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Messages - player1

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106
General / Re: Al Fabet
« on: February 21, 2016, 12:51:17 am »
Money is supposed to be the tool in the game, and not reward on its own.

If you can not spend it, is is useless, just a number in the inventory.

Item that you can use is worth zillion times more then inferior item whose only role is to give you money (if already full of money). Those are the rewards why exploring is done, not junk items.

107
General / Re: Al Fabet
« on: February 21, 2016, 12:12:57 am »
But who cares about sellable loot?

It's the loot that is worth keeping that is the real reward, as well as oddities to level up.

Due to abundance of money, sellable loot is not really worthy reward anyway, just something extra you can carry around, if you happen to have extra space in backpack, otherwise no big deal if left behind.

Really, you are way out of touch with this game. Too much theorycrafting and too little experience.

108
General / Re: Al Fabet
« on: February 20, 2016, 11:35:45 pm »
In do not see any instance in the game, when player is not rewarded for the quests, either with XP (quest completion or oddity) or money or loot (to sell or to keep). Same for exploration.

In fact, most important rewards are those that add to XP or give items or crafting materials you want to keep, and not those that give coins or sellable junk loot, since money is abundant.

109
General / Re: [NEW CONTENT] Rails section south of Rail Crossing
« on: February 20, 2016, 10:36:18 pm »
there are at least two "dark metro tunnel" section that appeared in the Lower Underrail, another part comes from the location near the hijacked train to South Railroad Outpost.

Yes, those are exact sections that I experienced as new.

110
General / Re: Hunting for psionic mentors
« on: February 20, 2016, 05:38:51 pm »
Nice, I just found that wiki section on psi-skill pages.

Also added additional contribution of updating it with info on some psionic mentor traders that are not listed (Anastasia, Phyllis, Investigator Vuk and Ezra).

111
General / Re: What kind of DRM crafting blueprints use?
« on: February 20, 2016, 10:52:12 am »
Same for Steam, same for Steam...  8)

112
General / Hunting for psionic mentors
« on: February 20, 2016, 09:09:34 am »
These devices that give psi abilities... Are their locations pre-placed or random?

What I noticed for now, is that several doctor traders always have one psionic mentor available. Not sure if it is always the same one, or randomized.

Also, what other places have these psionic mentors?

Anyone compiled the list?

113
General / Re: Any plans for DLC/Expansion or Content Patches?
« on: February 20, 2016, 08:33:13 am »
Well, new patch does have some new content.

Example below:
http://underrail.com/forums/index.php?topic=2067.0

114
General / Re: [NEW CONTENT] Rails section south of Rail Crossing
« on: February 19, 2016, 08:52:53 pm »
One more thing:
Thick Skull rocks against Cawlers. Better dazed then stunned.

115
General / Re: Rails section south of Rail Crossing
« on: February 19, 2016, 08:43:42 pm »
Confirmed, this is new section.

How did I verify it?

I did a backup of 1.0.0.10 game files when patch announcement was made.

Since Underrail does not use DRM, game can be started directly by exe, without Steam, which I used to start older version of the game.

Then I've gone south of Rail Crossing, with older 1.0.0.10 compatible save from my last playthrough, and verified that rail area has no area transition, unlike with new patch.

116
General / Re: Al Fabet
« on: February 19, 2016, 08:32:18 pm »
Inventory management is as old as RPG genre itself.

Heck, in PnP no way that Game Master would allow us to loot bunch of metal armors from dead guards in the middle of mission. Common sense logic...

Loot, loot, sell, sell has more in common with H&S dungeon crawling cRPGs then immersive roleplaying RPGs, since there whole game revolves around looting and killing.

117
General / Re: [1.0.1.4] Weird sorting options in inventory
« on: February 19, 2016, 08:28:48 pm »
Well, batteries are ammo for energy pistols.

118
General / [NEW CONTENT] Rails section south of Rail Crossing
« on: February 19, 2016, 08:27:29 pm »
There is a rail section south of Rail Crossing that is very dark, if you go directly to the rails (not left walk or right walk).

First section has Lurker ambush at the side doors.

Second section has ladders that go to the compound full of crawlers that connect to the caves with even more crawlers and ladders to the another cave with Black Crawler (not a gang, but a strong crawler).

What I'm interested in, is this original game content or something added with new patch?

While in my previous playthrough I did not explore everything, I'm pretty sure I explored all areas around Rail Crossing, due to other quests being near it, and I do not remember any of those encounters.

119
General / Re: Al Fabet
« on: February 19, 2016, 05:51:51 pm »
Personally, what I do not like with current loot system is a tedium of managing resources. The time it takes to move from place to place in order to do trading tasks.

What I do like is removal of instant gratification of get everything *now*, sell everything *now*, which is so simplistic and bland.

I like managing inventory optimally.
I also like that I need to keep stashes of stuff to pawn later (just like pirates). Feels more immersive.

But it would be nice if it could be automated to some level. After player gets rich, why not have helpers that would do the menial tasks for them?

120
General / Re: Al Fabet
« on: February 19, 2016, 05:26:12 pm »
How is it theory crafting? The 2 points I've essencially made will happen throughout the whole game. it's not theory, it's how it works. Merchants will never buy everything and carry weights will prevent you from carrying all the loot you find unless you stop to go sell it/stash it.

The point is that how you think it will affect later game, post SGS, is theory crafting, since you never experienced it yourself. You only base it on your early impressions and comments of other posters, which is 2nd hand experience.

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