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Messages - Elhazzared

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241
General / Re: Ambush - Is This Thing On?
« on: June 16, 2014, 07:10:14 am »
The best way would be to rework the light system so that it was always easy to identify whether or not the target will be passive of the ambush feat.

A work around that would give less work to the devs would be to just make ambush work so long the target is in a iluminated square and you are in a completly dark square.

242
Bugs / Re: Elwood's House - Trapped Footlocker
« on: June 14, 2014, 03:33:29 am »
Wasn't sayng that it was. Was just saying that it is very unlikely to be a bug. Some traped chests/lockers are quite cliche in most games after all.

If I had to throw a wild guess as to why a mine rather than an activatable trap when you interact with the locker is probably because a game mechanic for that was simply not designed and putting a mine in front of it would work prety well... Can be wong of course and the mine is there exactly because that was the intention.

If you say you can avoid it by going around the side then probably what is needed is either a second mine there to prevent getting to it without having to deal with mines... However one mine detonating would set the other mines off as well which would very likelly guarantee a kill if you just steped on it... But nothing a load and throw grenade wouldn't solve anyway.

243
Bugs / Re: Elwood's House - Trapped Footlocker
« on: June 13, 2014, 06:46:03 pm »
So... Elwood protects his stuff with a mine. It's pretty obvious not a bug. You can step on it, you can disarm it or you can throw a grenade at it. All of those are possible solutions.

244
General / Re: What is Your Build???
« on: June 12, 2014, 03:14:59 pm »
No idea if i did it wrong, but i guess crossbows arent meant to be main weapons. They have major issues with armored targets without any AP rounds. I have been surviving using flame bolts and electric bolts, and when it comes to group of monster your pretty much F***ed...

Going back to my massive crit pistol built.

I've never messed with a crossbow main build but that was always my feeling as well. It's great for a secondary weapon as it has several utillity bolts which can help a lot but as a main weapon. The damage is low, the AP to use is high. I don't think even the feats will make it good enough as a main weapon currently. But that is ok. Crossbows are versatile weapons due to the bolts and they have no str requirements so anyone can use them.

245
Suggestions / Re: Require Double-click to move
« on: June 08, 2014, 03:53:13 pm »
Rather than require, make it a togglable option through the options.

I understand your frustation and it has happened to me a few times in the past as well. But I think it would become more of a pain in the ass to have to keep on double clicking to walk.

Of course if it's only in combat it's more bearable but since not everyone would like this, making it togglable would please everyone.

246
General / Re: What is Your Build???
« on: June 07, 2014, 02:22:34 pm »
Yeah, I'd probably be making a PSI based character too cause I like it's style of gameplay but I'll have to keep waiting to do that.

247
General / Re: What is Your Build???
« on: June 07, 2014, 01:31:11 pm »
Kinda find it interesting that everyone is rolling a Dex based character... Well there was one exception there but still. is it really that overpowered at the moment?

248
Suggestions / Re: Feedback Alpha 0.1.11.1
« on: May 28, 2014, 06:49:27 pm »
Psi took a few buffs recently that people had said would make it too powerful. The reason these changes were implemented were to see where PSI would stand at this point and then tweek it as needed.

As for the money... Well I imagine there is a lot. Personally I'd prefer less money floating around and just being able to sell everything.

249
Bugs / Re: Item duplication
« on: May 26, 2014, 09:00:49 pm »
What? Only 72 hours? Perma ban those cheating noobs! :P

250
Bugs / Re: Wrong duration of Evasive Maneuvers
« on: May 17, 2014, 03:32:57 pm »
Indeed I also belive that all effects should have a uniform way to tick duration. Either everything at beggining or ending of turns. It certainly would make things a lot easier to know when they are going to end.

251
General / Re: Where is the drill part?
« on: May 11, 2014, 06:23:48 pm »
Talk to all NPC's and they will give you quests.

252
General / Re: Where is the drill part?
« on: May 11, 2014, 01:55:38 pm »
First of all, do all the sidequests first. This will give you money and a few more levels. Then, better equiped do the junkyard. Just methodicly clear area after area. Load and save as often as needed and you'll get the job done.

253
General / Re: Help please, noob here
« on: May 10, 2014, 11:29:42 pm »
Yeah I was gonna tell you to just kill the lights, kill the guy and slip out as if nothing happened... Not sure if fireweapons make too much noise for thatthought since I used psi powers.

