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Messages - Styg

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1426
Suggestions / Re: GMS Station Vault
« on: October 18, 2013, 11:25:33 am »
I think you guys are making too big of a deal out of this. As Epeli said, not every area needs to satisfy some risk:reward ratio, and don't forget you also get lots of XP for killing burrowers.

And just to clear up some things: that room IS the vault. The reason Gorsky thought something valuable is hidden there is because of all the precautions Omega took to seal it up and protect against hacking, but it turns out they did this for other reasons (burrowers).

As I said, I might be expanding it further in order to connect it with the rest of the Lower Underrail caves and beyond.

1427
Suggestions / Re: Dense Blocks of HP
« on: October 17, 2013, 09:40:47 am »
Really Styg? I mean even if you can get them early are you goona use them mid game over a MK3 which will still oneshot everything?

the reason to have those components available earlier on is only to be able to have a few extra so you don't run out as easly.

If a grenade can one-shot everything at certain point of the game and is readily available from crafting/merchants (at that pont) then I need to either need to reduce it's damage or the acquiring difficulty, regardless of which level grenade it is.

1428
Suggestions / Re: Dense Blocks of HP
« on: October 17, 2013, 09:32:47 am »
The problem is not having too many grenades, it's having too good grenades too early.
You probably shouldn't be able to craft Mk4/5 grenades this early. That's why they should be based on a higher level component that's not yet available. You know, just like Mk3 incendiary & shock bolts.

This. I definitively need to fine tune the skill requirements and/or component availablity. You shouldn't be able to get these end-game grenades this quickly.

1429
General / Re: [0.1.9.1] Level 1 playthrough
« on: October 16, 2013, 05:25:42 pm »
Hehe, congrats. :)

I think that main component of these sort of playthroughs is the metal armor since it provides since it provides so much protection regardless of your skill levels.

1430
Bugs / Re: Some unlabeled desks
« on: October 16, 2013, 04:44:20 pm »
Fixed.

1431
General / Re: A bit of Player Data and Pure Opinion
« on: October 15, 2013, 02:16:09 pm »
@Styg: You say that you don't have much trouble getting started, but as the developer, you have detailed knowledge that ordinary players won't have. Even after playing the game for 50 hours, there's still a lot that I am uncertain about. So I think you have to expect a large disconnect between how difficult you find and it how difficult the average player finds it, given that they don't have access to the underlying data for everything.

@Styg: One other thing - if PSI is not meant to be viable at low levels, perhaps you should consider building that into the structure of the game? That is, make PSI become available when the player reaches some plot point. That way, you can be fairly sure that the player has gained enough exp to be at least a certain level. Removing some choice from the player idea is probably anathema to some (dumbing down), but there's a reason why many AAA games go easy on the player at the beginning, which is that at the start of any game, new players severely lack the information they need to make informed choices.

I'm aware of this and I'm not trying to balance the game just according to my own experience. Particularly in case of the early game encounters which I will be toning down slowly to ease up the difficulty curve util we hit the sweet spot.

@Styg: One other thing - if PSI is not meant to be viable at low levels, perhaps you should consider building that into the structure of the game? That is, make PSI become available when the player reaches some plot point. That way, you can be fairly sure that the player has gained enough exp to be at least a certain level. Removing some choice from the player idea is probably anathema to some (dumbing down), but there's a reason why many AAA games go easy on the player at the beginning, which is that at the start of any game, new players severely lack the information they need to make informed choices.

I've thought about this, but I don't know if it's really necessary. You get a pistol and potentially a crossbow at the start that you can use without much skill to get you through the early game. I kinda feel this is enough. We'll see, it's not set in stone, it might change.

@Elhazzared
I might add more to the burrowers lair later when I start connecting the Lower Underrail caves. We'll see.

1432
Suggestions / Re: suggestion re: 50 point skill hump
« on: October 15, 2013, 12:08:43 pm »
So basically if you cap your skill, you won't get anything from synergies. Synergies are there only to boost related skills a bit when you don't invest in those as much.

This is so to prevent people from feeling required to invest in the synergized skills just so to boost their primary skill.

1433
Suggestions / Re: Dense Blocks of HP
« on: October 15, 2013, 09:58:19 am »
Mutants in Depot A are on the extreme end of health scale and I can understand how a pure melee non-stealth character can have trouble there. While my goal is to make all skills viable throughout the games in different encounters, as Elhazzared said, it's usually a good practice (not a complete necessity) to pick a secondary combat skill that will complement your primary one. The game is being balanced (not saying it's perfectly balanced though) around the fact that the player will have crowd control utilities on their side.

If you're having trouble, I suggest trying to use flashbangs, shock bolts and other disabling weapons. Even if you haven't invested skill points in them, they should be fairly effective at close range.

Burrowers, like some other encounters, have a tendency to dish too much upfront ranged damage that's hard to recover from and I'm aware of that. We'll see how introduction of energy shield will affect those fights before I do any rebalancing there.

As for the health scaling throughout the game, I don't plan on making every encounter a battle of attrition, but certainly some. And while health will continue to scale, so will your damage output so it shouldn't end up being much different from the mid game.

