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Messages - chimaera

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106
General / Re: Al Fabet
« on: February 20, 2016, 04:56:10 pm »
You avoid making it pointless by having multiple quest outcomes or by having mutually exclusive quest lines, or, in case of "kill them" quests, by making battles interesting. I dont care about loot as quest rewards at all.

edit: A somewhat extreme example: my character has destroyed a certain location in Underrail, including all the  merchants there, because it was the only way for her to free a certain NPC, which I really liked. A simple reason that has nothing to do with loot (in fact you lose all shopping opportunities and some quests that way).

107
General / Re: Al Fabet
« on: February 20, 2016, 08:38:44 am »
And I can understand that, but that you consider looting to be the most important mechanics in a cRPGS, doesn't mean it is so for most players.  When my character does quests, it is because I am interested in seeing the outcome, and how it can influence the NPCs, locations or even the storyline - this is what I meant by a character interacting with the game world. I don't consider gathering and selling loot important, because cRPGS (that I know of, including Underrail) don't have realistic economies; your money buys you very little influence over the gaming world.

108
General / Re: Al Fabet
« on: February 19, 2016, 09:07:01 pm »
Chimera - Looting is the main mechanic of games like fallout and underrail and such RPGs. Loot = money and money = a stronger character. This creates the sense of improvement throughout the game alongside the leveling. Many players will still play this game with this system, but the truth is, given a choice between this system and the old I have no doubts the majority would prefer the old.

In any game the most important thing are it's mechanics. You can have a beautiful lore, interesting NPCs and so on. If the game mechanics are not good, the game isn't good. A game is an interactive experience and thus each player will create his own story based in his own interactions. However if the interactions are bad because the mechanics don't support it well enough, it just won't work.
Whether talking Underrail, Fallout, or cRPGs with actually broken game mechanics (Arcanum, Morrowind), I doubt that the majority of players were as obsessed with money-making as you seem to be. Backstory, feats, perks, skills etc. and how those allow a character to interact with the game world, this is what I'd consider far more important in roleplaying games, and what makes them stand apart from action games with rp flavor like Diablo.

Also, even without paying much attention to loot, my character managed to get so much money in the first playthrough, that it sat in her inventory basically wasted. Underrail is not a game where money is a problem; choosing the wrong skills, feats and attributes is far more likely to screw up character progression.

109
General / Re: Al Fabet
« on: February 19, 2016, 12:48:33 pm »
Elhazzared, dude, it seems you've been into this game for a time now. surely you understand there's more to it than collecting loot and selling it to merchants for shiny coins.

Perhaps to you this isn't an important part of the game and as I said rpeviously, this will just make players not want to go explore and do side quests. Basicly, they will ignore a large part of the game because what is the point? You can't sell it anyway!

I have no doubts some player are that obsessed with looting, but they aren't in the majority. But "the most important thing in an RPG"? Really? What about such things as lore, quest lines, character development, NPC interactions, puzzles, enemy encounters?

If I wanted to play a game with a heavy focus on buying & selling, I'd rather play Monopoly with friends.

110
It depends on the rest of your build; you can still damage tchort with metathermics and psychokinesis, but because it will take longer, such a character needs better defense.

111
General / Re: Psi Reinvigorator?
« on: February 16, 2016, 01:40:39 pm »
It's basically a drug to counter the effects of psi-cognitive interruption, a thought control ability that inhibits psi. Considering that the only enemies (that I could find) using interruption were faceless gaunts and tchortling scanners, I'm not sure it's worth the trouble, as it requires fishing.

112
General / Re: Custom Portraits
« on: February 15, 2016, 09:56:18 am »
I want to make a portrait pack, however, I encountered a weird... issue?

For example, this is the original image.
This is how I cropped it (obviously won't bother myself with hairs).
And this is how I see it in the game. How is that even possible? :o
I've checked the portrait you have uploaded and it works as it should (no floating hair). Are you sure this is the one you have in your portraits folder?

113
I think with Psi it comes down to the following: do you have Locus of control and have you solved the mutagen puzzle (it reduces the amount of tentacles present)? If so, it should be doable with your build. However, it might require you to switch your gear and tactics a little bit. Metathermics is useless in this fight, it's all about thought control.

Before giving up completely, I'd try the following:

Craft yourself a thought control headband (materials are in the warehouse area). Solve the mutagen puzzle, if you haven't yet. Switch the biohazard suit (if it's the heavy one from deep caverns) for other armor, what you need first and foremost is mobility to get to tchort as quickly as possible and mechanical & cold resistance (if the cryo-tentacle is still alive).

