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Messages - Elhazzared

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256
General / Re: My thoughts on 0.1.11.0 so far
« on: April 17, 2014, 07:19:26 pm »
Having merchants buy at 10% the price makes it feel like you are being robbed. Similarly it also makes you feel robbed for not having them buy everything. It's like, I'm exploring, killing and getting everything and what do i get for my troubles? A full inventory and that's it. That is my only gripe with this game. For a game that is supposed to have a high emphasis in exploration, you aren't rewarded when you explore because you what find is highly likelly to be stuff you don't need and that you just can't sell anyway... As it stands the game feels like it's meant to be played by rushing only the mian missions to the end and that's about it. That's a very shallow experience, unrewarding and not meriting more than a playthrough.

257
Development Log / Re: Dev Log #30: Version 0.1.11.0 released
« on: April 17, 2014, 02:29:06 am »
When leveling up, no longer you recover all your health and/or psi.

It never did.

I remember 2 versions back it used to though perhaps it was a bug back then? I clearly remember it saving my life on the GMS burrower hive as I was severely poisoned but it was almost finished running the course, I killed an enemy, got all my life back and survived thanks to that... Can't say I regained my full psi too at the time, can't remember it anymore but I have the impression I used too as well... Anyway if it's intentional not to recover life and psi with a level up then disreguard it.

258
Development Log / Re: Dev Log #30: Version 0.1.11.0 released
« on: April 16, 2014, 06:16:19 pm »
Well, tried it out, did the first quest and cleared out the posts... The results were better than before, but still highly disapointing.

I was left with 11 animal organs to sell, 3 guns to sell, 1 leather and a few other bits that no one buys at all! To me this is still at a point where I can't really play it. Just give us an option to make merchants buy everything Styg. I really want to like this game (and to an extent I do) but this economy is making it really hard.

Also I noticed something that it's either a bug or a change, I am not sure which so I'm not reporting it as a bug yet... When leveling up, no longer you recover all your health and/or psi.

259
Development Log / Re: Dev Log #30: Version 0.1.11.0 released
« on: April 16, 2014, 02:13:12 pm »
I'll have to give this one a try then since the economy changes seems to be getting better (although not perfect yet in my honest opinion).

I hope there is or there will be soon a toggleable option to just get merchants to buy everything like before... The weight limits are a pain in the ass but I can live with going back and forth even if it breaks the pace. The merchants were the killing blow for me in the last patch.

260
Suggestions / Re: mind hacking, mind infultration, downloading
« on: April 06, 2014, 10:03:04 pm »
the first two probably won't be implemented. The thing is, if you want to hack or pick locks you need the skills, not ignore them completly and have a power do it for you to save you points to spend elsewhere. The base idea is that you have to decide what you are capable of doing and limit yourself to that while being unable to do well in other areas. Thus there are no two ways of doing the same thing through different skills/powers... there might be an exception here or there, but where there is it bears little influence and it exists only for the purpose of making the main quest always accessible.

261
Suggestions / Re: Sorry (negative post)
« on: March 11, 2014, 06:12:57 pm »
Grenades and mines are fine now, but before version 0.1.10 you used to be able to craft grenades/mines all the way up to Mk5 too early and proceed to wtfpwn everything with those.

Good old times :)

262
Suggestions / Re: Crafting suggestion for high INT characters.
« on: March 07, 2014, 01:54:33 am »
A few thoughts on your sugestions.

Tecnicly, you can create unique items. What you can buy is never gonna have as much possible upgrades as what you can craft. I also think that there are some mods which you can only put in something if you craft them, no weapons come with those type of mods... As for specificly an item that can only be crafted... Well there aren't many but you cannot buy a mk5 grenade, it's crafting exclusive... At least it was in the previous build anyway.

Moddng weapons or armor is cool but right now there is a major impediment to it and that major impediment comes in the form of skills. Say you get to a new area and buy a weapon that is really great and you just have the greatest mod for it. Now to put in the mode, even if the crafting allowed you to just go in and add or remove the mod you still wouldn't be able. Why? Because just the weapon itself at the values of the base items it has already far outweights your skill level to be able to put it back together. Now to add a mod you are further requiring more skill which if before was already impossible, now it's even more impossible.
The problem lies in the required skills to craft being way too high, they keep you far beyond the curve of what's available in the market for direct sale. This isn't so bad on an int 10 character, but even then you are still kept a decent bit behind the curve.

