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Messages - Elhazzared

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121
Bugs / Re: TimelapseVertigo.game has stoped working - on startup
« on: February 04, 2015, 06:52:47 pm »
Well, you don't need so much a new computer with windows 7 as you need a copy of windows 7. So long as you have one, just install it. Not only it is much superior in it's stabillity and game compactibillity, it also is much lighter on your system.

Of course laptops (if we are talking about a laptop) usually just have an installer but that's nothing more than a time saver when it comes to installing. You can download all driver for your PC from the site and instal them one by one, it even saves you all that bunch of programs that are nothing but worthless crap filling your PC hardrive and wasting time to load up when you turn on your PC, since windows does have that bad habit of preloading way more stuff than it needs.

122
Bugs / Re: TimelapseVertigo.game has stoped working - on startup
« on: February 04, 2015, 01:49:05 pm »
Perhaps it's a Vista related problem? Windows Vista is one of the worst pieces of crap that microsoft ever put out and you said it yourself, it works perfectly fine on your other computer with windows 7.

123
General / Re: Crafting components quality
« on: February 04, 2015, 01:45:46 pm »
I belive each additional component requires 10% more so with 2 that 20% more (unless it counts 10% and then 10% extra on top of that but I don't think it does)... So it would be 148.8, probably rounded to 149.

124
Suggestions / Re: Couple of suggestions
« on: February 03, 2015, 09:08:37 pm »
I'm pretty sure it tracks. I remember that I always paid atention to the infowindow to see how much money I got on the very first missions to make sure I didn't made any mistake of leaving one of the outposts with the lights off.

125
Development Log / Re: Dev Log #37: Institute of Tchort
« on: February 03, 2015, 10:29:18 am »
Not exactly. What it means (if I am reaading it correctly) is that any items that have already been generated cannot be dismantled but items that are generated after the patch goes in will be able to be disassembled.

The reason here probably is to do with pre patch items not having the code in them that allows being disassembled but items that are generated after the patch will. So you don't need to start a new game to get items that you can disassemble, only the items that you have pre patch can't. This probably means that the current items in vendors won't be able to be dissambled also until the vendor re-stocks though there can be two cases here.

The first case is that only a few items changes and the others are items that were actually previously there. In this case the items that did not change will also not disassemble.

The second case is that despite keeping some of the items when it re-stocks it generates a new code for it, as in replacing the old item with a copy of a new and equal item but then it uses the new code and can be disassembled.

Course, starting a new game is always  the easiest way to have all items being able to be disassembled.

Also note that not all loot in the game is randomly generated. Some containers (many in fact) have specific loot associated with it. This means that items you get from such containers are probably created pre patch thus cannot be disassembled as well. But there is also the possibillity that while the loot is not randomised, the item is actually only created (despite not being randomised) when you open the container and if such is the case then it is created with the new code and can be disassembled.

This is of course some food for thought, theory crafting. At the end of the day it doesn't really matters because coming the new patch most people will start a new game to see all the changes (some of them are bound to only work with a new game) and as such there is no need to take any of this in consideration.

126
Development Log / Re: Dev Log #37: Institute of Tchort
« on: February 03, 2015, 07:38:34 am »
I don't see it becoming more challenging, I see it becoming really grim Fenix. But I do see these changes as step in the right direction.

But as they are intended, not allowing a 1 or 2 turn burst of CC they just do not work. If this is changed to allow the burst of CC then it also won't change the ubber CC which is the halmark of the psi user. In fact that is teh theme of the psi user if we really think about it. Other classes hit hard or are able to tank really well, the psi user has flexibillity and great CC with the spells, but definitly neither the capacity to tank nor huge amounts of damage.

So to change the way the CC works for them right now, either damage output has to be drasticly increased or some element of survivabillity has to be implemented specificly for psi users which also cannot be easly exploited by someone just dumping a few points into psi while not really being a psi build.

127
Development Log / Re: Dev Log #37: Institute of Tchort
« on: February 02, 2015, 04:17:18 pm »
I don't remember exactly all feats and am too lasy to go and check them all. I know there are feats with drawbacks like more AP costs or lower damage. I was almost sure that one of them was the one that lowered psi cost of abillities. At any rate is a good example of how these feats were done wrong, no one will accept such drawbacks on their psi abillities as the drawback is far worse than whatever benefict they gain from it.

