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Messages - Elhazzared

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106
General / Re: Let's talk about new PSI System!
« on: March 31, 2015, 10:27:00 pm »
Well the debated problem of Psikers was always. They either take no damage or they just die. Psikers have no armor and no dodge/evasion. they have low amounts of health too. So unless their CC is god like to be able to survive they'll probably die in a hit or two of anything that attacks them.

107
General / Re: Let's talk about new PSI System!
« on: March 30, 2015, 10:55:54 pm »
Has it been that long already? Damn! I'm getting old!

108
General / Re: Let's talk about new PSI System!
« on: March 30, 2015, 10:45:26 pm »
Well, guess it's time for the grenades to get a look at then.

109
General / Re: Let's talk about new PSI System!
« on: March 30, 2015, 10:22:56 pm »
Yeah I really don't know the usefulness of grenades now. Before they were pretty good. Now I am not sure. Are the mk5 grenades that bad though? I know you can't buy them but they should deal a lot of damage if you can craft them.

110
General / Re: Let's talk about new PSI System!
« on: March 30, 2015, 09:57:01 pm »
Speaking from personal taste. I don't like dumping any psi skill at all. The greatest advantage of psi is how it adapts to all situation and where psi fails (electrokinesis, I'm looking at your cooldown!) the crossbow with the special bolts covers it.

I haven't played in a while... Or rather I tried in the previous patch but meh, you all know my reason so I won't beat a dead horse. The way Psi is now sounds like it's getting quite underpowered with an incredibly limited psi pool and very high costs of some spells. When a hybrid of sniper/gunner with a bit of grenade skills already oneshots mostly everything and has a powerfull AoE and other builds like pistol builds and melee builds incredibly strong and in many ways can be overpowered. It feels like Psi just keeps getting more and more restrictions for no reason.

111
Suggestions / Re: Suggested newbie builds
« on: March 30, 2015, 09:49:56 pm »
A guide is simple to do. You don't so much need a pre-made build so much as you need the players to have some vary basic notions.

First thing. Always start with a stat at 9 or 10. That stat should be the stat affecting your main form of attack. Either perception for guns, strenght for melee or will for psionics. Similarly you shouldn't be afraid to get some starting stats at 3. A psion probably won't have a problem with str 3 and even constitution which non psi characters normally have no need for will. Think of it like playing D&D. Maximise your best combat stat and have a dump stat.

Second thing. Use the wiki... Seriously, just use it. You may not want spoilers and that is all nice and dandy, but consult the perks and learn which stats you need for the perks that will make your character functional so that you can better create the character.

Third. Some almost universal usefull skills. Stealth is great. Aside a heavy armor character which will have too much penalty it's always a solid investment as it allows you to start combat on your own terms. Hacking and Lockpicking. They allow to bypass some stuff but above all you don't lose a ton of extra loot. ombat skills. well yes, you'll always need some combat skills but do not forget to always have at least 2 different types of attack skills! If you limit yourself to just one type of attack you will find yourself in a situation where you will probably regreat it.

I think this is enough for any newbies to start learning the ropes.

112
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: March 26, 2015, 09:04:37 pm »
Reduced crafting skills which is good. Crafing skills to make it more worth. This is a good start. However there still isn't enough of an incentive to invest into intelligence.

Still no option to remove carry weights and vendor limits.

113
The reason to gate things behind skills isto make the skill selection important. Much the same reason as why you can't break things open, it basicly is the same as giving you free skills if you can ignore some mechanics entirely.

114
Psi will only regen naturaly in the next patch. The current version you need psi-boosters.

115
Maybe with some extremely cheap items or extremely damaged items. but with how much you'll be forced to turn into repair kits and how many you can sell. You'll still have a huge surplus weighting you down none the less.

Underrail 2013 was by far the best Underrail. It's not simply about clinging to past, it's simply that the current Underrail is so intolerable that I just cannot bear to play it. It literally becomes a painful experience. To give you an example. There is nothing I hate more than being bored and since I am currently unemployed, free time is what I have in spades and literally nothing to play right now... Being bored the whole day still beats having to play Underrail in it's current state. That is how bad the carry limits and merchant limits affect me. It's completly and utherly unbearable.

116
Breaking stuff into repair kits = losing lots of money. Not an option, it feels being robbed blind by a bad game decision.
Merchants paying less for items past the amount they want = losing money. Same thing as above.

So you call these options, I don't. They are not options to me, they are nothing more than encouragement to spend whatever time it takes doing nothing until I can sell. Of course I'd be long bored by then and stoped playing rather than dealing with a game breaking chore.

Again it was already proven that no carry limits and no merchant buying limits is good. It worked very well in previously and was well receive by EVERYONE. There was not a single voice saying this was bad and the reason is because it wasn't. It was by far the best decision for the game.

117
Is that so? Because no one reported a problem with that system when it was in place. Clearly your vision is a bit warped there. Not having carry limits and merchant limits on what they buy would only remove a chore from the game, it would not impact the concept of the game in any way.

And yes, I want to sell stuff at full price. As i should. Like many others I don't like to feel like I'm being robbed blind by the game. Perhaps you enjoy the sensation of bad mechanics. Like I said, I got nothing against you liking bad mechanics. But don't try and drag people who don't like them into your playing field because a game is about having fun and most people will not have fun playing a game with bad mechanics.

118
If by fair deal you mean the exact same system as now which to sell everything you can forces you to wait 45 minutes doing nothing. Then sell loot, then wait more 45 minutes, rinse and repeat ad nauseum. Very fun gameplay mechanic, 10/10.

You want to give me choice. At the start of the game add two check boxes. One says carry weight limit, the other says vendors limit. If you want to play with them, by all means. Don't force other players to play with bad mechanics just because you like them.

Granted this is a simplified solution to the problem. it wouldn't make the game balanced because if as it is there is too much money, this will make it worse but it would at least make the game playable.

Idealisticly you'd have only an option. Classic economy system (no carry weight and no vendor limit, though prices would also be different to reflect the fact that you pick up everything and sell everything) and survival system which is the current. Heck you could even add necessity to eat, drink and sleep if you really want to make it even more realistic... It won't make it any better, only add more micromanagement, not really add any depth, but you could and I'm sure some people would love it.

What is idealistic you can leave for a final release due to the time it takes to implement and the simple solution could be implemented at any time. I'm pretty sure adding an option that will make carry weight disapear and vendors buy everything is not only easy, but any modder could do in probably less than a couple hours, let alone the developers who know the code very well by comparison.

119
The problem with doing it that way is that you really are tying difficulty of combat into merchant and carry mechanics and the two are not related.

I like the fights to be hard, in fact most games I play I go for max difficulty except where I see I cannot handle it which rarely happens. Games just tend to be too easy these days.

But I also like some convinience in my games. Walking around to try and sell everything, making trips back and forth. Waiting for merchants to respawn. Those things are just time wastes to me. It's better to just make it convinient where you can grab everything and sell everything. More time spent immersed on the quests and the story, less time wasted on chores.

120
Wouldn't solve the problem as it would incentivise you to wait till reset to sell.

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