254
General / Re: My thoughts on 0.1.11.0 so far
« on: April 18, 2014, 04:33:37 am »
So it is negative criticism when a person disagrees with an idea... Right.  I guess I should stop wasting my time with you then... I never really meant to chage your opinion, it was already formed, I sought to debate the matter but nevermind, you are not of the mindset debate anything, just self righteous.

255
General / Re: My thoughts on 0.1.11.0 so far
« on: April 18, 2014, 02:49:46 am »
While not trying to be rude here, but if you can't take a comment on a forum, perhaps you shouldn't post in the first place. It was just an honest opinion, whether you agree or not it's your own chosing of course, but I don't see how debating something is ever negative... You said yourself you don't like merchants not buying everything, I discorded on the point of them buying at 10% the value cause the value is so low that it's just not worth the trouble of getting everything, going back and forth repetitively to sell what's on the inventory. It's busy work, it feels much like an MMO telling you to do fetch quests.

Now you give a real life example but here's the thing. This is not real life, it is a game. Does it makes sense that you kill an enemy and you level up and suddenly you know how to do something new? Of course not, that's not how it works in real life. But, it makes sense in a game!

Having multiple sellers, each one selling a particular type of item is not because it makes sense. You could put just a seller and everything is bought to him, the reason why it isn't so is because it becomes a major pain in ass to scroll through everything, multiple sellers are just tabs to separate item types. It also gives a sense that yeah, it's how it would work in a real world so it gives some immersion to the game, but ultimatly, it's all about having less cluter.

As for selling, let's go by parts here. Let's say for example they just buy every single piece of equipment so long as it's compactible (no limits to number). Would it make sense in a real world perspective? Yes. Is it necessary in a game? No. It just makes busy work going in between all of them to sell your stuff. If you could just go to one, sell everything at the same price and go back to exploring the world and doing the things which are fun in the game, wouldn't that craft a better experience?

As for selling limits what does this means? Well it means that a lot of your loot is going to just turn useless. The major objective of exploring is finding new stuff and conquer new challenges, however if all of those challenges give you nothing it makes the experience void. I personally would find myself wondering, why did i go through all the trouble of coming here, kill everything that moved, search every corner of this part of the map and get nothing for my efforths? This is the risk/reward factor, although you could add time to it as well since exploration does takes it's time... So if you expect to be rewarded for exploring as it is the major driving force of it, then the merchants not buying everything means that exploring is not rewarding you because you are not getting anything out of your explorarion... If you go through the main storyline only, you are still going to get way more loot than you can sell and yes, you probably are not going to run out of money,so exploring which will yield more loot is just going to be yielding nothing. Maybe XP but XP alone is hardly a driving force. If you need to go out of your way to grind XP then the feel is that the game isn't well paced.

In fact if there is a huge worry about it looking as real as possible then just slightly tweek the system into a way that would fit in the world and makes a high degree of sense.

You could for example have merchants only sell you stuff. They don't buy absolutly anything from you. Now because we're talking about a post apocaliptic world, resources are scarse so no matter what it is, it's always in demand, heck if you have 300 pelts. They are still in high demand and useful... Why? Because putting things into perspective, there are several cities so even if you don't need as much, that's ok because background wise all of that stuff can be traded in between cities to cover for stuff they are lacking. Thus demand never faulters... Now how do you sell stuff then? Well you have a storehouse which buys everything and always at the same price (because demand does not goes away). You sell everything there and go to the merchants to buy whatever you want... Background wise the storehouse is responsible for keeping the stores supplied and bartering with other cities for necessary goods... It is so incredibly easy to just make a system that works. You can sell everything and at the same location. You keep the merchants so each sells it's own type of stuff, thus you remove cluter of having it all in one guy.

Last but not least. I really like this game. I bought it back when there was no weight limits and merchants bought everything and you know what I thought back then? Best looking game ever since fallout 2. I was genuinely happy for no carry limits and merchants buying everything. It kept me away from wasting time going back and forth to sell my stuff. It kept me immersed because I didn't need to stop half way through a map just to unload stuff or going between several merchants and still have loads of loot left at the end of it... All this immersion is now lost to me and worse than that, it just makes the game feel like it doesn't respects your time because the time you are putting into it is just being thrown away by the lack of rewards.

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