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Messages - Styg

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1456
Suggestions / Re: Thoughts on Traps (And Grenades)
« on: October 03, 2013, 08:27:11 am »
Great ideas here but it does not solve the most pressing problem of traps which is the ineffectiveness of them. Say you place a mine in the right place. aggro a pack of enemies and flee out of the blast radius. First enemy comes in and dies, all others move through and ignore it. Realisticly they all should be moving at the same time  and once once steped overit him and his palls should all take the damage... To this end I propose a small change to the operation of traps. On the turn that a traps explodes, any one moving into the radius of the explosion after the first guy set up the mine all take damage. this would make it more realistic and would actually make traps useful against groups which is my current problem with it.

While I understand the problem, I strongly disagree with your proposed solution. It would feel very out of place to have a mechanic mimic something happen simultaneously while everything else in the game is sequential.

1457
Suggestions / Re: Feedback and requests
« on: October 03, 2013, 08:20:13 am »
First:

The game is super cool, and it's a great start to something.  It reminds me of my favorite c64 titles and that's a good thing.  The c64 game 'Mars Saga' is kind of like the grandfather of this game (whether the dev knows it or not).  However, these old c64 games had much much more content than this game.  For me, to call this a game you need at least as much content as a Wasteland, Mars Saga, Bards Tale, etc.  That's fine for an alpha, but take a look at the amount of content in these 25 year old RPG's and follow suit before you call this thing released.   Four floppy disks from the 80's should not have more content than a game release in 2013.

Dialogue:

One thing old school games did right was dialogue.  The best RPG's sometimes made players type in queries instead of always providing pre-fab answers to NPC questions.  I don't know when pre-fab dialogue came in vogue, but it was a huge step backward.  Load up your c64 emulator and play 'Newcomer' if you want to understand what I mean (another old school relative of this game).  When you force players to type in their queries, it forces them to pay attention to what all the NPC's say, and also allows for an unlimited amount of easter eggs to be put into NPC dialogue depending on what the players guess.  Keyword searches in interactive dialogue is not a programmatically difficult thing to implement, but will result in an infinitely more immersive RPG experience.

WASD for the love of God:

Please implement character mapping.  It drives me NUTS to have to pan my camera with arrow keys.  I end up sliding my keyboard to the left just to play the game.
I want to be able to set WASD camera panning, and ZXCVBN utility slots.  Then I could play the game without moving my keyboard around.  WASD camera panning should be default anyway, but at least allow a remap if not. 


Odds and ends:

Does anything spawn that is an optional component for an energy weapon?  I'm not sure if I'm getting bad dice rolls on the vendors or if nothing is implemented, however I SHOULD be able to mount a laser sight on an energy weapon.  The principle of a targeting laser is the same for bullets or plasma.  Now the icon of an energy gun makes it look like there is already a laser sight, however the precision buff is not as good as a laser sight on a mechanical gun.  Either allow me my laser sight, or increase the precision buff on laser weapons if they already have one.

Are shields in?  I made a cloaking device which was awesome (but it seemed very underpowered for the pricetag), but have not found any shield emitter parts.

Recycling needs a complete revamp.  Make it interesting and allow me a diceroll chance at getting some of the components of the item being recycled.  Like maybe I could recover a gun frame if I disassemble a gun that I find.  The chance of recovery could be modified by the appropriate skills (mechanics for disassembling guns for example).

Pickpocketing needs a slight balance and is a bit overpowered at times.  I can steal stacks of 50 bullets very early on.  I'd suggest a pickpocketing system that takes a percentage amount from large stacks rather than the entire stack (based on skill). 

Character creation needs some additions.  An in-game feat tree would be nice - some way to plan a character before you build it.  I want to know how stats impact things in more detail when I build my character.  I want to see how (for example) increasing my perception increases my detection points.  Or how increasing my con effects my fortitude and hit points.  I want to know what the heck fortitude DOES.  How is 10 fortitude different from 20.  I don't want to have to make my character BEFORE I see these things.

