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Messages - Elhazzared

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181
Suggestions / Re: Assault Rifle feat for burst attacks
« on: December 16, 2014, 07:59:00 pm »
Yeah but dividing stats is bad. if you are going for assault rifles, you will of course have str 7 but only because you need it for the feat, going above would be a waste no matter the reason. The thing is, you don't need melee when you use ARs, they are prime for close range and somewhat for mid range on semi.

If you are going for melee then you don't need ARs, you already got your up close and personal weapon in the form of a sledgehammer.

There just isn't much synergy between guns and melee. As far as I see synergies, they are guns with grenades, melee with grenades, melee with crossbows (for special bolts), melee with a hint of psi, psy with crossbows. those are the good synergies, you can do something different of course and i might be missing something here but for the most part, this is where synergy is.

It's mostly a case of how the game was developed. It was made with 3 main form of attacks. Melee, guns and psi. Those are the meat of combat. Crossbows and grenades, while good they don't hold on their own but make up for superb support combat skills... Whether intentional or not, this is how it is.

The problem of combining sledgehammers with ARs is. Your strenght (assuming the feat lowered burst penalty with more strenght) might be indeed reducing the penalties, but your perception on the other hand would be lowering your chances to hit since it would be somewhat low.

Really the way for this to work would be having an extra feat to reduce penalty for burst fire.

182
Suggestions / Re: Assault Rifle feat for burst attacks
« on: December 16, 2014, 06:46:09 pm »
I see only one problem with that. This game is all about proper allocation of points. That is to say, you get the bare minimum of what you need to get access to the feats and then you give all the rest to the single important statistic, in the case of someone who uses AR, perception. To for a player to divide points between STR and PER would be bad. It's always more rewarding to have a sniper rifle for mid to long range and an AR for short and just invest everything into perception.

Yes, more feats that help with burst fire dispersion would be good, the core idea is solid, the implemetation just needs to be different.

183
I dunno, I think there is a definite benefict to be gained from knowing how much skill you need to persuade someone. More to the point, you already know how much you need to picklocks and hack, why not on conversation. More to he point, when the game is finished if someone wants to take persuasion in most cases they will check out exactly what is the max they'll ever need and level it up to that point and that point only. This is good information and it is pointless to hide it as people are going to find what is the max you need reguardless. That and how much exactly you need for each conversation where it takes place. As far as I'm concerned, it just saves the trouble of finding it and gives consistency to the way other skills already work.

184
Bugs / Re: 0.1.13 bugs
« on: December 15, 2014, 03:15:14 pm »
What?! No more teleportation? We actually have to walk now?!

I want my money back! :P

185
If you ask yourself whats on the tables around upper Underrail.


sry if I forgot someone.

Scratches head... WOT?

186
General / Re: To late to ask for features?
« on: December 15, 2014, 03:10:04 pm »
What do you mean with "you don't have to feel sad when fido catches hot lead to his face." If anything that is the one that would make me sader, that and the drone. :P

On a more serious note, I am of two minds about this. On one side I think it could be cool for the people who like companions in RPGs, on the other hand, people like me who don't like using companions and in fact thing of them as nothing more mules it's not a tangible benefict if you take in mind that content is being made purposefully harder because you are supposed to have a companion helping you out... Course, if you were to say that the combat drone is non combat, non targetable (by enemies) and gives you some sort of boost only to make it up for not fighting then yeah, sure!

187
XP reduced as a way to make people take longer to reach the level cap. Lockpicking rebalanced to acompany at the same rate as before with te level ups... I guess the only thing that is left to know is whether or not the dificulty of the quests and generaly speaking, enemies will be up to par since players will be reaching the same enemies as before in lower levels. Some testing will tell of course.

Meanwhile I'll take a look at whether an option is already available for merchants to buy everything or not. Not holding my breath of course since i don't really expect this implemented before a full release... Though it would be nice, would like to start playing again.

188
General / Re: [Poll] Which XP system do you prefer?
« on: November 13, 2014, 04:31:46 pm »
Classic. Although I am sure that it is because I always make combat focused characters I just prefer a sistem that rewards me for killing stuff. It also feels like I can level up at my pace, not at the pace that oddities can be found which feels so much better.

189
Bugs / Re: Various minor problems and some exploits
« on: November 08, 2014, 06:57:09 pm »
Keys should be gone after using since you won't need them again or at least make a keychain (which also occupies a single slot) and all keys and keycards go there.