128
Development Log / Re: Dev Log #37: Institute of Tchort
« on: February 02, 2015, 03:56:25 pm »
The church looks good as the new content that acompanies it.

The new feat shouldn't be a feat. It doesn't makes sense that a character who wants to take up crafting has to waste one of the very few and precious feats to get the abillity to disasemble items. This should just be a normal blueprint sold in stores.

As for the PSI changes. I guess it's a good news, bad news case.

On one side we do finally get a regeneration just as many have always been asking. Not only does this makes more sense as it reduces the relliabillity on psi boosters.

On the other side we get a very low pool that is pretty much capped and does not increase with level, as such it means that it has no progression whatsoever aside perhaps a few feats and perks in the future which considering how many feats a psi user already needs right now makes this a very problematic thing. Let's not forget that psi builds are the most feat intensive already and this makes it even more feat intensive. To compare, most builds only really need a very small number of feats but psi builds actually need much more, probably twice as many as other builds if not more.

As far as the abillity to have 1 to 2 turns high CC spam per combat. Well this is true, but it is also true that psi builds need this! A psi build does not have have dodgeor high mitigation. The only reason why psi builds work is because they combine stealth (to initiate combat from an advantageous position) with a high CC burst. Their lack of health combined with lack of damage mitigation (because they also cannot wear heavy armor) makes them a class that relies purely on CC to be able to survive any encounter. You said psi builds breeze through combat. This to a degree is true, but i suppose it's more fair to say that a psi character will most of the times either die or come without a scratch, there is very little room for anything in between because of low health vs high damage and multiple opponents, no damage mitigation and no damage avoidance.

Of course I say this without knowing how much psi the skills will now cost but it appears as though they will cost far too much from what you say. Certainly it is true that without a one or two turn burst of CC things will be very grim to play a psi build. However I'll leave the test of that to others when the next version is released.

Lastly at least some existing psi feats will have to be tweeked. For example, shroomhead was already useless and now is even more useless than it was before. This one is not so much a case of tweek but a case of completly changing it. There was already feats to lower the cost of psi, but that came at a cost of lowering damage or increasing AP. Something I'm not sure anyone used because the beneficts in no way outweighted  penalties and the feats are supposed to be a boost, not lose something to gain something unless the loss is small and the benefict far too big to be given without a drawback.

Just some things to think about.

129
General / Re: Somebody know how to modify carry weight value?
« on: January 27, 2015, 03:00:43 pm »
Then it isn't just carry weight, you also have to modify the merchants so that they buy everything.

You basicly have the exact same problem I have with the game and I don't play it because of that.

I'm not really sure of how much help you'll get right now though. I'm pretty sure some people here would be happy to even make you a mod to ignore all those things, but given how long I've complained about this problem in the game I'm also sure that people will not be willing to do those until the game is finally released and runs a couple patches of bug fixing first.

130
I guess you just don't agree with me and that isn't bad, but the thing is I'm not really wrong. It's not really a matter of opinion.

To give you an example. A balanced economy system is one that will allow a player to have everything he wants if he works really hard for it. If he skips most stuff he's not going to have much stuff either. If he does something on the side, thus works more then he'd have everything he needs (not everything he wants, just everything he needs). It is a simple correlation of time investment = profit. Although there should also be a risk factor added to the equasion but we'll keep it simple for the sake of the example... You call this grinding but you are wrong or at least you might just be getting me wrong. What i mean by this is that if you do all side quests (or nearly all as some might be mutually exclusive or you might just not have the required skills to get some) and explore the whole map or almost all of the map you should get money to get everything you want. Why is this not grinding? Well grinding is going over and over the same area each time it respawns for more loot and that is not what I am saying to do at all.

You say you go exploring and it is profitable for you. How is it possible? Well actually I can see how it is but I'll get there in a moment. You do the main storyline quest for that area, loot and sell. Then you go and do the side quests and explore the area around that place. Loot and come back to sell, only that there is nothing to sell anymore, the merchants already bought everything they would have bought from you! How can you be making any money at all except for a few scraps (which are not really worth it just by themselves) that they might pay you directly from completing the quest? The answer is you don't make any money, not unless you take so long that the merchants already respawned the inventory and even then you only sell some of the stuff, most of the stuff you just still won't sell even with smart looting... Now why is it that sidequests and exploring are giving you money? Because you are very likely doing them before the main quest. Which is normal, I do it too, leave the main quest for the end. But what this means is that you do a side quest or two, merchants won't buy more from you, then when you finally go do the main quest you cannot sell anything you got because the merchants just won't buy more! You could have just done the main story line and get the items and sell them and that was how much you'd get from the merchants anyway.

