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 ... 28 29 [30] 31 32 33
436
Suggestions / Re: crafting
« on: October 07, 2013, 05:06:00 pm »
I belive that yes, quallity should depend on skill, it would make the game a lot fairer but it's not the only problem with crafting.

Another thing I belive is that weapon modifications should not be crafting. Something like adding a scope to a rifle shouldn't really require any skill at all and it shouldn't be crafting dependable, it's just an attachement, add or remove whenever you want.

437
Suggestions / Re: Map scroll interrupted by notification panel. GUI.
« on: October 07, 2013, 02:40:17 pm »
Yeah, kinda why I mostly use the arrow keys to scroll now really.

438
Suggestions / Re: My two cents
« on: October 07, 2013, 02:15:30 am »
Yes, current version. One time I found it on GMS and another (in another playthrough) I found it somewhere in depot A. I cannot say for sure where it was but in both cases it inside something you open (not things you kill and loot) and one of those that have random item in each playthrough (some containers have specific stuff that never changes with each new game and some do change so it's one of those).

439
Suggestions / Re: My two cents
« on: October 06, 2013, 08:15:27 pm »
You could make stuff more expensive, like grenades and the materials to craft them but there is a limit to how much is enough. I don't like cooldowns too. The one which most bothers me is the time you have to wait by the gate for the double doors when heading out for the caves, it annoys the hell out of me but really, aside that I do belive there needs to be a way to limit what you can do in order to create game balance. I'm unsure whether you ever crafted grenades. If you havn't you've gone up to mk2 grenades at best and they are not really incredibly powerful. You can easly craft mk 3 which are awesome to deal with any humans even end game of what the alpha currently has, if it will not kill them, it will leave them close to death. I don't belive the resource cost for mk4 are acceptable but the mk4 are good. Then you have the mk5 grenades and let me tell you. so far only mutants surive one of those and on really low health. crafted grenades are insanely powerful hence why you can't toss them around like cookies. It's better to limit how many you use in a single combat, than make you sweat blood for one. Again I just don't agree on the health hypos cooldown.

I also understand the quallity of the item being something cool and realistic but as I did said before. game balance takes priority over realism. Making a mix of it as you sugest would make it even more wonky than it already is, it's either one or the other in my opinion and I'd rather have quallity based on your skill. It really balances everything out because if you got the resources you can always craft it, no matter what. But it will only be as good as you're good at making it which doesn't makes it overpowered for your level. On the having mixed crafting stuff just to make one. Yeah, again it makes sense but we fall into the whole game balance problem. The main problem lies in you not being able to really have a wide variety of skills, you have to specialise so damn hard that you either ignore crafting altogether or in order to craft you're really hurting over something you overly need somewhere.

Anyway this are just opinions, they are worth what they are worth but any feedback is good for Styg to see where the game is going on the minds of his players and adjust accordingly to what he wants out of the game.

440
Suggestions / Re: My two cents
« on: October 06, 2013, 04:55:21 pm »
In the first place Nyaxx, it is an alpha, you cannot rate a game when it is in alpha. Alpha means it's very much incomplete, popssibly bug ridden and whatnot. Also I don't feel your opinion on the content currently available being bad. Most alphas don't even have a 10th of the content this game currently has in it's alpha. More to the point, almost any game that comes out these days is designed to actually have somewhere between 3 and 20 hours of content. You can easly say that in your first run you'll have at very least 12 hours of content and this is very much incomplete. This isn't even a third of the game. There are 3 more major cities, lots of main and side quests, there are more parts of the underrail to explore. I'm not sure but I belive part of the surface will also be explorable (I may be wrong here). I can easly see this game having over 50 hours of gameplay once it's complete... If you feel that this is not enough for an alpha... Well, I think you haven't played many alphas before... For the price I paid for this alpha I already got more content out of it than many completed games including triple A titles.

While graphics could be better, you also have to think of this. It's one person doing this alone. There is no team developing it. For a one person thing, the graphics are quite nice. Trying to go further developing it alone would take forever.

Diversity will certainly be addressed. Again this is an alpha so you can assume half of the items are not there yet. In fact i'm sure if you play enough of it you might be lucky (like I have 2 times already) to actually find one thing called GEN in orange. It's a placeholder for an item still being made.

