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Messages - blackmoor

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31
Suggestions / Re: Weapon attack actions & AP costs
« on: May 07, 2013, 09:09:51 pm »
Different fire-types would be good; aimed shoot and burst are already Feats in the game.

I agree with UnLimiTeD about making the stances Feats, to give temporary boosts to combat.

But I don't really see the need for a crawling movement type in Underrail, I'd just rather move to the next area.

32
Development Log / Re: Dev Log #17: Version 0.1.8.0 released
« on: May 07, 2013, 08:08:52 pm »
Great update!

Thanks for adding an additional psi abilities, they all sound interesting and powerful. In my opinion, if we eventually get some form of mind control or charm ability, I think psi powers would be nearly complete. It would seem to me that the ultimate point of psi power is to dominate the mind of your enemies.

Also, thanks for adding more Feats. They all sound great, especially Paranoia and Uncanny Dodge. Although now I'm tempted to make a melee character and specialize in dealing massive up-close damage. It's going to be fun trying these out for the first time!


33
Development Log / Re: Dev Log #16: Pickpocketing and Feats Changes
« on: May 06, 2013, 08:28:45 pm »
Thanks for the update.

Perks:
It might be nice to have a few generic Perks that increase certain character stats.

The thing is, players aren't allowed to Level Up without picking a perk which means higher level characters might be forced to pick a perk they don't want. Tranquility and Reckless come to mind as perks I would never want, although I can see how some players might.

Tranquility:
To me, action points are more valuable than psi points. Could I have the opposite of Tranquility as a Perk? 

34
General / Getting the word out about Underrail
« on: May 04, 2013, 10:34:26 pm »
There is a growing demand for classic isometric western RPGs. So how can we create buzz for this game?

Obvious choices are Youtube, Twitter, Facebook and Gaming Forums (if allowed).

Is there anything we can do to help this great game be successful? Thanks for your ideas.

35
Suggestions / Re: Suggestion about Repair Kits
« on: May 03, 2013, 04:52:22 pm »
I like that idea and it makes a lot of sense.

They could have a kind of durability meter that only subtracts the amount of damage you repair.

36
Suggestions / Non-leathal Weapons and Subdue
« on: May 02, 2013, 08:36:05 pm »
The stealth mechanic in Underrail is a lot of fun and the game already features one non-lethal weapon, the tranquillizer dart. I'd like to suggestion expanding these ideas, including three new non-lethal weapons and a new ability called "subdue" which doesn't turn NPCs hostile automatically (only if you are caught).

New items:
- Chloroform soaked Rags
- Sleeping Gas Grenades
- "Knock-out" Tasers gun

For example, I just want to be able to sneak up behind a guard without being detected, put them to sleep, open whatever door they are guarding and move on without engaging in combat and turning the entire population hostile. Maybe it's an action that could have it's own suspicion meter, similar to the pickpocket mechanic.

If anything like this is possible, I think it would enhance the stealthy character experience greatly.

37
Bugs / Re: Crash on Launch
« on: May 01, 2013, 08:32:51 pm »
Well, it sounds like you have the right system specs. I assume you have .NET Framework 4.0 installed? If so, I'm out of ideas. The developer is good about responding, so you'll probably have an official answer soon.

As to Desura, to me it feels like Steam-lite. I use both of them and don't have a problem with either.


38
Bugs / Re: Crash on Launch
« on: May 01, 2013, 08:01:09 pm »
What are your system specifications? Because, currently, the game's only for Microsoft Windows (XP, Vista, 7).

I have the full version on Desura and it works great for my Win 7 Home 64-bit system.

39
Bugs / Re: Level 9 - Cave Tunnel Exit: Door Bug (Game Breaker)
« on: May 01, 2013, 03:02:29 am »
There is always a way to salvage your progress in situations like this.

If you ever get stuck you can simply export your character (to keep all of your character progress and items). When you start a new game simply import your character instead of making a new one. Good bug discovery, I hope my suggestion helps.

40
Suggestions / Re: Freedom
« on: April 30, 2013, 11:25:42 pm »
Hello and welcome, Hyperborean

I'll just say that Underrail is in the same genre as Planescape: Torment and Fallout 1 & 2, but it's not a clone of those games.

As to the first point, you do have the freedom to go anywhere at the beginning of Underrail. But even in Fallout certain weapons and armor had stat requirements, meaning you couldn't use it from the very start. As to the second point, hostile creatures do seem to respawn, but I agree random encounters can be good to spice things up. I don't know about the third and fourth point, but a world-map would be helpful.

41
Discussions / RPG Discussion Thread
« on: April 30, 2013, 10:07:46 pm »
Does anyone here watch the Tasteful Understated Nerdrage series on YouTube? When TUN did a review on the new Torment: Tides of Numenera game, InXile liked it so much they actually mentioned it in their latest update. So I think this review is a good example to frame a RPG discussion on.

