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Messages - Elhazzared

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196
General / Re: Level cap and carry capacity
« on: October 08, 2014, 02:13:41 am »
I don't see how that can brak game immersion but I'll take your word for it.

You see items when they are dropped. I don't, I see rewards for my deeds, rewards that are to be converted into money because almost all of them are utherly useless. Much like an MMORPG. In the very beggining you find lots of useful stuff, but past the beggining you see money in them, you aren't expecting to find anything really good that you can use. You may find some, but it's incredibly rare. You need to go to certain places deafeat certain bosses to get the really good stuff. In this game you need to go to the store and buy the really good weapons for the most part.

So I strip things of all value and then give them a new value. Enemies are XP, loot is money. My rewards for fighting are exactly that, money and XP. Now XP, with level caps from what people say, you get to the cap so fast that you spend a rather big part of the game stuck there so it's not like you need to go out of your way to gain more XP and money. Well you already make more than enough without going out of your way.

However there is nothing wrong with getting more money. It even lets you be quite wasteful in the ways you play so getting out of the beaten path is a good thing right? Wrong. The game does not reward you in doing so because you just cannot sell your loot. You may be able to sell a tiny fraction of it because maybe you got one or two drops that your main storyline didn't gave you and thus the merchant still buys it. but otherwise you are not getting any rewards for doing it at all.

Getting all the quests done and exploring the whole map is nice, but there should be a real reward for it. Not a, thanks for wasting your time in something entirely pointless.

Also in a setting like underrail, do you think it is realistic by any streach of the imagination that any character would leave things behind? things that are actually valuable? Even if you are to say that people might not be able to realisticly carry everything, it's obvious they would stash stuff and make trips in between to get everything. But meh, reality has no place in vidio games anyway. It always takes a backstep in favor of gameplay.

BTW, you may be somewhat right about selling 5 platemails to a serf for everything he owns, this is because merchants should have an unlimited amount of money. It shouldn't make you feel like he is going broke just to buy your stuff. It should feel that he has enough to buy your stuff and still get by while he'll wait and sell those items back slowly and make a profit.

197
General / Re: Level cap and carry capacity
« on: October 07, 2014, 12:57:29 pm »
I guess I'll have to stress this again to put my point across because it seems it's often ignored.

It's not about how much money I'm going to have. Yes, I know that I don't need to carry everything and I'll still have more money than I can probably spend.

It's about it not being right. You should be looting everything and leaving nothing behind. Let's not forget that it's going to be so incredibly rare that you find say, a gun better than yours because you already went to the merchant and bought a really awesome gun. So the point then becomes. Why am I even exploring? Why do I even bother? Doing the main quest alone will earn me more than enough money. Doing anything on the side will not give me any benefict at all because it's not like I'll be able to sell more stuff.

This is what is wrong. Exploration is not rewarded. Also no, i don't use the oddity system. I don't like it, feels plain wrong and artificial to look for stuff to level up. I'd rather level up by killing stuff and completing quests.

So in my opinion the current economy system paired with the carry limits severely hurt the game experience. I know not all share the same opinion but it is mine and the game feels so wrong that I can't get past the first quest. As soon as I return with the loot and can't sell it all I just quit, there is no point if I can't sell my loot. I couldn't care less as to whether or not I need all that money.

The old economy system was a lot better in my opinion. The only thing I'd have changed in it was the worth of damaged items so that it as never worth repairing stuff to sell. It created too much busy work savescuming just to see what was worth repairing or not.

198
General / Re: Level cap and carry capacity
« on: October 06, 2014, 02:45:47 pm »
I dunno, I never messed with game files and yeah, as far as being able to make a pretty good character. 20 strg, 20 dex, 15 charis, 15 will, enough into temporal to get stasis and yeah, immortallity was pretty much around the corner.

A tecnologist though? I considered them impossible, you'd need nearly all disciplines and quite a few high stats that it was impossible to make a really good one by comparison.

