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Messages - Elhazzared

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271
Hacking and lockpicking isn't about subterfuge like characters. Stealth is and really the idea is not for sneaking around, it is about having optimal engagement arcs, taking the first turn from the right position to increase chances of winning but this often means your have lighter armor so the draw back is you're a glass cannon.

Hacking and lockpicking isn't about getting to that special room or that special area or getting that item for that quest. They quite literally a more loot kinda thing. When you don't take them you know that you are making a build that gets less loot, but on the other hand has more skills to invest elsewhere... My main build uses psi and it has 10 will, 3 str and 7 per. All rest is at 5. I don't get more agillity or dex for my supposed subterfuge, I don't need it, it's just means to start combat in optimal ways. As for skills usually I take the 3 psi disciplines, crossbows, hacking, lockpicking and stealth and the one left usually goes into persuasion to open up more dialoge options especially since they tend to give more quests.

272
You are not forced down a narrow path to get everything, in fact you are not supposed to be able to get everything no matter what path you take. This creates replayabillity which lenghtens the duration of the game. That said in the previous build I could explore everything and get every quest with any build I did really, though i kinda tend to really power the hell up my builds so that helps. I'm sure with the full release this won't be the case, in fact this build it might already not be possible but given the fact that I cannot stand the current merchant system I'll wait for alternatives or just major changes to come.

All of my character are built using both hacking and lockpicking as well as steath for optimal engagements. They all have a high perception even if it's just to spot all hidden stuff and then even better perception if it's gun play or willpower if it's psi. I don't go mellee or tanking, it doesn't means it isn't good, it just means I don't particularly enjoy it in this game.

If the game presents you with lots of alternatives to do everything then I would just feel it would lose a lot. Really just making a character that can do everything one way or another would be just meh for me, it would actually lose identity. I would say, yeah sure, if it's a major questline it's nice to have alternative ways to complete it but that's where it ends for me.

On a side note, I said Avadon 2: The corruption. I'm not sure how things may or may not have changed from one to anotehr but it is better than baldurs gate... Why? Because it actually has proper turn based combat... Course that's just me who hates real time combat for this kind of games... Fallout 2... Yeah you just can't go wrong there about awesome mechanics but then again you can't compare a system that is based for the control of a single character and one that is made for the control of a whole party.

273
Suggestions / Re: Cave in as combat strategy?
« on: February 27, 2014, 01:07:12 am »
Not sure it would be the best thing. cave ins aren't just very dangerous, you are effectively destroying the passages which you get through and that small underground metro section and some dug zones arounf it are what is left of the world, the surface inhabitable and there is even a risk to open a hole to the surface creating a huge new contaminated part of of the metro system which is not good for anyone and much less you who are likelly to die of the exposure.

At the end of the day, it's not that I don't like the idea, it's just that I don't think it would fit with the lore given that the consequences for that would be absurdly high.

274
Well, you do are right about a couple things that are not working well (at least in my opinion). Merchant system and crafting system.

The merchant system used to buy everything and you used not to even have weight limits. Currently I'm playing Avadon 2 and they actually went that route, no carry weights nor item carry limit and merchants buy everything. Does that breaks the game? No! If anything it makes the game more immersive as I don't have to go out of my way to stop middle quest to unload my loot somewhere nor do I have to go to great deals of pain and mental anguish to try to sell everything as I should. I disagree with a merchant type that buys everything for less, I just cannot accept a loss of profit and I would never do so. I'd rather not play the game. I can only hope that eventually Styg will implement a way to get rid of merchant buying limits and weight limits as he talked about some time ago.

Crafting works exactly as that, whatever you can craft (with a few exceptions like grenades for example), you can find better versions on the shops and because of the merchant system, crafting can't even be used as a suplementary form of increasing your money gain.Still Styg seams unwilling to change this but as for me, while I'd love to see this system becoming more fleshed out and in general better. Especially making this system fit for purpose which would be keep you ahead of the curve by allowing better items than you would normally get them. I can live without crafting, but it would be sad to have it in game and really not have much purpose, it becomes a waste of development time in my opinion.

As for your other sugestions. No, party system is bad, I hate having to control a party, if there is one thing I hate with a passion n Avadon 2 is having a party! I want to be that lone guy going through everything, killing everything, a party is just more boring. That is of course personal opinion.

The option to give a character too many ways to deal with a situation is similarly bad. When you make a character you have to take proper builds into mind and you have to prepare for every future situation. Having a character which can just deal with everything that gets thrown his way in one way or the other is just going to make the game way too easy and not fun. The idea is that you develope a character which has strong points and weakness. Having to deal with the parts where your weakness comes into play is not only part of the fun, it's also what defines your character.