In his analysis of Choice and Consequence he essentially states all the reasons why I play RPGs like Underrail. The setting has sufficient depth that the artificial world reacts as if it's a hypothetical real world. In other words, the options available to me, as a player, cause me to role-play as if the consequences of my choices mattered. I really like that in Underrail you can choose to help criminals and doing so has it's own risks and rewards. I know these concepts will be expanded as the project moves forward. Eventually, I'd like to be given choices that are more or less ambiguous, requiring the players to use common sense to predict the long-term ramifications.

While it's true that C&C is not necessarily what makes a RPG great, I do think it's among the important ingredients. If your game makes me paranoid about the possible results of my actions, then I'm immersed in the game and my experience is enhanced. The game setting would react realistically. NPCs would react in some way to the major decisions I make.

A good discussion can be a way to learn and share ideas, so let everyone know what's on your mind.

42
Suggestions / Re: Blackmoor's Money Suggestions
« on: April 30, 2013, 06:35:22 pm »
LazyMonk, you know I'm not saying the game should be easy. In fact, I've said difficult RPGs are better because they force players to make good decisions. What I'm suggesting are ways to expand the monetary system in Underrail, so it has complexity comparable to classic RPGs like Torment and Fallout. You don't have to agree with that, but I feel pretty strongly about it.

blackmoor, you have to agree that most of the suggestion you have made would lead to an easier time for the player.

My suggestions would provide more options only and I'll explain why.

Depth and complexity are what make and RPG great, and the more opportunities for choice the better. For example, you said you found a playing style that allows you to make a comfortable amount money and that's great. But I don't have the same playing style and therefore I'll make different choices. Just because there is the option to steal doesn't mean every player will do it. Just because there is the option to do a favor for a merchant and get 25% discount doesn't mean everyone will do it. Role-playing games are about making the right decision for your character, not doing everything available.

RPG games need a lot of options, because players make different choices according to the role they are playing.
I agree with rewards from quests if you manage to do some optional objectives in a quest, but those are already in the game.

And I'm suggesting expanding on what is already available and providing more depth. Options, depth and role-playing.

Fallout had many great things

The original Fallout was one of the best games ever made. The fact that it had lots of options is what made it great.

43
Suggestions / Re: Blackmoor's Money Suggestions
« on: April 30, 2013, 04:46:58 pm »
Economy is a fragile things in cRPGs, and its usually a matter of time before it breaks and money becomes irrelevant.

That will never happen in this game because of item degradation, energy/ammo and the need for medical supplies. At the very least you'll always need to buy repair kits, hypos and energy cells (among other things) no matter how advanced your character becomes.

Underrail isn't in need of more measures to make the games economy easier for the player.

LazyMonk, you know I'm not saying the game should be easy. In fact, I've said difficult RPGs are better because they force players to make good decisions. What I'm suggesting are ways to expand the monetary system in Underrail, so it has complexity comparable to classic RPGs like Torment and Fallout. You don't have to agree with that, but I feel pretty strongly about it.

Have you checked the crafting skills? Some of them like tailoring are quite useful on boosting your savings.

Crafting is another reason why I do a lot of shopping (and therefore why I think the money system could be expanded).

@UnLimiTeD
For me, running to the doctor after every encounter would be too time consuming, so I just buy the medical supplies.

@nackidno
I agree with you very much.

44
Suggestions / Re: Blackmoor's Money Suggestions
« on: April 30, 2013, 01:30:21 am »
I still haven't found out how you use up that much money.
As for a skill to get more money, use junkyard surprise until you have +3 Int. :P

My character does a lot of shopping. Believe it or not, shopping is a core appeal of RPG games which is probably why it's so extensive and complicated in this game as well. I think we can agree that there are some difficulties with money in the game, mostly because it's still in Alpha. But I'd like to keep discussing how to expand the current monetary system to increase immersion, role-playing and overall fun.

45
Suggestions / Re: Blackmoor's Money Suggestions
« on: April 29, 2013, 07:05:02 pm »
The degradation of equipment introduced an immense money sink, with the additional repair cost, you spend at least 4 times the money you did before, that's why money is a slight issue in late game, I had to trade like 5 -10 rifles/pistols, 10+ armor sets along with ammo and junk to afford a few repair kits, that's mental.

That's exactly my experience as well, nackidno.

As I understand it, there will be changes to the economy coming up which will help. But I also think it would be great to be able to use cleverness or skill to make bartering advantageous. At the very least, there should be more opportunities to make money and not have to spend a fortune on bullets, repair kits and other essential supplies.

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