The weapon attachment thingy has been debated before. The problem here lies with crafting mechanics. Crafting is (for the most part anyway) not really that great. While now there may be a few craftables that are worth investing into it, for the most part crafting is bad because anything you can craft you can find much earlier on on sale in a store. So crafting for the most part keeps you behind the curve, at least on weapons and armor. Energy shields seem to be the exception to it and some easy things like health hypos or psi made out of mushrooms are good but the investment is minimal anyway. Grenades are also pretty good but the investment is fairly heavy now and debatable of whether or not is it worth to invest into it... So why am I saying all of this? Because the reason to craft weapons that are behind the curve is the so called attachments. Some attachment are only able to be on a weapon if you craft it, no one sells weapons with them... Well, at least some are planned to be like that, not sure if there is some for weapons and armor already in the game that are only craftable. So it's kinda the way of saying that crafting is worth your time though frankly if the weapons I have are behind the curve i don't see how it would be worth it anyway, even if it gets some other bonus the penalty I get for a lot less damage on a weapon is very iffy. That's just my opinion of course. Eitehr way that's the reason, no weapon attachments without crafting in order not to make crafting useless.

As for the physics yeah it would be pretty funny though it's easy to understand. The game engine does not understand that the attacks are fire and burning as well as ice and elemental interaction. As far as the game is concerned, the target has a fire dot and an ice stun. I'm pretty sure Styg can later code some exceptions to treat elemental interactions.

190
Suggestions / Re: Non-combat oriented character guide
« on: November 08, 2014, 06:37:15 pm »
I wouldn't call throwing a secondary skill although from the time I played it (not sure if new things like throwing knives were added or not) it was a bit of a waste to use a grenade on a single enemy. At any rate my experience tells me that having only one combat specialisation makes the game either very hard or impossible. Just throwing is bad, the same way as just psi is bad or just guns is bad and so on. There should always be a different type of attack to rely on. I like Psy with crossbows the same way I like guns with throwing. They complement eachother well but the point is. You always need 2 combat skills (psi, whther you focus on a single one or take all 3 still count as only 1 combat skill).

191
General / Re: The stuff we deal with during development
« on: November 07, 2014, 12:57:50 pm »
If only those physics applied to the real world lol.

192
Suggestions / Re: Less cartoonish tile set?
« on: November 03, 2014, 09:43:23 pm »
I belive that what Mac Orion meant was for you to provide screenshots of the title sets you think are cartoony.

193
General / Re: Level cap and carry capacity
« on: October 16, 2014, 11:12:58 am »
I think you got it wrong Unlimited. It's not about leveling till the end not to ever use those skills. A good system will have you level for roughly 60% of the game to reach the limit of how good you can be at what you mainly do, then you are leveling up secondary stuff to give other small bonus, something outside your area of specialisation, some utility skills if you will.

194
General / Re: Level cap and carry capacity
« on: October 13, 2014, 07:11:43 pm »
That is not the question I made however. What I asked was. If they are not buying the specific item, then you can't just go and trade it for something else right?.. It's not about being able to trade or not but rather, if the merchant won't buy it cause he doesn't buys that type of stuff or has already reached the limit of that type of stuff that he buys, then he wont trade either because he doesn't needs the item? That's the question. Although it's kinda pointless cause evn trading I'd never be able to sell all the excess stuff that I'd get, it does at least satisfies some intellectual curiosity.

As for the systems. You may feel like both this and the previous was wrong, but the previous actually didn't got you as much money as the current one. It also didn't drive some people crazy by not being able to sell all the loot. Though yes, some people prefer the new one cause to them it feels more realistic to have to leave stuff behind though to me it feels like it wastes my time. I went there for nothing as a reward... Pretty much the same reason I kept saying that the vault in the SGS was bad. it is time wasted for no rewards inside. Now there is some form of reward if you play on oddity but if not it's a waste of time... Even then it kinda is a waste of time cause you hit the level cap way before you reach the end of the current content.

Still it's possible to please everyone. All you need is an option to remove all carry weights and merchant buying limits. Those who like to play with those, play with them, those who do don't like them, play without them. And everybody is happy. If you want to go even further because having options is good. You can add options that you select at the beggining of the campaign to say, have merchants buy things cheaper and sell at more expensive prices. Have less drops. Things like that... think of it as ratehr than have a difficulty setting that goes from easy to hard. You have adjustable settings over several paramenters.

That would be great but I don't expect Styg to go that far cause that's more development time and thus more money that needs to be invested into the game. I'm not sure how having a customisable difficulty setting would actually impact on the development schedule. Some simple things like disable this or that I'm sure it's dirty quick to do. things like making merchants buy cheaper and sell higher is also something very easy to code and very quick. But certain difficulty settings might not be as simple and quick... but hey, it's not something to dismiss.

195
General / Re: Level cap and carry capacity
« on: October 13, 2014, 01:33:21 pm »
I don't think that is a problem. It is in fact normal unless you want to run a game in which you are always finding yourself too low on funds to buy even the basic stuff.

Think about any other good RPGs and it's the same. Fallout 2 you didn't had any in the beggining but pretty soon you'd hav a lot more than you'd need. Same for Arcanum.

It's not the game's fault that you have a lot of money, it will eventually happen. Maybe you could tone it down a bit and still have more than enough but not as much as now but ultimatly it will be the same.

As for trading items for equipment... I'm not sure how viable that is. Sure lots of things are worth lots of money, but are they accepted? If the merchant won't buy it, he won't accept it for trading too right?

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