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Messages - Styg

Pages: 1 ... 95 96 [97] 98 99 ... 139
1441
Suggestions / Re: Alpha 0.1.9.1 Feedback
« on: October 09, 2013, 11:11:50 pm »
Heh, this game IS the business I'm expanding. ;)

1442
General / Re: A bit of Player Data and Pure Opinion
« on: October 09, 2013, 08:41:56 pm »
All this talk of snipers and crazy damage reminded me of the times when Sharpshooter had +75% critical bonus to Sniper Rifles and Snipe could crit. Good times.
I think I once hit a Burrower for over 600 damage with a lvl8 character.  Bet that hurt. :P

I bet this is still possible. http://steamcommunity.com/sharedfiles/filedetails/?id=181865596 :P

Even though Snipe can no longer crit, it's base damage was also buffed.

1443
General / Re: A bit of Player Data and Pure Opinion
« on: October 09, 2013, 05:01:16 pm »
I still wouldn't compare it to an aimed shot. I've done criticals with that spell at level 13 and it still caps at about a total of a bit over 100.

Let's not forget one thing. Criticals are rolled separatly for each damage type. You got both mechanical and cold damage in it which means while one type of damage can crit, the other might still be regular damage. I can pull criticals of 300+ damage at level 10 on a sniper riffle whose max normal damage is 99. I never done above 140 damage even on crits on the cryokinesis with a headband that gives bonus to everything and 12 will as well as all psi skills maxed.

Criticals are not rolled separately for each damage type if they are a part of the same attack, which is the case with cryokinesis. However, it's worth noting, that they do have to pass damage threshold separately which can potentially be less effective than an attack with a single damage type (e.g. mechanical targets, which have super high cold DR/DT).

1444
General / Re: A bit of Player Data and Pure Opinion
« on: October 09, 2013, 02:28:11 pm »
I assume that what you mean is - it's comparable to regular attack with a sniper rifle, not to the snipe attack itself, right?

1445
Suggestions / Re: Alpha 0.1.9.1 Feedback
« on: October 09, 2013, 01:16:43 pm »
I will take a look at the animal component prices and the like to make sure that crafting health hypos is more economical. Also you will be able to craft some very high level meds in the future (such as morphine shots) which will definitively pay off.

Burrowers are meant to be hard, but they are also optional in the current content and should only be engaged if you want a challenge. You get plenty of in-game warnings that you should stay away from them otherwise. ;) Chitin armor is something that I've considered in the past, but I'm not sold on it. If I'm to implement it I need to find a way to make it fit the setting and not just look like the out of place fantasy armor.

You can use Sprint feat to augment your movement if you're low on movement points in your build.

You don't need to separate stacks of scrap when crafting, it will automatically use only 20 for each repair kit.

The wheeled bots are the only enemy in the game capable of stun-locking (because only 'incapacitated' effect doesn't apply temporary immunity) so I don't think it's that much of an issue.

On/off switch on powered weapons is something I've considered in the past. It might be added at one point.

Considering the future updates and content, you'll have to wait for a dev log. I'm currently in the process of expanding my business a bit so my development time will be quite limited for the next couple of weeks. :(

1446
General / Re: A bit of Player Data and Pure Opinion
« on: October 09, 2013, 12:59:26 pm »
Very useful feedback. I'll wait with the comments until part 2. :)

1447
Suggestions / Re: suggestion re: 50 point skill hump
« on: October 08, 2013, 06:11:02 pm »
What skill point hump? You get one skill point per one skill point invested.

1448
Suggestions / Re: crafting
« on: October 07, 2013, 11:31:31 pm »
Is there a plan to have the quality of crafted items be tied to skill level?

It already is by limiting you in the quality of components you can use. But I'm guessing you meant if the skill will increase the quality of the crafted items directly. No, there are no plans to change the crafting system in any major way. The only thing I'm currently considering is allowing items to be reverse-engineered for parts.

1449
Suggestions / Re: crafting
« on: October 07, 2013, 09:06:58 pm »
Right now there's not much difference between what's available through crafting and random generation, but...

Eventually, some item enhancements will only be available through crafting and not through the random item generator. Similarly, some components will be available in higher quality by themselves than those used when generating loot items and merchant inventories. And finally some items will only be available through crafting.

1450
Bugs / Re: Faction Alliance Bug?
« on: October 07, 2013, 01:30:06 am »
I had this problem before and I thought I fixed this. Will check it out again.

1451
Bugs / Re: LU-A6 map glitch
« on: October 07, 2013, 01:26:53 am »
It's intended. There will be a transition there to descend down into the under-passages.

1452
Suggestions / Re: Unarmed Combat
« on: October 07, 2013, 01:24:51 am »
I for one is supremely annoyed that dirty kick doesn't work regardless of weapon or lack of it. It should probably just use your unarmed stats(what you'd have without a weapon) regardless of your equip(but of course counting in bonuses from boots/armor). Maybe double any applicable boot bonus?

I'll probably change it around to work something like this. The problem when implementing it was that is was essentially a "weapon attack" (which is an attack with your current weapon; this includes the unarmed attack) so it had to use the current weapon stats and animations.

1453
Crafting is meant to include a bit of a luck factor when trying to acquire the right components and I think that makes it more interesting than just having everything available all the time. That said, it might be a bit easier to get a hold of the components in the future when more merchants are added. I'm also considering increasing the frequency merchant inventory refreshing.

All stacking effects are cap. This includes tackle as well (max 5 stacks if I remember correctly). Arguably it's still a bit too powerful, but I might tweak that in the future. Poison works exactly as you described, that is, the attack can be stopped with armor and if it's completely mitigated the DoT is not applied. Poision DoT stacks are also limited.

Fast travel won't be implemented. There will be means to move around the work such as boats, trains, etc.

1454
General / Re: Question about difficulty and incoming shield system
« on: October 04, 2013, 05:06:28 pm »
My plan currently is to only make the energy shields available after a certain point in the game so that they don't affect the difficulty of most of the current encounters. I have no plans to increase weapon damage when I implement shields.

The purpose of shields will be mostly to mitigate burst damage from firearms, energy and other ranged weapons and also to provide the player with other short-term defensive bonuses so they can more easily survive taking on multiple opponents that can attack from range.

1455
Other Games / Re: What games are you playing?
« on: October 04, 2013, 01:15:59 pm »
Path of Exile.

If you were a fan of Diablo 2, I can highly recommend it.

I ques in a week you will have insane amount of progress for few weeks while the leagues are on the pause? ^^

I know I need to stock up cofein for the new league :P

DCSS - Dungeon Crawl Stone Soup (22 level char, 19 level Dungeon best result)
WoT - World of Tanks
Transition (russian sci-fi textquest with artwork and music) (i hope english version exist)
teaser http://www.youtube.com/watch?feature=player_embedded&v=9Dj5-sLZi6w


P.S. There isn't english version, sorry.

DCSS was nice, aDoM is still the best rogue like in my heart :D

playing terraria with friends while waiting for PoE league or underrail patch.

Hehe, I only play standard these days. Don't really have time to invest playing the races to win anything worth while (though it's still fun to play one now and again anyway). Very interested to see what changes they'll make to the game balance-wise once the temp leagues are done.

Btw, did Terraria receive a massive patch or something? There's a lot of interest in it again, it seems.

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