Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Elhazzared

Pages: 1 ... 18 19 [20] 21 22 ... 33
286
Suggestions / Re: Concerning skills and crafting
« on: February 09, 2014, 04:02:06 pm »
I actually hate elder scrolls for the simple fact that any game that has mellee combat should not be made first person... But that's me anyway... Back to the situation at hand. I'm quite sure that not everything grows everywhere and if you run out of some type of material you'll have to go back to the area where it grows... One thing is encouraging exploration, another is to encourage to go back to where you were before for no other reason than to gather more stuff and I really hate that. Linear paths end up being less boring because they don't require you to backtrack.

287
Suggestions / Re: Concerning skills and crafting
« on: February 09, 2014, 04:27:55 am »
I don't know what game TES actually is (although I could know it if I really wanted to goggle it but I'm lazy) however it's a bethesda game and that alone should make me hate it cause I hate bethesda and think the company should burn for the atrocities it made to fallout... Anyway...

It's not like I don't understand the point you make and it's not like it is exactly a bad system, but I can easly see how someone like me would grow to hate that alchemy system... Now I agree that going to a node, pick up the glowing item is dumb, In my opinion nodes are right to exist they make gammy sense, no need to just make everything pickable and keep moving and picking up, easier to have a go there, gather as much as you like, this wastes less time of a player which is good. Gathering, whether you can pick as much as you want from a node or run around picking every flower you see is a chore at the end of the day so it's better to just have stuff that makes gammy sense in that respect.

Now where this system becomes bad for someone like me is that what you so much love, no level ingredients is that yo need to make more stuff and need to experiment with stuff that grew in an area that you already finish... Go back there just to gather... Worse than wasting time in gathering, backtracking which is bad in and of itself, only to gather more. This means the chore just became even worse.

Let me tell you about the most awesome crafting system. it's incredibly simplistic and fits the game so well... If you ever played "summon night: a sword crafting story" then you know what I talk about... As you explore you find crates that drop stuff. Enemies you kill also drop stuff. You bring those items to the forge, you smelt them back into their basic components (which is only 3 types at first then a 4th is added) and you craft weapons from those basic components. the beauty of it is that you don't even need to purposefully grind enemies or levels to get more items to smelt because so long as you keep using only one type of weapon you'll always have enough. If you want to diversify then you need to start going out of your way to gather...

This is an excelent approuch to a crafting system and it had to be done in such way given how the game completly revolves about you crafting the weapons you use to fight. At the same time there are no levels in the stuff you find since what you find is only to be smelted down to raw materials... As you go down into the labirint the stuff you start to get is just worth more total materials than in the beggining areas... What this ultimatly creates is a beautiful crafting system which does not disrupts game play with endless chores of gathering and backtracking.

Of course I respect your point of view, you like to gather stuff and backtrack which is fine for you, but many people hate such things and thus a system like that becomes bad to them. The reason i like summon night crafting system so much is that it allows what I consider a total freedom. If you want to master crafting of every single weapon, you can but lots of gathering is required and the only reason to do so is because you want and feel it fun. If you want to specialise to one type of weapon and not have your gameplay disrupted by gathering chores, you can do that too.

288
Suggestions / Re: Bunch of suggestion after playtrough.
« on: February 07, 2014, 12:18:54 am »
Possibly. I've told before that the new requirements were ridiculous because I feared that without at very least mk4 grenades it woul be incredibly hard for a gunner to actually be able to deal with depot A. At very least something that almost guarantees a kill on the dogs is required and as far as i recall, mk4 grenades were that, they would either kill or leave them on a sliver of health... It's not really psionics that are too good, it's more like anything not psionics has a lack of utillity.

As for the crafting... I dunno where you will be when you reach the end of the current content, level wise. But with int at 5 which normal, a level 11 or 12 character should craft mk5.

289
Suggestions / Re: Bunch of suggestion after playtrough.
« on: February 06, 2014, 05:42:18 pm »
True but usually every character gets a little bit into some type of crafting or another so taking a maxed chemistry doesn't really really hurts that much.

Also no, you don't need 3 maxed characteristics, you need a high perception and somewhat high str if you want to be able to get the feat for extra shots on burst fire. You don't need a high int nor a high agi or dex.

As for the grenade damage. I dunno, unless they somehow heavly modified the enemies, the mk5 was always 1shot kill on everything other than the depot A mutants, the spiting acid ones. Even those when they survived it was on a sliver of health... Everything else no matter what it was took huge amounts of damage as it should.