You do are right that players will always find ways to game the game. There is no such thing as a fool proof system and if someone could make one, they'd look for cheats or mods to get around it. That doesn't means you shouldn't strive for a more balanced system.

And I understand that you will most likely still play several times and explore everything with every single character, do as many quests as possible. This is alright, but tell me how many people do you realisticly think will do it as you do when the game discourages them from dong anything aside the main storyline? Because really, they will not be rewarded and I know quite a few people who play CRPGs and you know how it goes. If there is something they could do but it's not worth it, they won't. To them it is a waste of time, they did it once and that was all it took to know what is there. People like to be rewarded for their time. Think of it like in real life. Would you keep doing everyone favors for nothing? Cause if you would basicly you'd have no life of your own. To the same degree, players in games don't like to see their time wasted. Most don't at least. I know some don't mind but most of them? They are just going to ignore anything that doesn't really rewards them.

The replayabillity of CRPGs is trying different builds. The first time is about discovering all there is to discover yes, but after that it's all about trying different builds and seeying what is really fun to play with. You may like to go and explore but exploring is about discovering new things about the game. If you already know them, you are not really exploring anymore, you are merely going there for the sake of going there. If this was a proceduraly generated game, sure, i could understand that, but it's not and in fact it's probably not possible or at least I don't see it being viable to build a CRPG that is proceduraly generated anyway.

131
I agree with your distinction between subjective and objective. Your points are still, largely, subjective, because you are saying the system is BAD FOR YOU. For example:

Quote
The current system breaks game immersion

This is PURELY subjective. Evidence? I find this system, SUBJECTIVELY FOR ME, increases immersion, or at least balances practicalities of game mechanics with immersion. If it OBJECTIVELY broke immersion, then it would mean it breaks game immersion for EVERYONE. It doesn't.

That is, without recourse, a subjective argument on your behalf. That is fine, but be aware that it is a subjective argument no matter how much you say otherwise.

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makes the economy system utherly impossible to balance

I do not agree with this statement.

I can see some areas for improvement with the economy, and certainly after a certain point I have accumulated a large amount of money. I can also see plenty of solutions that do not involve discarding the current system. I think part of the issue here is how we define "balanced"; you want the game balanced towards one style of play, whereas I find the game, as it stands, appeals to my personal style of play. In this sense, I will argue that there is a degree of subjectivity here in your claim as well.

A traditional "vendors purchase anything and have unlimited cash" approach would be much EASIER to balance, but I'd (subjectively) find this boring, because I enjoy the current system and the (slight) strategy involved. Also, again this is an immersion issue - for me, the concept of a merchant who will buy or barter ANYTHING is unrealistic enough to break immersion FOR ME.

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wastes either player time to pick up and sell everything, or wastes developer time in all the areas that are created and are not going to be used most of the time because there is no point to it.

This is not Diablo. There are reasons for entering areas other than just collecting loot. This is something of a conflict between HOW YOU PLAY THE GAME and HOW THE GAME IS DESIGNED. For one, I DON'T PICK UP AND SELL EVERYTHING, and the greatest pleasure I have found in the game has been exploration. I loot tactically and selectively. I role play a bit. I'd actually like the system made even more strict, so that greater emphasis on strategy needs to be employed while looting. (I'm probably in a minority here though.)

I break down a lot of stuff I can't carry so that it isn't an entire waste (although I really would like more breakdown options...) I use my Player Home to store components between looting runs, and typically target specific types of components (this definitely could require expansion and balancing, true, but that is not a function of the economy per se) and I have gained immense satisfaction from the game. While the crafting and economic system are far from perfect, I absolutely disagree that it is broken or immersion-destroying, and I whole-heartedly disagree that it means there is no point to visiting areas.

On the contrary, I visit those areas because they're THERE to be discovered, and this for me is truly the charm of the game.

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not being able to balance the economy because of the limitation of merchants buying stuff. You can adjust prices all you want, it's not gonna make a diffence because you'll always have enough, too much or too little money no matter if you do sidequests or explore.

EVERY game economy can be gamed. As it is, I only started gaining too much cash near the end of the new content.

