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Messages - Phyroks

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31
Other Games / Re: What games are you playing?
« on: October 11, 2013, 03:18:43 pm »
I rarely/never play the races, just the ladders that reset, always fun when even shit is useful and the economy changes quite a lot. Nice to know they will have some leagues that reset each 4 months.

Terraria got really big content patch, doubled items (mostly because ores, your world can have new ores that more or less almost equal, platinum instead of gold and you get new different looking set with almost same stats), 4 new bosses and much better magic playability from start to end.

32
Other Games / Re: What games are you playing?
« on: October 03, 2013, 10:20:18 pm »
Path of Exile.

If you were a fan of Diablo 2, I can highly recommend it.

I ques in a week you will have insane amount of progress for few weeks while the leagues are on the pause? ^^

I know I need to stock up cofein for the new league :P

DCSS - Dungeon Crawl Stone Soup (22 level char, 19 level Dungeon best result)
WoT - World of Tanks
Transition (russian sci-fi textquest with artwork and music) (i hope english version exist)
teaser http://www.youtube.com/watch?feature=player_embedded&v=9Dj5-sLZi6w


P.S. There isn't english version, sorry.

DCSS was nice, aDoM is still the best rogue like in my heart :D

playing terraria with friends while waiting for PoE league or underrail patch.

33
Other Games / Re: Dwarf Fortress
« on: October 03, 2013, 10:16:35 pm »
I would love to join if i had more time. So many hours wasted well spend playing this game. Before the reconstruction of underground and all the caves, mountains with no plant life or trees were always my favorite <3


Heres a dog to watch while you wait for that save.

34
Suggestions / Re: Thoughts on Traps (And Grenades)
« on: September 30, 2013, 11:58:31 pm »
Yeah I dont know wich would actually be better, but I do know it needs to be improved, just dont know what is easy or reasonable way to change it to be better.

35
Suggestions / Re: Good game but some suggestions after some play
« on: September 30, 2013, 11:55:45 pm »
Some other things that have popped into my mind after more playing, mostly crafting.

A) Starting the game. Please give the poor fellow some skill based weapon with increased durability to make the start bit more easier, its not big thing but having to repair your weapon little later makes it easier. Edit: Maybe after returning from shooting range you could be asked if you were comfortable with your current weapon, and option to change it?

B)Crafting exp. Im really divided upon this matter... but could you make crafting grant some experience? I dont mean it should give you ton load of it, even having same amount of exp as the item needs skill would eventually grant you a level! Why? Well..... I really hate when games give you levels just for running around or doing something outside of combat and suddenly you are more skilled in martial arts for nothing! But it also makes me wonder why I need to go shoot some monsters in the head to learn the secrets of needle and thread. Granting small exp would actually give you something in return and at least some of those tailoring skills would also come from actually doing it(crafting or salvaging stuff). By all means dont make it too good source of exp, just somewhat useful would be nice. Maybe same amount as the crafting requires skill(s)?

C) Repair. The "better" repair kits seem to have only minor discount in price, it should be cheaper for sure as not all weapon can even use up all that repair! But I still feel like the discount on higher amount kits should be bit better. 2nd thing about repair is the fact that when items value goes up, its durability barely keeps up with it. If higher cost weapons would have more max durability, repairing junk for profit could stay in better control and the high repair amount kits more wanted, it could actually make repairing items more expensive, specially with low kits.

D) Salvage. Hey it feels completely useless(so far)! If salvaged items would always give more scraps it could actually be more useful to try salvage it for repair kit parts, but so far I have never found that situation. Would it be possible to consider the items to be around 40% durability for salvaging (unless its over it). This could actually make you wonder if its better to use it as spare parts instead of fixing it up and buying more repair kits/something.

E) Crafting components. So far items have quality that adds to the stats of the weapon, could there be some "quality misc components" that you could use to fill weapon/armor enhancement slot? These could have no effect on the actual performance of the weapon, but grant better durability or reduced durability to trigger the worn item effects. It could also make the crafting bit easier, buy more expensive parts to be able to make that weapon you wanted bit earlier with less skill (if for some reason you are swimming in money)

C and E are not really big concerns and Im divided on B for being good, or easily turned into bad idea.


36
Suggestions / Re: Thoughts on Traps (And Grenades)
« on: September 30, 2013, 11:24:47 pm »
If you would make all the ones passing the area take the damage it would not really make it "realistic" as not all monsters move at same speed, at least with delay it would considering the speed if someone was just way more slower to even get into the explosion in the 1st place. It might be hard to estimate all of the monsters stopping points but isnt that part of skilful trap laying? ^^

Or am I understanding your problems totally wrong?

ps. I ran into those mine "1st runs and explodes the mine" problem with burrowers and it seems the small ones are much faster.

37
Suggestions / Re: Thoughts on Traps (And Grenades)
« on: September 30, 2013, 10:37:30 pm »
Great ideas here but it does not solve the most pressing problem of traps which is the ineffectiveness of them. Say you place a mine in the right place. aggro a pack of enemies and flee out of the blast radius. First enemy comes in and dies, all others move through and ignore it...

There are some multi usage tools in game already, would it be hard to give the mines option to have instant triggering and delayed one? (exploding at start of players turn after triggering). It could also have some skill requirement for the 2nd trigger option.