Anyway back to this game. Carry capacity is not solved by your locker in the room. Think about it. You are in the junkyard, have to travel all the way back to your room in the middle of clearing depot A, drop stuff but sell first what you can, the go back, possibly thing already respawned in the time being... Doesn't solves a thing. It also doesn't helps that merchants don't buy everything.

I feel the pain of the OP, I feel it so much that it's the reason I don't play the game. It is not fun in any way for me to leave loot behind, in fact it bothers me so much that I'd rather not play which is what I have been doing ever since the new economy came to being. I am probably going to have to wait until the game is released for either a developer limit removal or some mod being made to make the game enjoyable for me.

199
General / Re: Purchasing UnderRail
« on: September 28, 2014, 11:55:59 pm »
Steam is not the best platform, but is the platform that gets the updates first. Other platforms will only get the updates after they've been in a few days on steam and correct some major bugs that might have come with the last release.

200
General / Re: Level cap and carry capacity
« on: September 10, 2014, 08:00:48 am »
WEll I don't think anyone was ever a fan of level caps. I remember when I used to play arcanum... yeah, I hit level cap when I wasn't even a third of the game in.

201
General / Re: Level cap and carry capacity
« on: September 05, 2014, 01:17:49 pm »
How I feel your problem! I can't even play because of the carry weights and above all the traders not buying everything.

There was a time when both features were not in the game and the experience was very enjoyable. I thought at the time it did was a game who was going to be set apart from the majority in not breaking up the pace of things and just allow you to have fun. when the changes to that came I was incredibly disapointed and couldn't even play anymore. the carry weight is bad cause you have to stop, sell stuff and go back, it breaks game immersion and the sale limits makes it exploring not worthwhile because who cares in finding more stuff that you can't sell anyway?

At least Styg did said that at some point he might include an option to disable merchant limits. Although might is not a guarantee we can but hope. Still it's very likely that it will only happen when the game is very close to release which means to me that I just can't help with beta tests (nor have any fun playing the game which would otherwise be great).

202
Suggestions / Re: Use brute force to open locked containers
« on: September 02, 2014, 03:28:04 pm »
It has been sugested before and I'm not sure whether styg has answered on it or not.

I did raised a point about it not being a very good idea. If people want to open locked stuff they should need the skill, otherwise no one would invest into it and would just bash stuff. Even if there is a chance to lose stuff you still gain a lot more loot with no skill investment.

203
Suggestions / Re: LOVE YOUR WORK! BUT...
« on: September 01, 2014, 07:17:55 pm »
Tchey - You are right that a crafter cannot win a game, but by the same token you should have realised that a thief cannot win the game, this is because the game is always going to throw combat at you, some of which is completly unavoidable.

You must always be first a fighter (of whatever type) and second something else.

Now as for your thief build, ther are good builds using those stats. They tend to focus on stealth and weapons that require low AP to attack. There are feats to further reduce the AP and thus allow you to win by spamming many lower damaging attacks rather than few powerful attacks.

As for the Psi case. I'm not sure what you mean by boring. The regen stuff is easy, there is no regeneration of Psi, there used to be a very long time ago but not any more. All you do is use psi-boosters to recharge your psi energy. Think of those as the bullets for your gun if it makes it easier. You should also remember that you shouldn't relly entirely on one weapon type. Thus don't go exclusively on Psi. You'll need something to balance it out. My advice here is as I always do to everyone. Crossbows. They don't require strenght so you can go on a 3 strenght character and the only feat you'll need for it is the one to make the special arrows attacks cost the same as a normal attack. This way you can fire the crossbow twice in the same round even if you used a special arrow. Another reason for crossbow is the special arrows with special incidence on the electric ones because it's great against bots and it also stuns. Since the Psi character strong point is exactly having a lot of utillity, this further expands into your strong area already.

204
Suggestions / Re: LOVE YOUR WORK! BUT...
« on: September 01, 2014, 12:20:09 pm »
I am aware of the announced changed. Ninja changes are stuff that are not announced.