Throwing could use a bit more love yes! And I figure it will eventually get more though I don't agree with picking up caltrops. they are kinda fine as they are. If anything I'd just like the abillity to remove caltrops from the ground when you are out of combat so you can cover an area, engage, clean up after everything is dead so you can easly pass through that place.

Lastly I'd like to just say that even if all the crafting problems were to be addressed it still wouldn't be good to just do a crafter. The reason is that it matters little to be able to craft a doomsday weapon if you don't have the skills to pull you through combat even when you use them... Investing more into intelligence should be nothing more than the abillity to get stuff earlier than normal, but always as a second thought and not as a primary... Unless you are trying to make the game harder on yourself on purpose.

263
Development Log / Re: Dev Log #29: Foundry
« on: March 03, 2014, 10:11:12 pm »
You know what would be awesome too? A city that had been overrun by burrowers (or some other incredibly nasty and dangerous monsters of appropriate level).

264
Development Log / Re: Dev Log #29: Foundry
« on: March 03, 2014, 06:01:55 pm »
Erm... you do are aware that this game should be able to run on a potato right?

265
Development Log / Re: Dev Log #29: Foundry
« on: March 03, 2014, 02:53:06 pm »
Very interesting changes and aditions. Also cool looking area.

266
Suggestions / Re: Cave in as combat strategy?
« on: March 02, 2014, 07:34:55 pm »
Going by parts.

No, there isn't plenty of autowin buttons. Yes a sniper rifle has the abillity to one shot on guy, usually enemies don't wander around alone, so yeah, you take out one of their friends, the others are going to start shooting you then, reason why you normally don't open up with a sniper rifle, normally you open up with some form of CC or mass damage... Before the mk5 grenades was the closest thing you had to an autowin button and even some enemies could take it... Now you don't even have that anymore because it's much harder to craft them.

Limiting materials means that players will be hard pressed to craft anything, in fact this last update made materials available in much larger scale because before they were too hard to find... Well, at least as loot, the merchants is still the same and no, it's not a good thing to limit that kind of stuff because you kinda need it.

Increasing skill to manufacture TNT. You know what is wrong here? The whole problem with the crafting system starts exactly in the point that the required  skills are already too high. This means that crafting never keeps you ahead of the curve, it only saves you a bit of money but your stuff is always going to be worst than what you can buy.

Again, it is not that i don't like the idea. I just don't see it as fitting the game lore nor being balanced.

267
Suggestions / Re: Cave in as combat strategy?
« on: March 02, 2014, 02:36:09 pm »
Then I'm sorry but that would not even be fun. It's just a. Press this button to autowin this hard fight... You might colour it however you want but that's really about it. It's a way to auto win certain dificult combats where the game allows you... and before you say you need lots of TNT, it's not particualrly hard to get the materials anyway.

268
Suggestions / Re: Cave in as combat strategy?
« on: March 01, 2014, 02:10:21 pm »
How exactly would he gain a huge bonus then? If you colapse the passage to kill the enemies then the passage is no more and you can't pass through there anyway.

269
Suggestions / Re: Cave in as combat strategy?
« on: February 28, 2014, 02:50:51 pm »
Well but blowing up a passage also has cetain consequences like you can't move through it which means, you can lose access to an entire area or even completly lose the abillity to progress if that is the only way to keep going.

In fallout 2 while you even could blow up a nuclear plant the only result was that there was more radiation in the air and much thougher enemies in the wastelands, for no practical benefict I might add but hey, it's wasn't a case where you auto kill everything completly bypassing combat difficulty. It also wasn't a case where it would mean you couldn't move from one place to another or even create a large portion of the map as unplayable.

It's just my personal opinion that it wouldn't fit the lore, but that's just me, Styg might actually like it.

270
but you are not forced to play that way, neither hacking nor lockpicking give you access to oddities you wouldn't get otherwise I belive. More to the point (and understand this is a very personal opinion, not all have to share it), the oddity system is just bad, I dislike it, the true way for me to play is proper XP by killing and little bits here and there for persuading or hacking or lockpicking but these are so low they don't even matter... The reason I like lockpicking and hacking isn't even because I really need that extra loot, I can go by without it and still get all I need. I however cannot accept leaving anything behind, but that is how I play it and how I derive fun from the game, other people have no problems with it.

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