290
Suggestions / Re: Bunch of suggestion after playtrough.
« on: February 06, 2014, 01:49:39 pm »
Even if you can't cover all enemies with it it's very likelly that the vast majority of the enemies are dead. If what's left is still that dangerous, throw another greandes, the flashbang kind and the rest of them are stunned for you to pick them off one by one with the sniper.

As for AI being taught a few tricks like throwing grenades at stealthed targets... That would be stupid in my opinion. As far as I'm concerned, no one tossess a grenade at an empty space hoping to kill something that they don't know it's there!.. It would make sense if you could attack enemies from stealth and remain in stealth that they would throw a grenade or two at random places in hopes to try and find you. Even then you have to realise the AI uses mk1, maybe mk2 grenades (ok that was in the previous update, now I am not sure if they cn use better grenades in the new areas) which will no doubt hurt, but are far from killing you.

291
Suggestions / Re: Bunch of suggestion after playtrough.
« on: February 05, 2014, 03:50:47 pm »
Throw a mk5 grenade and EVERYTHING in the AoE dies! You don't need CC or whatever because nothing will survive it, there might be some very small exceptions like extremelly armoured enemies but for those all that is needed is one shot from the sniper.

Yes you need to invest into throwing, but you know what. I invest into throwing and guns. You invest into 3 different psi skills. At the end of the day I'm investing into one less combat skill and having it easier.

What I mean is that psi isn't OP. Now some of the possible future updates might give the psi user some OPness, I have no doubt but that will be tested and will be tonned down. Still grenades+guns can deal with absolutly anything and you won't even break a sweat. mass stunning, fear, Mass doppleganger+walloff... I just throw a grenade and carry on. It's much more OP but it needs to be so because they don't have as much utillity as the psi has.

292
Suggestions / Re: Bunch of suggestion after playtrough.
« on: February 05, 2014, 01:36:44 pm »
I am unsure how psi skill will scale with the current game as it is but quite frankly I highly doubt it will be better than a grenade/sniper user. I made a psi based character in the previous version and yes, at a point I thought it was overpowered as past the GMS I started face rolling everything with the sole exception of the depot A but mostly due to the bug of my stealth not working as intended which meant engagements were not going the way they should.

Still when I made a character for guns and grenades it was an absolute face roll on everything that moved. Everything from start to end was incredibly easy... Yes, even the start was a lot easier, only the cost of bullets was a bit harsher but even that was managed... EMP grenades took care of the bots and yes, I could buy 3 of them which nearly killed the robots in the GMS. Any large groups of enemies instantly died to my grenades. Small numbers of enemies were either dispached by one shot from a sniper or 7 rounds bursts from my assault rifle and I could also use much better armor.

At the end of the day, I had about less 1/3 of the money I had on my psi user but I had much less efforth to go through the content in the game... So if you sugest that PSI is overpowered, I tell you to try aiming for a build like that. Remember to include skills to craft your own grenades from the very start and then tell me, after you finish it how hard was it.

Now on the subject of difficulty. Yeah, things could be made harder, there is no doubt about that but with my Psi user I've discovered that you can get killed very easly if you're not careful. Once I just wondered into the wrong part of the town, I was killing the left overs of the gang I had helped clean out and forgot to get my stealth on. Sniper takes the initiative and one shots me. Plain and simple... The mutants with the dogs in the depot A were always a problem if you couldn't just eliminate them all before they started beating on you... I belive that currently the balance of the game is actually done like that. Things kill you extremelly fast and you kill things extremelly fast... At least on the most common builds... If you want to go through things in a more slow pace I belive mellee with metal armor will give you that, you kill enemies slower, enemies kill you slowly too but I don't think that overall things will change much in the difficulty depart.

At the end of the day I don't really have a problem with the difficulty except the beggining cause it's boring having to go back for free healings all the time. A better starting armor would have been a good thing. Like a 20/4 or a 21/4 leather armor... But yeah, I think it can maybe be upped slightly, ever so slightly, but it's mostly balancedfrom what I had seen previously. The only thing I don't know is the newest content.

293
Development Log / Re: Dev Log #25: Game Economy Changes
« on: February 05, 2014, 12:49:07 pm »
Not as far as I remember. There was no item except certain quest related items that just couldn't be sold.

294
General / Re: Melee character vs Burrowers
« on: February 04, 2014, 11:59:53 pm »
Probably new stuff that came with the most recent update so I guess that explains my lack of knowledge in the area... Unfortunatly it will keep that way at very least until the next update to come, if not more.