The buzzing noise from the in-game lights (I assume that is the source) is too much man.  After hearing that for a while I get a headache and have to take my headphones off.  Tone down the buzz please.

I'd like to be able to open locked items with alternate means from lockpicking and haxxoring.   Melee skill vs. locked box should work, and there should be small scale lock explosives in the demolitions crafting tree (use of these alternate unlocking skills should have a chance of destroying the items you are trying to get to as well).

I'll add more as I experiemnt with different builds...

Sorry for the bullet list answers, but I'm short on time right now. :P

- I will not change the dialog mechanics

- Key rebinding will be added at some point to the game

- Energy weapon enhancements are coming and I'll probably include a precision boosting one as well

- Shields are not in yet

- Disassembling parts of a weapon might be implemented in the future as a separate mechanic

- I'll add more detailed description to the stats and what effects later (maybe closer to full release)

- You can turn off the ambiental sounds if you can't stand the buzzing

- I think about alternative means to hacking/lockpicking that would make those skills seem less mandatory; we'll see

1458
Suggestions / Re: Unarmed Combat
« on: October 03, 2013, 07:47:39 am »
If it doesn't explicitly state that it works with fist weapons as well, you can assume that it works with bare hands only. If you find a feat which description doesn't follow this rule let me know.

Some feats are intentionally left to work only with bare hands, but I'm still open to discussion if you think a particular feat should work with both, from gameplay/balance perspective that is.

1459
Suggestions / Re: suggestion: Recycle blueprint
« on: October 03, 2013, 07:44:05 am »
I might add some sort of a bench or something like that where you can put all the recyclable stuff that you want and pull a switch to recycle it (it would still require the same skills though).

1460
General / Re: Tranquility + Force Emissions
« on: October 03, 2013, 07:39:10 am »
I'll look into the force wave stuff. I'm not sure why I skipped it with tranquility, might have just been an oversight.

The stuff about lightning punches is intended. I still want to give little something to completely unarmed builds. :)

1461
Let's Plays / Re: More Let's Plays!
« on: October 01, 2013, 09:40:22 pm »
Hey thanks for sharing. :)

Also if you want you can update the thread as much as you want, it's what this sub-forum is for. ;)

1462
General / Re: Problems beginning final quests
« on: September 30, 2013, 11:12:38 pm »
Hmm. If it's not a problem, mail me the save (admin et underrail dot com) and I'll take a look.

1463
Bugs / Re: Cannot Start New Game
« on: September 30, 2013, 02:20:13 pm »
Hmm... that is weird. Do you have something in the background that might have potentially intercepted the input?

1464
Bugs / Re: Cannot Start New Game
« on: September 30, 2013, 02:11:32 pm »
Are you using any non-Latin letters, such as Cyrillic?

1465
Suggestions / Re: Silent Isle
« on: September 30, 2013, 02:09:57 pm »
Another way yet to deal with the dopplegangers is to use stealth! Ocasionally you may bump into them and that will get you out of stealth, but it's possible to stealth all the way to crate, get the item and stealth all the way back without trading a single blow with anyone at all.

Have you actually managed to do this? Because I just checked and doppelgangers can see through stealth.

1466
Bugs / Re: Equipping utilities in combat
« on: September 30, 2013, 02:03:25 pm »
It should deduct AP in that case as well. Fixed.

1467
Bugs / Re: Pathing bugs
« on: September 30, 2013, 01:51:45 pm »
How do you bug out the siphoners on the rock paths exactly? I just tried it, but they seem to close in just fine.

1468
Bugs / Re: Abram/security quest bug
« on: September 30, 2013, 01:43:17 pm »
Fixed.

1469
Found it. Fixed.

1470
Bugs / Re: TNT blueprint (?) item bug
« on: September 30, 2013, 12:18:17 pm »
It shouldn't be in the loot table at all. Fixed.

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