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Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 30, 2014, 06:56:24 pm »then I was left with a ton of stuff I just couldn't sell because no one even bought them to begging with. I'm talking about things like hearts and scraps and other misclaneous components. This is stuff that is actually worth a lot of money but where are the buyers?
I have to say this was actually my main gripe with the update. I liked the new weight system because it meant we have to stop and think about the loot we take, but only to be unable to sell half of it anyway? just makes it seem pointless, really. I don't have a problem with merchants only buying things they actually deal in, this helps with immersion, but being unable to offload all the stuff you've collected just crosses over into frustration. Personally i wouldn't mind having merchants pay full price for the first 2-3 items you sell them, then considerably slash the value of the trade for any more you sell to them, just as long as there isn't a cap on the quantity that you can sell.
I'd sugest making the innitiative system less unrelliable, much less RNG related. It is important to know when you're going to have the first turn and when you aren't.
according to the wiki initiative is calculated as agility + dexterity + random number from 1-15. it is certainly possible to put initiative in your favour by putting more points into those stats. (if you have a stealthy build you should already have pretty high agility though) I quite like how it works really, with the dice roll adding more depth to the mechanic. part of the fun of this game is not always knowing what consequences your actions will have, moreso with regards to combat!
i've never really played with psi that much, but i always thought it was supposed to be more of a support than something for you to rely on all the time. correct me if i'm wrong.
Altogether i'm quite pleased with this update, i love the oddity xp system because it makes levelling up so much more exciting than grinding, and the new quests/ dungeons were fantastic - especially the abandoned warehouse (which i'm curious to learn much more about, especially with regards to the story). Keep up the good work Styg!