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Messages - Elhazzared

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Suggestions / Re: Recycling/repairing
« on: January 28, 2014, 10:41:31 pm »
Quite frankly I could deal with just the weight limit if again, it was just the weight limit, but traders not buying everything is too much of a pain to bear... My problems with the weight limits are 2. First getting combat penalties which most other games don't give you (but so long as you have a very reasonable weight limit without taking penalties that is easly negated) and second, it breaks game immersion because that area you were doing. Well just stop doing and go back to sell the loot cause you are at the limit.

As for the weight limits actually being reasonable or not. I dunno because I haven't played, many people say they are but many people are scrapping items to make repair kits and I don't like scrapping items at all, I want to loot everything and sell everything. If I need repair kits, I'll buy the repair kits myself... Aparently the weight system would have me at 130lbs/kg or whatever weight measure is used and apparently there are many things that go for 20lbs/kg like sledgehammers which drop quite a bit in fact. I can imagine that is gonna make me fatty macfat in less than nothing.

So yeah, give me a decent weight limit where I can at least do a whole quest without having to stop to drop/sell loot as well as no restrictions and everything, otherwise it's gonna start getting meh for me and eventually I'll just give up because the game is just wasting up my time instead of actually making that time I spend fun.

@Kadze - As for your Psi rough sketch, please do not take this as an insult but I find it absolutly atrocious. You think Psi is overpowered and I must admit at a time I also thought the same but you know what I did? I made a character that used guns and grenades and while I had less money, I was steam rolling everything when compared to using Psi... Psi is nice, it has lots of utillity to it's spells, but at the end of the day, utillity matters very little when guns/grenades just kills everything a lot quicker than having to go with lots of CC and kill them slowly one at a time. The only advantage Psi actually has is very early cause the first robots in GMS, they are not going to be too much of a problem but everyone else is not going to have incredibly strong weapons to deal with them or lots of electrical damage anyway... Past that small point Psi is actually not as good as guns + grenades in my personal experience.

332
Suggestions / Re: Recycling/repairing
« on: January 28, 2014, 06:17:05 pm »
You are looking from the point of someone who beat the current content and thinkng. I have way too much money... Now granted I haven't tried for this new economy system but still. I'm sure that when moving to a new town the money you have will never be enough for a full set of equipment. At best you'll get one new item which is why I don't feel that you gain a lot a money. Because what's a lot where you are, is actually little where you are going next.

What you have to look is how much stuff can you buy when you get to the junkyard, and what can you buy when you get to the new town added now (If it's even a town otherwise it can't be taken into consideration).

333
Suggestions / Re: Recycling/repairing
« on: January 28, 2014, 04:47:51 pm »
Taht is where you are wrong. Even my crossbow girl had always use for the money she had. Eventually I got everything I wanted from the junkyard and lots of money (previous edition since I don't like carry weights and buy limits from merchant so I'm not playing in this one) but the thing is. When I started the game I had no money to get what I wanted. When I got to the junkyard I had no money to get what I wanted despite being able to buy nearly everything in the home base... I'm quite sure this kind of thing will somewhat maintain. When you get to a new town you will either not have enough money to buy anything because weapons/armor is so expensive, or maybe you'll be able to buy one expensive item at best, whatever else is to buy health hypos, bandages, anti toxins, ammo, grenades, psi booster... Really enough to buy a good amount of consumables.

334
Suggestions / Re: Recycling/repairing
« on: January 28, 2014, 03:51:39 pm »
Your english is good enough, don't worry about it.

About what you said though. I find out that having money after a while of playing is not a bad thing. Having to struggle to just have a semi decent item and money to buy things which are most needed to even be able to move forward is wrong in my view. What is wrong with the current system is not only being unable to carry whatever drops but actually being able to sell it... Using better parts or worse to repair a weapon will bring 2 problems. First is that you need to have the required part and sometimes you just can't find it anywhere, another being that it would be a way to just make guns better without needing crafting skills just by repairing what breaks on them.

Also if little bits of damage can leave the items doing less damage or less useful is just plain bad, especially considering things are not balanced to compensate for your lack of damage or armor if they are damaged. Also let's not forget the obvious here. Psi would become overpowered or at least the obvious choice because quite frankly, you don't need to repair as far as weapons go, make it so that you are also good at dodging and you don't need armor, you'll kill most stuff without being attacked and if you are with dodge chances you'll probably not take fatal damage. Psi+dodge would make all other builds bad based that they don't care for item degradation at all.