275
Suggestions / Re: Retrainer (level reset)
« on: February 20, 2014, 12:42:47 am »
Ivan - Yes, it would be fine if yes, it served only to correct a minor mistake. Maybe you clicked the wrong button or maybe something else has happened, and while being able to just fix a small simple mistake wouldn't be bad, it would open the doors to being abused by people simply using it to change up skills as they wanted and basicly having a character with a maxed out everything, depending on what situation they were in and that would only detriment the game.

276
Suggestions / Re: Crafting System, Drops and Vendors
« on: February 20, 2014, 12:37:08 am »
Well I am assuming that crafting hasn't majorly changed in this last update, the major thing being explosives. So if things are at the level that they were before then I'm sorry but no. I've said it countless times and I'll keep saying it. Based on my experience you can only craft inferior stuff. By the time you are able to craft something as good or maybe just slightly better than the are you're in, you've just finished that area and the new area you will move to will have much better stuff than what you can craft. This has been one of my major gripe with the crafting system.

277
Suggestions / Re: Retrainer (level reset)
« on: February 19, 2014, 08:29:16 pm »
As epeli pointed out (incredible, we agree on something :P). the point here is that you are developing your character to be something. Respecing would make this useless. You would just be the great god of underrail who at a moment's notice could become the best crafter who could craft anything and everything in the game and right after that become this really badass gunsliger who tossed grenades but on the next moment he was the most bad ass psion and a ninja who'd go invisble in someone's face and blow up their minds.

This obviously makes no sense whatsoever. You are developing your character so you have to chose what you are at the beggining and go from there. You can specialise or be ok at lot of stufff but not good at anything. These are consequential decisions that will greatly influence your gameplay and how you approuch and deal with the situations thrown at you.

On the other hand on an MMO it's exactly the opposite. There is no real interest in getting you that involved when later on you discover that is not the optimal build for you end content. This is because MMOs will want you playing and if they say, start a new character and grind through 50 ormore levels to get an optimal build (which can be screwed at any time due to nerfs and buffs with every single patch), then you will stop playing and if you stop playing you stop giving them money and they want your money! On the other hand single player games are not being constantly messed with... Not after the final release, at best they get some bug patches but rarely balance changes.

278
Suggestions / Re: Retrainer (level reset)
« on: February 19, 2014, 02:55:25 pm »
The problem with this is how it can just be abused. Retrain, get maxed crafting skills, craft whatever you want. Retrain back to being a badass. I'm sorry but retraining makes sense in an MMO due to the necessity to switch between PVP and PVE builds. In a single player game they make no sense and are only there to be abused.

279
Suggestions / Re: Crafting System, Drops and Vendors
« on: February 19, 2014, 02:52:51 pm »
Quite frankly I fail to see to the point in higher level materials, at least the way the game is right now.

Low level materials make rubish stuff which is hardly worth using.

High level materials can't be used cause you don't have the required skills to use it.

Materials that are at the level you can craft are very likely to create stuff that is inferior to what is on sale on the shop (and if it's superior it's because you are just finishing the area and ready to move to a new one with much better items on the store.

280
General / Re: Mm little confused?
« on: February 19, 2014, 05:19:10 am »
If they bought items at a lower price it wouldn't matter to me to be honest. I just woldn't sell it for any less than the prices i should normaly get, this is why I just hope Styg includes the option to just disable the merchant buy limit.

281
General / Re: Mm little confused?
« on: February 18, 2014, 06:52:40 pm »
I just hope it also includes the option to simply disable how much they will buy. hopefully disable carry limits too but that is a minor thing compared to the merchant problem.

282
General / Re: Hi people of Underrail :)
« on: February 10, 2014, 09:24:17 pm »
Ah there you go, promotion to probably not being a spam bot XD.

283
Suggestions / Re: Concerning skills and crafting
« on: February 10, 2014, 05:48:40 pm »
Actually... I do belive you have some gold there epili. If you could craft parts which would be of your skill level out of the scraps you find. That would mean breaking down items into scraps so you could produce parts out of them at your specific level would be a very viable form to actually recicle items of lower value and in the current economy system it would be very welcome indeed.

284
General / Re: Hi people of Underrail :)
« on: February 10, 2014, 04:32:02 pm »
Heya Mac, good to have you on board of this project. The forum does classifies you as a noob developer, but I'm sure you're doing just fine :P

285
Suggestions / Re: Concerning skills and crafting
« on: February 09, 2014, 04:32:27 pm »
Nope, never played those I'm afraid but if they had a good emphasis on mellee and were first person, I'd never touch them. My problem with mellee and first person is that it's quite hard to tell what's in range of your swing and I find any game that doesn't conveys properly the notion of range when it is limited is just plain bad. In thrid person is usually easy to tell the range of the swing but not in first.

Blood inventory retrictions! :P

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