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Messages - Barrelsoup Chef

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16
Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: February 01, 2014, 12:38:28 am »
But starting it's a huge money sink! The disadvantage of the starting Psi to any other combat oriented build is huge in terms of investment... It's even fair to say that going forward it can be bigger than anything else because even if you use Psi you will still use other weapons which means still invest in ammo and new weapons as upgraded versions become available. Now obviously you don't invest much into repairs except armor wise perhaps and spend much less in ammunition, but still, you spend a lot more into psi boosters because let's be honest, 3 sniper rounds are a lot cheaper than a psi booster.

I understand your opinion in this and yes I read your posts too, I find them very interesting to read. Just giving my opinion in all of this.

It is true that it is a bit more expensive but still you make it sound like a really big problem and in my experience that isn't the case. People tend to stack there money early on, instead of that I am "wasting" it on psi. It maby seems like a bad idea but you will earn it back midgame anyway (around Junkyard), enough money to go around (the economy has better exchange rates now). Also with all the crits and stuff I can do far more damage with 1 psibooster then I can with 3 sniperbullets. Yes a sniper can crit too but I can only fire 1 shot at the time, for instance natural overload can be casted 2 times in 1 turn.

As for the argument that I still need to buy weapons: instead of buying/crafting 2 or 3 big guns I only craft 1 pistol. That balances out the psi money. It still is a bit more expensive but it really is worth the money and most important, its affordable. Don't forget you can craft psiboosters too!

17
Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 31, 2014, 10:54:17 am »
This is stuff that is actually worth a lot of money but where are the buyers? Not only there is none, but judging from the quantities of stuff merchants buy I'd sell probably 3 pieces and then wait 90 minutes for them to reset to be able to sell more. This is just plain wrong and bear in mind, I have barelly played but already I am unable to sell stuff that I have no use for and that is worth quite a bit of money... I haven't managed to run into weight problems and I was sure I wasn't going to early game, that is why I thought of only atempting the first quest but if 10 minutes into the game I am already having these problems with selling stuff, I can't imagine how horrible it will become later on.

1. Your room can be used as storage (stash loot, sell later).
2. The whole idea of the new economy system is to discourage people from all stuff they don't need. Just do not pick that stuff up.
3. The loot that you can't sell like those hearts ain't nothing compared to the loot you can sell later on. It is more easy to find top-notch guns in excellent condition (either repaired or found in perfect shape). Money isn't a issue in this patch.

Sure a pure Psi build is possible from the beggining, but it's at a major disadvantage.

I really disagree with this statement. Last game I had a Psi-build and I think the Psi-build is the most CHEAP build at the moment. In the beginning it is hard because you must earn some money first to buy those expensive psiboosters, but later on when there is enough money to go around, you will have a 'unlimited' supply of psi. Also your psi doesn't need any repairs. Plus to think that psi doesn't cost you any weight! Only a few psiboosters, can't be more than all my guns and bullets I am carrying :P.

18
Bugs / Re: small faction bug
« on: January 31, 2014, 10:30:18 am »
I encountered this problem too, I thought it was fixed though last patch.

19
Suggestions / Re: Melee Charge
« on: January 29, 2014, 03:45:52 pm »
Melee charge is a nice idea, but it should have some downside/restriction or whatever (at cost of current movement points or high cooldown or something). I think if this isn't the case that there ain't much of a point anymore in equipping light amour, since you can 'sprint' (melee charge) your way though with heavy.

Maby the charge length should be determined by the armor you have equipped, for instance only 2 spaces for heavy but if you are carrying light amour you can melee charge 5 spaces.

20
Yes! Shotguns! I really would like to see some of those!

21
Suggestions / Re: Recycling/repairing
« on: January 29, 2014, 03:37:36 pm »
Hmm.... Styg, give us a private train car so we can haul all our junk around the metro network! :P

That would be awesome :P

What I might do, as you and others suggested before, is add a new blueprint ("salvage"?) that can disassemble an item to retrieve one of its components.

Also an awesome idea :P

@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.

Agreed, Psi is very strong, but Thought Control won't work on robots, Fire and Cold also ain't really effective, Telekinetic Stun-Punch only works on organic targets. So it ain't that overpowered if you can't handle all your enemy's with it. However, if you are carrying lots of ammo, and you burst fire a powerful assault rifle... I think I made my point here :P

22
Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 29, 2014, 03:11:28 pm »
Great Patch! Here is some feedback.

-Oddity System
First of all, I really like where this game is going. I really like the oddity system as much as I like it classic (+ the chose to choose between them is awesome). It is true that the oddity system doesn't let you level up quickly early game, but in my experience that ain't a problem at all and this level gap closes itself really quick when you visit the junkyard. This "treasure hunt" for Oddity's is really working out for me.

-Enemy's and Combat
Difficulty is good, people complaining about how enemy's "should be nerfed in HP". Haha sorry, but is this Call of Duty? Even those nasty faceless with there lasers and plasma ain't no match for a gamer that really want to take the enemy down. I hope the combat will be even more difficult as the game progresses.