Yes there is a lot more stuff now that you only ever get if you craft it but crafting requirements are still very high! While a minuscle amount of things might have slightly lowered in crafting the thing is. Crafting oesn't keeps you up in pair with shops. You get to a new zone, buy a new weapon and a new armor. By the time you are able to craft something as good as what is being sold there you are leaving that zone and going for the next where much higher level stuff is now available... Crafting should do exactly the opposite. It should keep you ahead of the curve, not behind the curve.

Having things that are exclusive to crafting isn't reason enough to pick crafting if crafting is not going to at least keep up with the shops in reguard to other stuff... In fact I'm pretty sure you don't need crafting to finish the game as I don't belive that Styg would force a player to have crafting skills in order to finish it.

would I change my mind if I gave it go? Unlikely, but as you know I can't derive any fun from the game at the moment so I will keep on waiting until a point comes in which that changes.

205
Suggestions / Re: LOVE YOUR WORK! BUT...
« on: August 31, 2014, 03:22:21 pm »
The last time I played was indeed long ago epili. However, unless the Devs have done some ninja changes to the crafting (which I don't belive they have) then nothing has changed at all since then. The crafting still requires way too high skills in order to craft something. This means that buying items is always better than crafting them. You could say that crafting could actually become more relevant in the end game when you just can't get anything better anymore, then at that point what you craft is just going to be slightly better than what is available, but if you play a gamegoing for crafting in order to gain a small advantage in the last 5% of the game then I pretty much consider it a waste of time.

206
Suggestions / Re: LOVE YOUR WORK! BUT...
« on: August 29, 2014, 12:47:39 am »
The HP problem is overcome rather quickly. Because you can make money rather easily you'll probably have the first couple quests trying not to use any healing items. From there on you have more than enough money to buy healing items so you don't need to go back for free healing. In fact you probably should only need to do that in the first quest.

Crafting is meh at the moment (my opinion, doesn't means everyone agrees). early on you won't find all you want but later on it's not really as hard. Higher skill doesn't means higher quallity, items have a required skill to use, that required skill is tied to he quallity of item, the higher quallity of items, the better the gear you craft... Now why is crafting meh? Because crafting doesn't keeps up with you. By the time you have skills to craft that awesome weapon you want. Guess what, there are much better ones for sale in the market already. Crafting only allows you to get some mods when crafting something that you cannot get on the market. It still is not worth it for the most part... There are some crafting that are worth it like say, making health hypos and whatnot but for the most part I find it completly underwelming.

Map will probably be a reallity at some point. Not a map of the area you're in but an map of the passages so you know which turns to take to get to that place or that city.

207
Development Log / Re: Dev Log #33: Version 0.1.12.0 released
« on: August 18, 2014, 12:02:34 am »
Maybe fenix, but it wouldn't solve my issue. I wouldn't seel the item for a lower value. Overall I'd prefer that the way market works is that it offers you less money for your items but at least it buys everything... However the money offered is always the same value and has nothing to do with stock (Always the same disreguarding the mercantile values of course).

208
Suggestions / Re: Forum village? (Easter egg)
« on: August 09, 2014, 02:24:07 am »
That would be kinda funny. find myself somewhere in time and by everything from myself.

Oh well, I've seen more complicated timetravel/paralel universe plots. XD

209
Development Log / Re: Dev Log #33: Version 0.1.12.0 released
« on: August 07, 2014, 03:32:49 pm »
Styg did say at some point in time that he might in the future be adding the option as he was not going to go back to the old model that had no limits so I've been waiting for him to implement it before I can play again because really, without that I really can't play, the game is just way too frustating to play without being able to sell my stuff.

210
Development Log / Re: Dev Log #33: Version 0.1.12.0 released
« on: August 06, 2014, 07:21:20 pm »
I just went in for a second to take a look at character creation and the option menu... now I know I always ask this but do bear with me please.

I saw no option to disable merchant buying limits.

Am I right to assume that it doesn't exists still and that merchants still are limited to the amount of stuff they buy?

Thanks in advance.

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