Go straight for tchort, ignore the mutagen tanks. Use locus to mass enrage the tentacles that are close to tchort. First spell to use on tchort should be implosion, followed by neural overload spam (even better of you have psionic mania for a guaranteed critical). If you are standing practically next to tchort and surround yourself with a force field, the tentacles shouldn't be able to reach you from that position, giving you 2 turns (or 4, if you have force user) safe from their attacks.

If any tchortlings eventually show up, set the bridge behind you on fire with cocktail grenades, they won't walk through fire.


114
Thanks for your replies everyone!

I have managed to reach Tchort now, but my All-Psi (220 in each) / Throwing / Biology / Chemistry /Electronics / Mechanics / Evasion / Dodge character, which worked very good so far, is not standing a chance against him.

Area of effect attacks such as Ice Ball (yeah it has another name i know) and Pyrokinesis, which are my 2 main DPS Psi abilities, cannot hurt him, only his tentacles which anyway respawn. He is also immune to most other abilities and has a staggering 2000HP, with a 200 (!!!) Hp regen per turn.

Oh yeah also my Mark 5 Grenades and Napalm do not hurt him aswell. Awesome.

This is completely insane.
MK5 grenades are useful only for destroying mutagen tanks, the problem is if you move in the direction of the tanks, tentacles and tchortlings will follow. You could try to throw the grenades from a distance, apparently it's possible to destroy two tanks when standing near the entrance (?).

Or don't bother with the tanks and just try to overcome the regeneration. The only psi that is useful against tchort is thought control, as it has no resistance against it. Some tentacles aren't immune either, so you can try Locus of Control, followed by mass enrage. As for tchort: implosion, followed by neural overload spam (there should be enough materials in deep caverns to make yourself a thought control headband).

115
3. You can find out what to do with them after you read one of the computer logs at the residential complex. The janitor keycard is on the ground floor.

4. They key for the cell was on some faceless, from what I remember. Loot all the corpses.

116
General / Re: Weird RNG
« on: February 09, 2016, 10:15:20 am »
But does the displayed percentage also take enemy dodge or evasion into account? Or is it just "to hit" chance?

(I am asking, because I actually don't know how the displayed combat info works, but the percentages to miss seemed to work okay with my mage. At the beginning, when the fireball psi ability had maybe 50% chance to land, it would miss quite often, but once it got to 95%, only very rarely.)

117
Electrokinesis is literally chucking a lightning bolt at someone. It's not a mental attack. Neural overload is directly overloading their neurones. Bilocation I can see as being confusing if you aren't aware that the doppleganger is an apparition attacking your brain.
And I would call both electrokinesis and neural overload mental attacks, because they both are made with your "mind powers". If you mean "mental attack" as an attack made to the nervous system, then that's my point - renaming it to mental/neural/whatever would make the distinction clear.

I have played the game only after it was released and never played early access, which means I knew very little about it. I started with a psi user, so electrokinesis and neural overload were quite clear from their description in-game, but I had problems figuring out what bilocation does, since I've missed the cave on the silent isle on the first trip. Audio and visual effects weren't that helpful either, if anything they made it more confusing.


118
Except that you can mitigate damage from a mental attack dealing electrical damage using armor and shield - because that's what electrokinesis is.

If a player hasn't used psi, then I can see how this gets confusing, not everyone has been playing the game since the early access. At least neural overload has a hint in its name, but bilocation looks like a melee electrical attack and electrokinesis is a ranged electrical attack. So you have three psi attacks, all displayed as electricity, but a shield and armor stops only one.

119
Except psionics is a made up sci-fi version of magic, so what does it matter? If you rename the damage type to neural, it is still going to be clear that a direct (magical) attack on the nervous system is meant, but it will prevent confusion with other types of electrical attacks.

120
Poison is easier to figure it out, since it is logical that venom applied by wounding isn't the same as a toxic gas.

Psi abilities are confusing, because you have three different abilities, two of which bypass armor and shields and 3rd which doesn't (electrokinesis), but all are displayed as electrical damage in combat. If you haven't played a psi user, you won't know the difference. And the bilocation animation, which is a shadowy figure trying to melee you, isn't helping.

Why not simply rename the neural overload and bilocation damage to neural?

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