38
Suggestions / Re: Silent Isle
« on: September 30, 2013, 09:31:44 pm »
[SPOILER]
I actually had to wonder how to kill those things, immune to bullets and stuff, then i realized "they are in my mind, maybe this works" zapped them to death with psi. When I was starting to run out of psi I was sure i was missing something and I was really happy that the light source at start gave some clues.

Was really happy about the island design overall, had to puzzle over the story and how the debuff resets ^^

39
Suggestions / Re: Final thoughts and sugestions
« on: September 30, 2013, 09:23:33 pm »
The beginning might be rough, but I actually enjoyed that I had to plan how I pull the rats and make sure I dont get too many. There were some problems with certain packs that were really big, but I managed to find 2 grenades before I got to those. I really hope that the game would give you items more related to your spec and give you some special weapon with much more durability to start with.

As for money, if you experiment a bit you might notice that repairing some items before selling them gives you more money than the repair kit does cost. There are also some other ways to do little bit money of the shop. And exploring did grant me quite useful items and I did not really have any money issues as xbow/steath/lockpick. But generally I tough this game was about scavenging for items and getting something pulled together, instead of "follow the main quest and it will carry you to the end" :D

I think if you go straight for the quests you are given you will probably get rough time. But they are planning on more "starting" zones (or so i was told when i did ask) and that might ease up the as you can do something else besides just follow the main quest (but even now you can explore and get money/exp on the side)

40
Discussions / Re: How did you find out about this game?
« on: September 27, 2013, 08:20:00 pm »
Sadly took up until steam greenlight to notice, I cant belive I missed it on df forums.

41
Suggestions / Re: Good game but some suggestions after some play
« on: September 27, 2013, 06:15:14 pm »
Fishing seems to give some cash too, I dont know how the fishing will end up being as its new, but generally non rare mushrooms and fish might be something to change.

And hopper farming is much much slower than the mushroom one is?

Anyways, I dont mind if you have some "decently" easy way to stock back up on healing items at the start if you fuck up horribly, but it should not extend much from the start or to weapons. Doctor is nice but has to travel from combat.

42
Suggestions / Re: Good game but some suggestions after some play
« on: September 27, 2013, 02:30:42 pm »
No I did not save up for entire rifle but I did fish eels and gathered "some" mushrooms for new weapon and it just struck me silly how all the mushrooms I gathered made up large amount of the price, at the start the mushroom deal was really helpful but they should not really be making that sweet deals. "Mushrooms that grow fast for bullets that are rare"

Stealing is really good way to get money but I wanted to play my 1st game as goody two-shoe. Picking mushrooms and crafting seems to be the trait.

I ques I have hauled over 4000 mushrooms, even when not short on money I find 200-400 on my pockets to sell, gotta pick em all :p

I ques big bret is the only one who has infinite use for the cave mushrooms with his little farm, making him only one who accepts them could solve all the problems ^^ (atleast my problem of hauling them each time to shop :D)

43
Suggestions / Good game but some suggestions after some play
« on: September 27, 2013, 11:19:17 am »
Very good game overall, clearly unfinished but some things I would like to see is

A) Least of my concerns, but having more options to move from the starting place would be nice, I dont mind the way its going right now but having more freedom to pick what/where to do stuff at start would be nice.
B) "Better" secret detection! You already have this "focused" for ranged combat, why not make it the normal way of detecting secrets too? Slam -3 perception to normal detection and when out of combat AND focused you cover up the lost perception. Just running past some hallway or being in combat and noticing that oddity in the wall is bit sad. Stopping to standing still few seconds to have max detection should not be too much to ask from adventurer!
C) Mushroom farming... Its not bad idea, I honestly loved that i had to do something to get those meds(mushrooms + caging some stuff), but doing that and getting some rifle off the shelf? No thanks! You already have some items/currency that vendors simply wont accept, why not make mushrooms and fished items only accepted by few "food" npc that have very low stocks, make sure these vendors have nearly no credits and just some junk and meds/ammo. This would make mushrooms/fish/eels to cover up your basic needs when you are low on cash, but it surely should not let you buy off the best weapon in shop if you do it long enough! Naturally you can keep on re-selling some items but this would greatly slow the process down.
D) Fishing full durability items, I know fishing is new thing but getting polished items from it surely is not intended, I dont mind if I fish up some really nice armor/weapon as who knows what those siphoners (who are too fat to follow you around) have drowned down there! It should be in bad shape and if its good for you, you can just repair it.

I have not played the entire game trough yet but those few things did bother me a little, mainly the C part is making me sad.

44
Bugs / Re: Pathing bugs
« on: September 27, 2013, 10:07:37 am »
Still those siphoners seem to have path finding issues. Deadly danger turns into xp farm with skip turns and waiting cds.

45
Suggestions / Re: About the stealth
« on: September 26, 2013, 03:31:43 am »
And I would love to point out some settings is kind of too difficult.

The first one is 3 bandit at the beginning.

I really did like how the guy asks "have you been there" and i was wondering if its test, I did enjoy how being honest was the part that gives out the difficulty of this mission!
I enjoy the idea but I really hated how they could still almost 1 round kill me when i got to them in the end, perhaps some trigger while entering the area warning those guys seem tough?

Anyways, loving the difficulty and stealth helps but it does not seem to be OP, but useful!

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