Crafting needs to be rethought too I belive. The main problem with crafting it's it's incredibly high requirements depending on material quallity. It has been debated and the one thing I agree mostly with is that items shouldn't have quallity. Quallity of the final product should depend on your skill instead. I also belive that items shouldn't require more than one crafting skill or it starts getting a bit problematic to cover crafting and other very important areas but that is a personal opinion.

Cooldowns are evil, everyone hates them and I'm not different. But even I can understand the reasoning which is called balance. Sometimes logic must take a backseat in order to archieve game balance. Still some cooldowns should be shorter, especially towards the use of health hypos.

Action points are yet another thing I very much agree with you. I prefer the dot system action point. Still with the current system in place I understand the reasoning for it not being there. Still it's not like this system is bad, it works pretty damn well, but we just prefer a more classic style of action points and to implement it the game had to take some radical changes which at this point is not an option I belive.

I'm not sure this game lacks in story, I've went through the available content and so far I've liked a lot of the lore. Again you have to bear in mind this is an alpha with tons of content still missing so what you get right now is not everything. Wait for the game to be finished and you'll have a lot more lore and story in it.

441
General / Re: Do Monsters respawn?
« on: October 06, 2013, 04:29:45 pm »
Some of them do. i'm not sure if it's time or distance or quest completation related but some of the monsters do respawn, mostly in the open areas, not so much in the mission areas but i do know that all monsters in depot A respawn as well as those on the traval map areas.

442
General / Re: Interloper Feat
« on: October 06, 2013, 04:30:12 am »
Stealth is incredibly powerful, I can't even imagine myself to play without it. You have no way to start combat which means you'll get aggroed by who knows how many enemies and they get to act first or if you start combat first which is going to be very far, your chances to hit are nearly inexistent (unless you are using psi abillities).

Using stealth means you inniciate combat on your terms. when and where you want. it also gives you time to set up the enemy perfectly for it. It allows you to get close and get the first shot at the 95% hit chance or open with the perfectly placed grenade. I find the game a bit too harsh without stealth because frankly, not being able to start combat in your terms is a huge disadvantage.

443
General / Re: What to do next
« on: October 05, 2013, 03:55:30 pm »
If you explored everything and finished all th side quests in the junkyard already then you've finished all the content in alpha. All that I may advise you to do is make another character with different specialisation and try new things.

444
General / Re: Underrail Map (ver 0.1.9.1)
« on: October 04, 2013, 09:41:07 pm »
ah sorry, I guess I probably didn't noticed it. I do am seeying it in a map right now. I'm either going blind, insane or am just an idiot lol.

445
General / Re: I get slaughtered in combat...
« on: October 04, 2013, 07:47:55 pm »
Don't do that quest first. The quest is close to impossible if you do it as your first quest (the stuff you do in the base I hardly consider them quests). Go do the outpost quests, along with finding the watch (you'll get the quest as you head out there) and the one to shoot the crossbow bolt into the rathound. After you complete those quests and basicly, clearn that whole part of the map which is small, you should have at very least an SMG and probably a grenade, if not you can either craft one or buy one, they aren't so expensive. Your third quest is going into the GMS compound (third becuse you'll get one to also catch hoppers which is not hard, mostly boring but I suppose it teaches you about hunting and stuff) and when you do, you do the package run since you head in the same direction.

I'll even give you a tip. There is a barrel on your right, stand to it's side and wait. Behind the enemies there are rathounds which will ocasionally come close to them and aggro on them so they will turn back and fight them. Then you walk to the metalic grades on the ground somewhat close to them and throw the grenade, a decent toss will start all 3 enemies at half health and so long as the rathounds are still alive they should keep attacking them until they are dead, worst case scenario is 2 of the 3 attacking you with rathounds still alive. At this point it should be pretty managable... If you have stealth and just don't want to fight (which I don't advise since you like loot and XP right?) then after the rathounds aggro them you can stealth behind them and enter that 2 square exit to the left, it takes you to the lower underail. Basicly it's just a sort of a large map but with narrow passages and multiple exits which are also scattered all through that piece of the map so you can bypass that fight entirelly. Of course that is only half a solution since you'll eventually need to come back and have to kill them anyway, by that time the rathounds will be dead to aggro them again so you stealth safely.