For most of the game, I've had more or less just enough cash for important things, have crafted some things to fill in the gaps, and when I've really wanted a big ticket item, I've gone out, explored a lot of the out-of-the-way content and looted and traded intelligently until I could afford it. (For example, there was one particular quest where I required a very substantial amount of cash. There are various ways of getting that cash. I looted abandoned places and robbed bandits for it, and rather enjoyed the experience.) This sounds to me very close to the ideal balanced economic system you described. It isn't perfect, but it is not unbalanced to any degree that can't be fixed with tweaks. I think it is absolutely workable.

It seems to me that your problem is that the current system DISINCENTIVISES loot grinding, and you want loot grinding. I loathe loot grinding (and level grinding). Subjectively speaking, I think the current system WORKS because it discourages loot grinding, without outright preventing the player from doing it if they wish (or need) to.


The very fact that I have not had the same problems as you, and in fact have almost entirely had THE OPPOSITE EXPERIENCE from you, suggests that:

1)  We have very different styles of playing, and
2)  The game is balanced more towards one style than another, which means
3)  All of your arguments are based around YOUR STYLE OF PLAY (including your unsupported argument that the system is impossible to balance),
4)  Which makes your arguments subjective.

I am sorry, but that is what subjective means. If you say "This OBJECTIVELY DOESN'T WORK AND IS IMMERSION BREAKING" and I say "But it works for me and I find it immersive" and then your statement is subjective, not objective.

Feel free to make your arguments based on how you feel the game should play, but don't try saying it is OBJECTIVELY anything when it is in fact based precisely on how you feel a game should play.

It is my personal opinion that the current system

i)   is workable (and does in fact work for me rather well)
ii)  is potentially enjoyable (because I actually enjoy it), and
iii) should remain in the game, although I accept
iv) it still needs tweaking.

Like your opinion, this is purely subjective, for what it is worth.

Evidence that the current system is immersion breaking. It encourages players to stop doing what they are doing to go sell/drop loot and then return to the mission they were doing... Now you don't have to do it! But the system encourages you to do it with carry limits that are ridiculous and some items which just weights far too much for what they should. Players tend to do whatever makes them most money, I belive you agree with me there. So if the game says, you don't have space to carry more but you want to make as much money as possible, then you are encouraged to stop what you are doing (thus breaking game immersion) drops stuff at your house or safe point and then continue the mission... This is not subjective, the game objectively encourages this behavior in players thus the game objectively breaks game immersion. Whether you can find a way around it byt not picking up everything in order to not break the game immersion that is a way you find to do it, not what the game encourages you to do.

If you disagree that the economy cannot be balanced, that is merely a point that you disagree. I can say that hitting with your head in the wall is not a bad thing with no negative consequences to you but that is just a disagreement, not a matter of it being subjective or not because it will hurt you and possible cause brain injury.

A balanced economy doesn't lets a player just have too much money and buy whatever he wants. But the fact is that you get to the GMS with whatever equipment you want. By this point you barely started the game, you shouldn't have a fully decked out character and still left over money but it is what it happens. Too much money floating. You say you only have too much money floating by the end game. Then you are doing something wrong. By the time you finish the junkyard in the previous economy system you already had everything as good as possible and several stacks of money. As far as I've seen and also other players imput, this even worse now.

A balanced system does not gives a player that much money just from doing the main quest. The main quest should allow you get some new equipment but not all. Why? Because you are supposed to be immersed in the game finding more about it instead of just doing the main story line. So you make the economy system reflect your need to get out of the beaten path in order to get all you need.

Sadly this is not possible at all with the merchant limits. It doesn't maters whether you go off the beaten path or not because you don't need more loot, you already have more than you can sell anyway so going off the beaten path will wield no more money. You can lower the money but you'll end up with a you never have enough no matter what you do or it will give you always about enough. Basicly the system has no way to have a variable for accounting what you do. This is very objective and this objectively makes the system bad. When a game tells you that it doesn't matters what you, you always get the same results, that's bad design.

However if you do say that this is not true, then please prove me wrong and show me how can this system possibly be balanced. What changes does it needs to become balanced while still maintaining the core principles of weight limits and buying limits.