People always want more realistic stuff and forget that a game is ultimatly a game. Sometimes things must make gammy sense rater than realistic sense because otherwise the game is no longer fun to play or some things will just be so plain superior to all others that everyone has to do the same.

335
Suggestions / Re: Different weight of ammo?
« on: January 27, 2014, 02:47:07 am »
I don't feel crossbows need to get a str requirement because quite frankly if everything starts having them then making a low strenght character is not an option.

As for SMGs... I find them meh, maybe it's just my experience but 2 bursts of a weapon that deals very little damage is still very little damage while a crossbow deals significant damage to most of the things + the utillity side of it.

336
Suggestions / Re: Different weight of ammo?
« on: January 26, 2014, 04:18:40 pm »
The only reason I like crossbows is because they don't have a strenght requirement so my psi user which goes at STR 3 can use it effectivelly. Also the shocking bolts is not only against bots, but it stuns which adds the utillity.

337
Suggestions / Re: Different weight of ammo?
« on: January 26, 2014, 01:58:07 am »
True there are weaker enemies that don't need really strong weapons to deal with but then again you have to think that you're carrying additional weapons and addictional lesser weighty ammo just to deal with them and you end up getting more weight than just your assault rifle and your sniper along with ammo for it. Also if you just use the assault rifle even to deal with lesser crits it'snot really that much fo a waste... Course I like Psi play the most so ammo costs are about the same to me... Or I can just use the crossbow which all bolts cost the same.

338
General / Re: Melee character vs Burrowers
« on: January 26, 2014, 01:54:59 am »
Yeah those guys are a bit too strong for the area they are in, I totally agree, but if you go at them after the GMS you should be able to take them out fairly easly... Sure they dish out a lot of damage but that's where careful planning comes in, baiting them out where you want and making them take loads of damage... Psi users should aim to use stuns, others should think of grenades and caltrops help quite a lot too.

But the burrowers I think they were a lot harder, the small ones make tons of attacks, little bits of damage end up adding especially with so much attack per enemy, add any criticals which actually hit hard and it's a pain, even more so with the poison one constantly hitting you and stacking dots and more dots... Even the junkyard enemies wre easier by comparison and there are groups that can be quite the pain to deal with if you don't have the possibillity to properly set up for the fight.

339
General / Re: Melee character vs Burrowers
« on: January 25, 2014, 08:03:45 pm »
Well that is a bit interesting though still a little bit sad not to be given some love for killing the burrowers which (well considering the previous experience) was by far the hardest fight in the game.

340
Suggestions / Re: Different weight of ammo?
« on: January 25, 2014, 07:29:13 pm »
While different weight for ammos would indeed be logical. Do you really think anyone would stick on a lower weight ammo weapon? I belive everyone would still go for the better weapons because what matters for most people is killing effectively.

On another point while weight could make a difference I'm sure that at the beggining you will not have any problems with weight, this will probably come after GMS and since there wouldn't be any weight problems in th beggining, the different weight of ammo to make people want to stick to a weaker weapon for longer would be null since it wouldn't matter anyway and to do GMS you need better than 5mm, even more so after that so at the end of the day I doubt there would be a rason for anyone to stick to weaker weapons even if the ammo weighted less.

341
General / Re: Melee character vs Burrowers
« on: January 25, 2014, 07:23:48 pm »
Indeed a remember a long discussion about this earlier and I belive that what was generally agreed was that. Never, under any circunstance make a character who is limited to one choice of weapon. You always need to have a backup weapon (and probably some skill on it too). In my case I like Psi and because I like to get my will at 10 it means somewhere must be cuts and usually for the Psi character it goes into the strenght. That way I can still use crossbows which are an awesome utillity tool given the special bolts and not rellying on strenght. It also allows me to use grenades which don't need a strenght value though to be honest I don't invest into throwing cause I just used one, maybe two early game and then used them as expendable mine sweepers XD.

My gun type of guy used throwing as a secondary combat skill so I could throw grenades accuratly and I also crafted the said grenades cause that's how you get the good ones.

So again, always have a secondary combat skill to complement your primary in order to be better prepared to deal with any situation.

Also on a side note for those of you who are playing this version. Have you already search the hive in the GMS compound? Is there anything there now that is worth exploring? I imagine that some oddities have been put there but aside that is there anything worth going in there for aside XP?