-Map Design
Underrail still feels like Underail but some of the new areas feels a bit empty to me. I can see that still a lot of corridors and routes are dead ends. I can imagine that if the new areas are completed the "emptiness" of the already existing areas (with the dead ends) will go away so I will just wait and see how it will play out in further patches. The appearance of the new areas are stunning, especially Rails Crossing. I find the stores that are inside of railcars with graffiti on them really appealing!

-Item Condition and Repair
No more problems with my weapons or amours conditions. I think this is balanced out really well and even if it is slightly nerfed back (quicker decay) it still wouldn't be a problem for me. Lots of junk can be converted to scrap to make repairkits, no more problems spending all my money on repairkits.

-Loot, Money and Merchants
There is more loot, found in better conditions. Great! There ain't much of a difference in how much money I am making. My inventory value has gone up, but I can't sell all of it so the money stays about the same.

Merchants are ok too, but I do think they have a poor selection of items you can sell to them and in small quantity. If this was buffed a little it would give hoarders like me a better time selling there loot.

My main source of money (I thought I saw LazyMonk say the same thing) is by recycling all my loot I can't carry and convert it into repairkits. You don't get as rich from this as selling it manually (items not recycled into repairkits) but you will never have broken weapons again + the items you do wanna sell (lets say a expensive sniper) you can repair to boost up the value!

-Item Management and Weight
This is something I do have some criticism about. I love the idea of items having a weight, its more realistic this way. You can't carry all the loot of Underrail in your backpack. However at the moment I find myself really short on inventory space. I hate that I can't move at all when I have all my loot in my pocket but I can live with this. But if I only had like 50 more base weight that would be great.

They biggest problem I run into was item management. I go to my room, stash my loot, and find myself click and drag all my stuff into the lockers/shelfs for about half an hour. Also you can't stack inside a container (example stacking 5 mindshrooms from your inventory on 2 mindshrooms in your locker).

SUGGESTIONS

I understand that boosting 50 base weight is too much to ask, so here is a alternative that sounds really appealing. Make a item 'Backpack', it will be equipped on the belt spot. You gain 25 weight BUT it will cost you 10 movement points.

Here is an other one. Make item management a bit less frustrating for those hoarders. By holding down [keyboard key] and click on a item in your inventory while there is a container opened, the item will automatically transfer to the container, visa versa. Also stacking goods inside containers and a 'sort' button in your rooms containers (the lockers, shelf and desk) would be a REALLY great update! :D

-Bugs

Last but not least, I came to my attention that the bulletbelt (I cant remember the name, the item that reduces reloading time) and the medicinebelt (the one for low cost AP healing) are nowhere to be found in my games (not as loot and merchants don't sell those). The only belts available are the liftingbelt, vigorousbelt, trappersbelt and the utilitybelt.


Overall: great patch, love the new content. Styg, you know your stuff!

23
General / Re: How do you get to Core City
« on: January 21, 2014, 10:29:32 pm »
Haha, believe me, no stone gets unturned when I am playing Underrail. I also cleared all rocks so I think I have reached the end.

24
General / How do you get to Core City
« on: January 21, 2014, 06:43:43 pm »
Hi, before I post my bugs and feedback: can you go to Core City in this patch or have I already reached the end of this patch? As far as I know I explored all new areas after the quest at Rail Crossing, I really am hoping there is more then this xD

25
Bugs / Re: Thugs preferring hand to hand combat?
« on: January 20, 2014, 11:37:11 am »
I encountered this too, I think its a bug.

26
Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 16, 2014, 05:00:17 pm »
-Holy sound-

27
Development Log / Re: Dev Log #26: Alternative Experience System
« on: January 16, 2014, 03:07:52 am »
]because the main reason I did quests was to gain EXP and with the new system I don't see any reasons to do them other than simply just "want to".

Quest rewards (like cash) could be another reason to do quests and I guess you will have to play the storyline too to complete the game right. Also, in games (for example) like fallout there are tons of quest. Do you have to finish them all? No, its all about choice. Like the fish quest, I ain't got the patience to fish like Morde. He is a hardcore fisherman, he wouldn't leave his rod even if was attacked by 4 burrowers!

(and I know this isn't fallout but more choice is more fun!)

28
Development Log / Re: Dev Log #26: Alternative Experience System
« on: January 12, 2014, 06:07:52 pm »
Dear Styg,

You are a genius.

Banggunner

29
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 10, 2014, 05:40:14 pm »
And yes, I am the type of guy that locks his room with the keycard after I leave.
Hahaha, i do that to. Do you also turn down the lights?


Only the one in the bedroom, the hallway always stays on in my place.

Some empty containers are fine and dandy, but those empty locked lockers and chests are an awful surprise.
Who bothers to lock an empty chest?

That was exactly what I was thinking haha

30
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 09, 2014, 01:16:06 pm »
Some people seem to forget that you also got a room, and I don't know about you guys but I ALWAYS use my room as storage in any RPG. So if you wanna sell something later, store some extra supplies that you can't carry or have some neat amours or guns that are too heavy: USE YOUR ROOM.

And yes, I am the type of guy that locks his room with the keycard after I leave.

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