accomadate to difficulties, if you'll die, you lost all your stuff, so without your fraction\gung you're basically nothing etc.

Do wish there was a bit more 'living' vibe to the towns and travel.  A slight chance your train is waylaid by bandits and a cave-in?  PLEASE.  A random mugging one zone outside of Foundry by ironheads.  As it stands, pretty much after you deal with an area, you rarely have to worry about anything new going on when passing through.  Kill section of zoners, a worse gang doesn't move in after so long. It just stays empty.  This kind of emptiness gives me a Sad.

I said it more than year ago too. Well, I can assume, Styg doesn't have so many resources to do that.
First 6 outposts still empty till game ends.

906
General / Re: Max needed Perception
« on: April 09, 2015, 09:45:43 pm »
I couldn't find trap door in Rathound King home with 11 Perception before.

PS You got me. :D

907
Suggestions / Re: Maybe it is too much but...
« on: April 09, 2015, 09:39:10 pm »
Map is my oldest dream, like year ago. )

908
General / Re: Max needed Perception
« on: April 09, 2015, 04:32:05 am »
9?!
Oh..
Well, isn't there a quest eye, that add Perception?
Or it is some other stat?

Btw Who's Online is a fun option, Perception-based :D. I saw you're posting in that topic before you actually post it.

Well, it is already 10.
Quote
Secret door in the security control room of Depot A east area (requires 10 perception)

PS I can't find spoiler tags. O_o

909
General / Max needed Perception
« on: April 09, 2015, 03:59:13 am »
Well, it's about optimazed build, that sounds a bit munchkin (and really is), but I want to know max Perception number to see all hidden stuff in game, like that little shop in Rail Crossing.
Also it would be nice, if all sources of Percepton will be added too, because first without second will be useless.

If some sources have spoilerific nature, add it like "spoiler source 1, spoiler source 2" etc.

Right now I know about (except obvious Snooping feat):
Junkyard Surprise +2
Gogles +1

Anything else?

P.S. If it's too much for forum, let me know it.

910
General / Re: Feats
« on: April 09, 2015, 03:38:31 am »
Start to create melee build again, and bump on Reklessnes, remember that I actually asked about this. ) Here we go.

911
General / Re: Random sniper rifle comparison data
« on: April 09, 2015, 01:35:48 am »
Whenever something is increased by #%, deals additional #% damage, or has #% bonus, that means #% is added on top of the normal value (100%).
Same for things like "Mechanical damage threshold increased by 200% against bullets." on tactical vests - that means 3x normal threshold.

Thanks! That was very useful.
It seems to me, that this feature isn't highlighted as it should, because I remembered I knew this before but forgot it later.
Or maybe it's my individual cockroaches.

912
General / Re: Hello...need some Feedback!
« on: April 04, 2015, 05:58:30 pm »
Shields i cant use as steath player

 :o ???

913
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 03, 2015, 08:15:45 pm »
Awww, now we know there won't be big bad faceless robot surprises in Deep Caverns. ;)

;D yeah, devs must act like criminals on interrogation. )

Quote
Getting super steel is exactly what you described - a quest way to get some unique materials in very limited quantity, some kind of automated furnace for smelting (powder metallurgy or something like this), so you should first fix it, thaen power it, calibrate, find raw materials.
It's all connected to certain quest and certain huge furnace you probably have already seen and fixed in older versions. Charons are the smelting material, since they're made of super steel.

Well, it's not quite actually what I described.
I meant a slightly different situation - an old abandoned place, where you can get trough various obstacles: live - gunblazing or fangsnapping, dead - mad security bots (or on the contrary reasonable, intelligent and you can become friends later), natural kind - flooded tunnels, collapsed passages etc. Also material better be really rare and unique - something like you can get a canister here and a few - there, and if you have some very high stats - like mercantile, or Will, or raw Strenght, you can get even more.
But we can hold it for Underrail II: Empire strike back. )

914
General / Re: Let's talk about new PSI System!
« on: April 03, 2015, 07:13:55 pm »
then one approach would be to have a 'psi reservoir' that works like the old non-regenerating system.  Your current psi is refilled from that reservoir, at whatever rate is considered balanced (20 per round may be fine under this system).  However, when your reservoir runs out, you no longer get the top up each round.  Under this set up, psi boosters would work by first refilling your active psi (up to the max of 100 or 115 with appropriate headband) and then whatever was leftover would go to refill the reservoir.

it just was my idea.

Example:  psi max = 35 + Will*5; regen = Will*1.5

I like your approach too. I like that not investing in Will chars should spend boosters (money, resources) to get what Will-investing got for free.

915
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 03, 2015, 07:03:40 pm »
One word: Supersteel. ;)

Nope? Isn't it some kind of trader, who sell to you something?
I have heard 3 K sharons involved.

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