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Messages - bushwhacker2k

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166
General / Respawning - Pickpocketing Inventories
« on: May 22, 2013, 12:40:41 am »
Okay, so I know that some creatures respawn. I know that some things (mushrooms) respawn. I know that merchant inventories respawn.

Are there any plans to have character inventories respawn, for pickpocketing purposes, or is it planned for this to stay constant throughout the entirety of the game?

167
Suggestions / A List of Suggestions...
« on: May 22, 2013, 12:38:14 am »
I had a bunch of things compiled on a list and I'm not sure if I should make individual topics or not, so here I go-

1 - Health/Psi Hypos should have a syringe left over after use.

2 - Using a bandage should not break stealth.

3 - Using a computer should not break stealth.

4 - Even though I seem to be able to use things on myself by selecting them and then using my portrait, the icon gives the impression that the portrait isn't a viable target. The icon should probably change to reflect the viability.

5 - Incapacitation should have a temporary resulting immunity in the same fashion as stun does.

I want to establish that I'm not demanding any of this, just suggesting, and if anyone disagrees I'm totally open to discuss this.

168
General / Re: Ninja Looter
« on: May 22, 2013, 12:33:16 am »
Okay, I played a bit more and I must make sure. Is this only meant to be applicable at a moderate level? Even with a stealth coat and stealth boots, max agility and max stealth score, approaching from behind- I will still be spotted very, very quickly.

Can people tell me what level they are when doing this?

169
Suggestions / Re: Repeating Directions
« on: May 22, 2013, 12:30:16 am »
Maybe there should be an NPC called "Tour Guide" that will answer any and all questions about the starting area... that might be the easiest fix for the Dev.

It'd be an easy fix but it'd also be weird except for explaining certain basic processes of the game. I think just having the ability to re-ask an NPC what they requested of you earlier (in looking for specific details) would probably be a good way to deal with it, if not then an ability to recall conversations in your journal. If not even that then just have all specific details said added to your journal, I guess.

170
Suggestions / Re: Burst Trajectory
« on: May 22, 2013, 12:27:21 am »
There isn't that much calculation used when displaying AoE attack. It just highlights tiles within a given radius.

That's a shame. I hope you can get something in place at some point. It's very difficult to gauge the risk of a burst shot to allies without any clues. Don't grenades already do something similar? Can't you use a similar process for the burst>

Sounds like a good idea, I'd rather be able to gauge the danger to my allies than risk aggroing people through trial-and-error.

If you burst fire in someone's general direction you should be aware there is danger you might hit them. Knowing that someone's just out of the burst cone and that you're safe to burst would be kinda cheating. :P

That's kind of true, I just don't feel like I can accurately gauge whether or not I'll hit something. Instead of actually displaying an EXACT area of fire, could you list the distance and degree of fire from the enemy you target? I have no idea if it's a thin cone or a wide one, I'm totally clueless at this point.

171
Suggestions / Aggro Cooldown + Stealthy Reentry
« on: May 19, 2013, 06:37:59 am »
I accidentally aggro'd an Azurite (or w/e the name was) and because of my specialty (melee) and my current range I decided to high-tail it out of there.

I later returned, while stealthed, and the enemy IMMEDIATELY knew my position regardless of the fact that the aggro happened a while ago and I was hiding.

I think, first, that if you leave an area for a sufficient amount of time that the enemy should at least not immediately engage combat on reentry to the area. (TBH might already exist and I just came back too soon...)

Secondly, I think if I'm hiding he especially shouldn't get to immediately move.

-

I actually kind of understand why it would happen at first, because you wouldn't want stealthy players to abuse a hit-and-run tactic which, in one way, was previously allowed by opening a door, shooting and then closing the door (this was fixed by upping the AP cost of using doors).

But I definitely left the general area and later returned, so the enemy immediately noticing me was kinda weird.

Can I get a clarification as to whether or not there is a 'cooldown' period for aggro'd enemies?