Lastly, not exactly a protip but if you put 1 point into every abillity then in my opinion, you're not well rounded, you're just bad at everything. My advice on character building is, at least 9 str for mellee type of guy, at least 9 perception for guns type of guy or at least 9 will for a psiker... You can then mess around with what you want to do relativelly to your other statistics, usually you can get away easly with getting one attribute at 3. As a psiker I do that to my strength because I can just use crossbows which require no strength to use and are cheap ammo, besides they don't really spend much ammo so it's a pretty cheap run so to speak. A gun guy can get away with 3 will easly as you don't need to delve into psionics. A mellee guy depends on how you wanna build it really.

446
General / Re: Underrail Map (ver 0.1.9.1)
« on: October 04, 2013, 09:56:08 am »
There is a small part missing in the map in top part. While you maped the the route north towards the GMS compound, there is a passage south which has 2 areas.

447
Well, there is pick-pocketing too but quite frankly it's not something I like. I don't really like to play thief so yeah. Besides while pickpocket can be good and at least as far as the alpha can carry you, the best stuff can be aquired from shops or crafted. i'm sure that further ahead the best stuff is either dropped or crafted and not sold at all. But again, I don't like playing thief and hacking/lockpicking is a requirement for loot which is a very important part of the game. Stealing is just stealing but to each their own I guess.

While you feel the current skills points are nice and that there isn't a need to max out any skills and that after a while you can just delve into other stuff, I cannot agree with you there. Some skills are not really meant to work like that in my opinion and while some may work like that. How exactly do we know when enough is enough? How do we know what is the max persuasion we'll ever need and stuff like that? At the end of the day just maxing a preset at least guarantess that you won't fail within it.

Again for the shooting bit. I've had targets at 7 square aways and even further too. I have all the requirements for the sniper rifle. I have at level 8 my guns maxed out and with the target under lights (and by under I mean standing right next to them) I don't get 95% ever. the best I got was a 78% at some 9 squares. I don't have night vision googles and I despise them. So much energy wasted for the bonus they give is ridiculous. where in the hell do night vision googles actually drain any bateries at all? They operate in a very small batery which lasts days of continuous use! It isn't even a point of balance on the googles and then again. Even perfect lighting conditions won't do for you to have any real range advantage in battles because again, even in optimal conditions, range still severely hampers your hitting chances... this is the reason I don't like using guns in this game. Psi abillities are really strong, they don't miss even if they can sometimes have a limited range but then again you are limited by weapon's effective range anyway, at least I can still do 12 squares or 15 without having a chance to miss. I have loads of damage into it if I fully spec towards psionics. I have tons of utillity in stuns, fears, multi target hit or area effect, I can have a nearly endless supply of "ammo" thanks to shroomhead but then again after the junkyard I can buy any quantity of psi-boosters anyway, I don't even need to craft them. When I finished the available content with my psiker I was sitting in 6 full stacks of coins and oe more nearly full... And let me add I did wasted a lot of money towards the end cause I was like... Well I got so much now that i don't really need to give a crap about spending.

Let me add that it's not psionics that are OP. They aren't. They still are just about enough to beat the available content cause I had to sweat blood to get through the junkyard, often having to spend 3 hours doing a single encounter until I managed though, it didn't helped it bugging out and through 2/3 of it they could just see me like I wasn't in stealth. It wasn't even a case of my stealth being low, it just doesn't goes from not having the eye on them to just completly red and besides after respawns it was working properly. The problem lies in weapon not being nearly good enough. About one of the few things that can really carry you through is crafting grenades becaue mark 3 can almost take out mutant dogs and mark 5 can almost take out mutants... If you don't rely on crafted grenades... Well quite frankly I don't see anyone not being a spiker really being able to do the junkyard. oh and let's not go over the GMS burrowers. You are barelly able to do it with a psiker and that is burning a ton of hypos and spending hours, going in and out and actually having to fight by the entrance. If after you completled the regular part of GMS you try to go fight the burrowers, forget it. It is impossible with guns and grenades.