342
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 22, 2014, 07:13:20 pm »
@Styg - Most people bear with it, they don't like it. A few like it and a few will dislike it enough not to play. But I am quite sure that if you were to ask every individual player if they like the weight system and merchants not buying everything, most will say that they don't like it... Not wanting to please everyone is something I can get behind, after all this is your game and at the end of the day it should be done in a way it pleases you but I belive all these restrictions are just plain bad for the game overall. People like difficulty to come from the challanges they face. How they deal with a situation, be it through diplomacy, threatning, killing, stealling. Just to give a few examples. Inventory management is not fun in any game and while I don't doubt this new economy system brought a lot of good things since prices are better, items drop with (possibly) more health, you don't have to repair everything as only a few items are worth repairing. But the weight restrictions along with merchants not buying everything is going to mean for many players. Go into a place. Do 1/3 of it, go back spend 20 minutes trying to sell the loot. Go back to the mission and get another 1/3 of the loot. I'm quite sure low str characters will face such problems because not only they have a low limit of no encuberance, but because there is all sort of items that they always carry with them to deal with certain situation... No one fully empties the inventory after all.

343
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 22, 2014, 03:26:13 pm »
Well Styg it may not be your intention with crafting, but it certainly is what the vast majority of people will expect of the crafting system, to just keep them ahead of the curve. The money they get will still be enough to get them the stuff they need without having to craft. that is why it's optional after all, you have to be able to keep up with the game on drops and buying if you don't want to craft. So if the game has that balance (and it sure has) then it's just plain better to do it than using crafting which will keep you undergeared by comparison just to safe a little bit of money.

As for games I playd I haven't actually played one that would be without retrictions but they weren't this bad!..

Fallout 2 - had a weight limit but I could carry still a huge amount of equipment and my card still had a trunk to drop a lot of stuff.

Arcanum - Had a space limit but between myself and the party I was with I never ran out of space in any situation.

Sacred 2 - Had a space limit but it was huge to start with and you had an option to auto sell items wherever you were for a tiny bit less than they were worth so you could just sell junk instantly and not bother with a 10% loss cause it was maybe 1 gold per piece.

Now you not only implement a weight system, but accordingly to the notes, one that gradually slows you down when most games just have a how much you can carry but they don't penalise you for taking all the stuff you can carry. In some cases you have the option to cary over the weight limit for an encubered state which only had the inconvinience of not being able to run which in no way affected combat and the trade off moving slower was carrying even more stuff when the limit is usually already high anyway. In no RPG have I ever had a system where merchants didn't bought all my stuff and made me go around for a very long time to try to sell everything.

The problem is that you are applying several restrictions for no reason whatsoever. This does not stops the player from getting everything or selling everything. You are just making sure that the players stop having fun when doing so and if players don't have fun then I'm sure they will just stop playing. It certainly is what I'd do and that is why I'm not trying the current update... this isn't something irrational, you are adding mechanics which many people already expressed not liking and felt they only add to detriment of the fun of playing the game. Don't forget a game has things that make sense only in a game but not in real life because at the end of the day, it is a game. So if something wouldn't make sense in real life, like a guy carrying 1000 KG of stuff on his back, it makes sense in a game because frankly going back and forth is wasted time that the player will do for that extra coin but will degrade his experience through boredom. Even worse if the merchants don't buy everything.

344
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 22, 2014, 03:21:33 am »
It's just not really worth it and most of the times I don't really use crafting. The way I like to go is full on psionic with a crossbow and some persuasion to get things my way. Stealth for guaranteed first turn as well as lockpicking and hacking to just get everything.

Still how much worth are repair kits now? From what Styg said on the dev notes it seamed like only the incredibly valuable items are worth repairing before selling so I'd probably end up with tons of kits and no where to spend them. Another problem lies with the encuberance which would have me losing lots of movement points (maybe action? not sure if they are affected as well)... I just dislike those two things and it seams it will be just better for me to avoid the game altogether until both of those are either removed or optional.

345
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 22, 2014, 01:14:20 am »
It isn't a case of OCD though I know what you mean. I have actually laughed about how people that have OCD sometimes react (yeah not really a nice thing to do but hey, I'm not perfect). It's just that for me a great part of the fun of the game is exactly killing everything and getting the loot, if I don't get it all it starts getting meh for me.

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