172
Suggestions / Re: Burst Trajectory
« on: May 19, 2013, 06:33:09 am »
That's a shame. I hope you can get something in place at some point. It's very difficult to gauge the risk of a burst shot to allies without any clues. Don't grenades already do something similar? Can't you use a similar process for the burst>

Sounds like a good idea, I'd rather be able to gauge the danger to my allies than risk aggroing people through trial-and-error.

173
General / Re: Stealth Question
« on: May 18, 2013, 04:33:30 am »
A stealth score of 100 is ridiculous (or I'm just not that far) so I can't comment there, but-

People don't have PoV zones of sight, they have a proximity detection score. If your stealth isn't high enough you're immediately detected when you enter their proximity of detection. The Burglary feat is an obvious choice if you can't pick/hack it quick enough while out of their proximity.

Also, pickpocketing actually doesn't factor in stealth unless you use the Ninja Looter feat. You can freely pickpocket people while being detected.

-

I mean, I'm saying this but I almost have to assume you already know this if you've gotten to the point where you have 100 stealth. Good luck.

EDIT: just read the Dev saying I should approach someone from behind while stealthed, meaning it probably factors in proximity as well as PoV, pardon the disinformation.

174
Discussions / Re: How did you find out about this game?
« on: May 17, 2013, 08:59:29 am »
Steam Greenlight, and I'm glad I did. This game captures a great deal of what I loved from Neverwinter Nights and, with the addition of the 'export character', I seriously hope this grows into more than just a stand-alone game. I see a lot of modding fun in this game's future.

175
General / Ninja Looter
« on: May 17, 2013, 07:37:43 am »
"... reduces suspicion raised when pickpocketing by 25% when hidden from the target."

Can someone clarify this for me? Does this mean I literally have to be stealthed and undetected by the target??

Either I'm totally missing something in the game mechanics or this seems pretty useless because it's impossible to not get detected when you're right next to the person. At the very least you'll only stay undetected for a half second...

Is this meant to be applicable at much higher levels?

176
Bugs / Re: Dialogue Attack Option
« on: May 17, 2013, 07:07:38 am »
It was mentioned somewhere before. I'm too lazy to check where, but of that I'm sure. Also if I remember correctly Styg said that he'll take care of this. At the moment solution is pressing 'enter combat' really fast after finishing conversation :D.

Once again if you're still playing demo version it could already be fixed in alpha.

Nope, playing Alpha. Good to hear that it's been noted though, thanks.

177
Suggestions / Re: Burst Trajectory
« on: May 17, 2013, 07:06:40 am »
It would still be handy to get a visual aid to what the spread of the burst shot is though, so you can determine the risk of hitting surrounding things is. I'm thinking ideally a translucent arc so you can see who is in your line of fire, or maybe % chance to hit over affected people.

(now I've posted this I'm wondering if it already does the % chance.... hope I'm not being an idiot!)

Nope, doesn't show the % over everyone, just the person you're targeting.

178
Bugs / Re: Indirect Kills - Exp
« on: May 16, 2013, 09:00:14 am »
Agreed, unless we are allowed to beat inanimate objects and get experience by doing so taking out an inactive turret shouldn't give experience.

Just an additional thing, on top of the main point here.

179
General / Re: Health/Psi Hypo Reagents
« on: May 16, 2013, 08:43:36 am »
I found out things, seemingly including Mindshrooms, respawn. The reliability of drops for health hypos still seems weird, but it's not really a problem with respawning stuff IMO.

180
General / Health/Psi Hypo Reagents
« on: May 16, 2013, 07:57:16 am »
I have to ask, are the reagents for Health/Psi Hypos likely to be changed somewhat? Health Hypos require a ton of stuff for not a lot of pay-off and the increase in cost from the demo (1 mindshroom) to the alpha (5 mindshrooms) for the psi hypo is absolutely ridiculous.

Am I just too early in the game? Do these things become ridiculously easy to find later?

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