Anyway, balancing this sort of stuff is an ongoing process and we'll see how it works out once we get to the endgame. Let me know if my advises helped you and and keep the balance feedback coming, it's always useful.

1434
General / Re: A bit of Player Data and Pure Opinion
« on: October 14, 2013, 08:19:47 pm »
I've just finished all the quests that I can do, and I must say that I'm astounded that one guy has produced something of this quality. I have some criticisms, though.

My first criticism is that everything is crazy expensive for low level characters. The merchants rip you off to the point that it's not worth buying most things from them.

This means, perhaps most importantly, that PSI isn't economically viable at low levels due to the cost of replenishing it, unless you enjoy standing next to mindshrooms. The need to hang around mindshrooms after almost every kill introduces an element of tedium and makes the "Shroomhead" feat mandatory for a character using PSI. Inability to afford PSI vials effectively means you are limited to 40% of your maximum PSI all of the time.

It's not just PSI vials, though. Gear like grenades, to even the odds in the more difficult encounters, is prohibitively expensive. Most of the time, enemies come in groups, which is what makes encounters really difficult. Crafting requires a huge investment of skill points, to the detriment of basic combat ability, and low level characters simply won't find the required components anyway.

So, I think the game needs rebalancing for low level characters. Low end stuff to aid in combat should be easier to come by or available at correspondingly low prices from merchants. High end gear can remain suitably expensive.

My other criticism is that many encounters require tactics that I would deem to be meta-gaming. For example, when I met the bandit guys near the siphoner pools, I really had no chance of winning unless I used both entrances to the area to kite them and cause them to become strung out and split up. So I would enter by one entrance, do some damage to the nearest guy, leave, enter through the other entrance, do some damage, leave, and repeat. Between entrances I would go and stand next to a mindshroom for a while. Eventually I killed them all, but having to resort to meta-gaming seems indicative that balance is off.

Despite all that, I think this game is really cool and I hope it's going to get some more content in future (and maybe a balance pass!).

The early game used to be even more difficult - it had more enemies (rathounds) in the starter areas and they were a bit tougher and you also started with far less money. Since then I've been steadily making it easier on both fronts. It's still a bit off according to feedback I've been getting. Even though I personally don't have much trouble when I'm playing through it, I can understand how someone new to the game might. I'll probably add some more loot (meds, ammo, repair kits) to the early areas to make it a bit easier and to help people avoid having to retreat back to the base before finishing the first mission.

Pure PSI is not meant to be viable early game. You should still use your weapons relatively effectively at close range even if you decide not to spend any skill points on them. You need to be versatile early game, specialization comes later. Shroomhead will probably get changed in the next update to make it less tedious.

I'm currently considering restoring all the health to enemies upon leaving an area. I know it won't solve all the problems with this tactic, but it should limit it's effectiveness a bit. That said, the problem with the encounter you described (and other similar ones) is that it can deal a lot of ranged damage up front at the beginning of the combat from which it's very hard to recover. Hopefully when energy shields are implemented they will help greatly with this.

1435
General / Re: My experience - Why I gave up in frustration after an hour
« on: October 14, 2013, 06:18:40 pm »
You're not used to taking to criticism, or to customer relations, huh? All I can say is be careful surrounding yourself with yes-men, you're not going to improve that way.

So, if you're basically telling me to piss off and my feedback isn't worthwhile can I have my money back?

That's not what I said. I said it wasn't feedback. I am used to taking feedback I disagree with and I got plenty of it here and on various other forums, but there's feedback and there's just hating everything about the game and wanting it to be something else.

I don't have a problem with that either, no game can please everyone, but I don't have time to defend/argue every single aspect of the game with someone who doesn't like it at all, which I think is the case here.

1436
General / Re: My experience - Why I gave up in frustration after an hour
« on: October 14, 2013, 03:35:59 pm »
Really wasn't worth going through your little cynical let's play, reading complaints about how you didn't know you should equip your armor or that red hand meant theft and such, to get a few tidbits of actual feedback that plenty of other people provided me already in a much more concise way (your high AI expectations aside).

You're not providing feedback, you're describing what sort of game you'd like to play and it apparently isn't Underrail. I'm sorry that you wasted your money because if you hated the game now, you won't like it at release either.

1437
Suggestions / Re: suggestion re: 50 point skill hump
« on: October 11, 2013, 12:33:18 pm »
PS. do you still have plans to introduce unique special ammo for each caliber?

Yes.

1438
Suggestions / Re: suggestion re: 50 point skill hump
« on: October 10, 2013, 06:38:54 pm »
Or Styg could make exotic ammo less rare, so we could actually use it once in a while.  :)

Is it really that rare? I'll look into it.

1439
Suggestions / Re: Alpha 0.1.9.1 Feedback
« on: October 10, 2013, 03:00:41 am »
For now I'm letting Sprint be unaffected by encumbrance modifier. I believe even slow armor character should have some gap closer available to them.

1440
General / Re: Underrail wiki?
« on: October 10, 2013, 01:27:01 am »
I've edited some creature pages, adding exact damage resistance values. I'm not sure if I should remove a resistance value from the list if it's zero. On one hand if players are filling these pages up it makes sense to list resistances that were tested to be zero, but on the other hand the info box looks better when not cluttered up with redundant info.

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