Yes this is not diablo but similarly, players should be rewarded for what they do. If you want to even put it from a game immersion perpsective. So you find this guy who says his girlfriend is trapped in a place with burrowers. Now this things put the fear in the heart of everyone in the underrail and he's asking you do dive into a nest to save his girlfriend. So from a realistic point of view, would you do it? You know the odds are you're not coming back alive nor saving his girlfriend. Who just goes on a suicide quest like that especially after you've seen what happened to him who nearly died and not trying to save his girlfriend, he nearly died just trying to get out alive leaving her to rot in that place... but wait? Didn't he said he found a place intact that they were scavenging. Suddenly this suicide quest can make you a very rich person if you can pull it off, all at the same looking like the hero of underrail.

This is a real perspective from a game immersion point. But the reality is that you are not going to be rewarded to go down there and save the girl. Why? Because the merchants already bought all that you could sell.

Exploration. Ok sure, the game doesn't gives you a reward for exploring but if you want to say that exploring is reward enough then I'd say once! You do it once, then you know everything that is there. Replay value of exploration with the current system equals to none. You don't need to go and see what's there, you already know what's there and besides, there is nothing to gain in doing so.

thus it can safely be said that the game does not encourage exploration nor side quests. It encourages to stay in the rails because aside perhaps the first time just to see how it is, you don't have anything to gain from it. It just wastes your time going there and as such it also wastes the devs time put into making these areas which will not be used or will rarely be used.

Now I will agree that we have different styles of playing but I will not agree that all of this is subjective. What you have presented so far is opinions that something objectively bad can be enjoyed by some people. And I get it that you like these bad systems, but they are bad systems none the less and the majority of people tend not to like bad systems.

Really I cannot wait for the game to be realeased and see if either the developers will make a beter economy system or if they will leave it as so. I don't belive they will at this point because as Styg said. He won't be adding more stuff to the game because it takes time and costs money. But if this is so I do sincerely hope modders pick up this game and make it good.

132
Whether you like a system or not is subjective. Whether a system is bad or not is objective.

For a system to be good it must not create any kind of problems. The current system breaks game immersion, makes the economy system utherly impossible to balance and wastes either player time to pick up and sell everything, or wastes developer time in all the areas that are created and are not going to be used most of the time because there is no point to it.

All of these problems are not subjective, they are very objective. Even if you want to call some of them subjective which they really aren't there is one you cannot say ever to be subjective, and that is not being able to balance the economy because of the limitation of merchants buying stuff. You can adjust prices all you want, it's not gonna make a diffence because you'll always have enough, too much or too little money no matter if you do sidequests or explore. In a good balanced economic system just going through the main storyline is not going to earn you enough to fully equip yourself. You need at least a decent amount of sidequests to suplement that lack of money and if you do all or nearly all of them then you'll have a bit of a surplus. But the fact is that you cannot make something that balanced and good with the current economic system. It just doesn't works no matter how you try to spin it.

Thus I say it again. The current system is objectively bad and if not removed then it should at best be optional just like the XP system.

133
Bugs / Re: Killing Morde makes you an enemy of SGS
« on: January 21, 2015, 10:26:33 pm »
Well there do is that guy just next to the entrance to cave where mordre is. As to the viabillity of him actually noticing it and warning other that's another matter entirely, but if he doesn't just aggros you when you pass him by then it's not logical that SGS would know about it.

134
Yes I am fairly aware that the developers may  chose to just ignore what I am saying or simply not belive it as I put it. But when the game comes out a full reviews come out saying, this game could have been good if it wasn't for this, this and this and as a result people don't buy their game. Then they can't say they weren't warned during the development phase that this was a very real and game breaking issue for the majority of people.

Because trust me, I can already see the reviews saying exactly that the game will make you waste your time. In fact if TB were to look at the game right now I'm absolutly sure this is what he'd say, it is one of the things he most hates in games, when they waste his time.

EDIT: And the reason I keep vocal about it is because aside this and the crafting not being very good at the moment, the game is great and it could be one of the most awesome CRPGs since fallout 2 and I'd loath to see it ruined by a bad decision in it's game mechanics. If it was just another gam where I might or might not care about that much I'd just have given up the game a very long time ago, but this is exactly one of the very few games I wouldn't like to see ruined.

135
Right, because you have never played any kind of game, be it multiplayer or single player that had mechanics that made you waste loads of your time and you never discussed it with people you know how bad it was.

Because you don't really need to do a survey or any study to know that. You are just chosing to ignore this because you like this bad mechanic and I get it. You like it. It doesn't changes the fact that it is a bad mechanic however.

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