Weapon need to be more efficient, you need to have better range on them. You need a sort of a learned special abillities list, much like the psiker has to go get some utillity out of weapons. Ammo needs to be cheaper. Durabillity needs to be improved more. Crafting needs to be more viable through losing the material quallity and instead quallity depends on the skill of the crafter. Also crafting needs to be more focused. Only one skill ever needed. one skill for all types of bombs and mines. One skill for all types of guns. One skill for all drgus and healing and so on.

This of course it's only my opinion so take it with a grain of salt.

448
I'm sorry but I don't agree with you there. You cannot play without locking and hacking. In a game where loot is important you just cannot say no to loot. this is a very basic principle for me.

As for stealth... I feel the problem with the stealth system currently is the over reliance the game gives it. Ranged attacks (except psionics) are incredibly hard to hit with just a little bit of distance no matter what weapon or lighting conditions. So you can only shot very close up. this is not logical, especially when the sniper is not really that good at range. the sniper is best used about 1 square away, much like all other guns. Since getting into mid ranges always aggros the enemy, you need stealth to start a combat optimaly or at least without disadvantage. It's not that stealth is awesome, it's just that you really don't have a viable alternative to stealth if you want to start combat, especially against tough opponents.

Just one psi abillity isn't viable either and this is my reasoning. You don't have much starting points to distribute. So either you go full blown psionic and get 10 there, probably this means strength 3. Or you're not going into psionics at all and you get your will at 3 in order to make stats for more important stuff.

As for crafting the problem is not sinergy, it's that there is a lot of skills which are needed as well, crafting components can be better or worse and require more or less skill and worst, you need at least 2 crafting skills if not 3.

Also there is persuasion. While not a requirement I consider that being able to get all quests is necessary for me so persuasion is necessary for me.

449
Suggestions / Re: Thoughts on Traps (And Grenades)
« on: October 03, 2013, 03:52:43 pm »
Problem with setting traps on robots. They almost always see it and go aroud. How do you show them that you don't give 2 shits about them seeying the trap? EMP is harmless against humans so set it on a corner. Bot comes along, avoids it and you step into the trap and trigger it yourself.

As for normal traps that do hurt you, I've found that the only way to somewhat reliably use them is to see where enemies are, save the game, aggro them and see their movmeent paths towards you. then set a trap accordingly.

For example I did this test at the GMS compound. I went through the side door rather than the door in the hallway. I started combat, used a cheap psi abillity to aggro. Then used sprint to get out into the hallway so their movement wouldn't stop when they could shot at me. Then I looked at where they stoped. I loaded the game, set a trap slightly off the path they took but in a place that the blast radius would be where all the 3 of them stoped. Then I aggroed them, sprint into the hallway so they'd take the same predictable path. Then I poked my head into the building, watched them stand close to a mine, threw a grenade and say hello to 2 blasts in the face.

Still this feels wrong. Mines do less damage than grenades. They cost more resources to build. They require set up time and if they were to be used exactly like they were supposed to, they'd ever only affect one enemy. Clearly this needs to change. Either traps must be done in a way that will always set off on multiple targets just with normal placement or they spend less resources and do more damage to compensate for the fact that they really are made to affect one enemy.

450
Crafting probably needs another approuh no doubt. I'd see parts quallity gone myself, quallity depends on how well you can put things together, it makes more sense and it provides for less headaches for everyone, otherwise I can just completly ignore crafting, it's not like you really need it anyway.

The lack of points is something we all feel although I understand the need for specialisation, the problem with lacks of point often derive from a few things. Dodge and evade. Makes no sense to have it separated. Just as it makes no sense to have hacking and lockpick separated. Similarly it makes no sense for crafting to ask for 2 types of crafting to build items. And of course, 3 different areas for psi abillities to invest. At the end of the day all of this stops the player from really having even the slightest diversity.The best way I found to do the game was to get crossbows, the 3 psi skills, hacking, lockpicking and stealth and then you have 1 left which you normally want to be persuasion in order to get all quests and most options available. Even then you only need persuasion so far, after a certain point like 45 or 50 you can just invest into something else, but that's now, who knows with further development you might need higher persuasion for new situations.

I find it that for a crafter there is too much pain coming on for the lack of options.

Pages: 1 ... 28 29 [30] 31 32 33