295
Development Log / Re: Dev Log #25: Game Economy Changes
« on: February 04, 2014, 11:57:54 pm »
Well as far as I can remember there was no single item that couldn't be sold... If for some reason it was worth 0 money, it probably just went in withthe rest without me noticing it being worthless but I never kept them nor I ever threw them away, some merchant always ended up with it.

296
Development Log / Re: Dev Log #25: Game Economy Changes
« on: February 04, 2014, 03:51:42 am »
Why do I feel like I'm missing some key detail here?

297
Development Log / Re: Dev Log #25: Game Economy Changes
« on: February 04, 2014, 03:14:18 am »
Fenix. My problem is that I cannot leave things behind, it feels dirty to me, it feels plain wrong, in fact if I know I have to leave stuff behind then it completly discourages me from exploring everything because what's the pleasure of finding loot to sell when I can't sell it because I have so much junk that no one will buy even a third of what I find? I just can't play like that, it drives me insane.

You know, going over all the merchants when you are looking for something? Sure, it's sensible that each will have different wares. Going through every single merchant in the game, selling less than a third of your loot, heck possibly less than a 10th if you consider many components that you get in high quantities and that no one wants in high quantities, not to mention the possibillity of not wanting them at all. Just imagine how many hours it will be before everything is sold.

I am actually waiting for age of decadence too but it's one I'll wait for a full release and some more informed opinion on the game. Even then I'll probably wait for a steam promotion cause I want a lower entry price since right now I can't afford expensive stuff.

And I'm no little liar. Nothing under any circusntace was left behind, no matter how low the value, no matter how heavy. If for some reason my carry weight wouldn't allow me to get all the loot at once I'd make multiple trips until everything was sold... Thing is, fallout had reasonable carry weights, I even used to put small frame for the extra agi point because 125 lbs was more than enough. In fact in fallout 2 there was only 3 places that I couldn't brng everything at once... Well tecnicly 4 but one of them doesn't counts... First place was the bandid cave south of vault city, usually took me 2 or 3 trips... Then there was sierra army depot if I'm not mistaken, the army base with loads of super mutants... Last was the navarro naval base... Course one could say the oil platform would be the 4th but that is the end game so it doesn't really counts... Multiple trips, nothing left behind even if it was worth only 1 coin.

298
General / Re: Melee character vs Burrowers
« on: February 04, 2014, 03:01:49 am »
The only thing that ever cut me close were the burrowers at the GMS and that was a whole can of worms to deal with. Then junkyard was hard at points but it was because for some reason my stealth wasn't working properly. I activated it but with the exception of the first or second map I was detected as if I was never in stealth in the first place... Now it could have been that my stealth was too low but actually that was not it because a character with the same stealth values in another run was able to stealth all the times and get proper engagements going so it was some sort of bug that made fights more difficult than it should have been. Still it is a bit tough with quite a few dogs and the mutants. Humans are incredibly easy to deal with once you have locus of control, bilocation and force wall, especially because you stealth into optimal position, throw the bilocation, throw the wall (cause you have enough AP for both) and it's unlikelly any will surive long enough to come to attack you and even if anyone does, you only need to make sure that when the force wall disapears they will still have to waste a bit of movement so they can't attack you. Then you got damage spells to kill them and even if they don't kill them which at this point it's as likelly to happen as a nuclear explosion inside the caves happening, your spells do have utillity stuns to them anyway... At least 2 of them.

Course I never dealth with enemies that could actually use stealth.

299
Suggestions / Re: Concerning skills and crafting
« on: February 03, 2014, 06:14:08 pm »
yes it changed and there wasa couple aweful ones but usually it was 18/3 armor anyway.

300
Development Log / Re: Dev Log #28: Energy Shields
« on: February 03, 2014, 04:17:38 pm »
  • Tranquility - reworked: now reduces AP cost of all psi abilities by 10 while the invoker is at full health
I'm wondering if you really meant 10 APs or 10%? Using Neural Overload 6 times during turn could be OP.

Fair point there. I thought telekinectic punch could become OP with 100% extra damage but neural overlaod 6 times in a turn can be very much OP. I rarelly used the spells in the past because it was the least damaging and didn't applied a debuff I cared much for on the enemy but it still deals a decent damage. But if you can cast it 6 times it's way too much damage. Especially if you add premeditation making you cast an extra spell for free, that's a potential opener of 7 spells... Rather painful.

Pages: 1 ... 18 19 [20] 21 22 ... 33