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Messages - player1

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226
General / Re: Stupid question of the day
« on: January 10, 2016, 01:14:23 pm »
It can only be seen when in combat, as far as I know.

As improvement, it should be nice to see AP and MP at the stats screen.

227
Suggestions / Re: Trading system improvements
« on: January 10, 2016, 09:16:42 am »
Let me iterate on my original stash idea.

Why to not have it a bit abstract?

Lets say when in settlements, in trading or full controlled zones, stash is always available as secondary inventory, to represent that player has nearby location to stash all heavy loot.

When moving between settlements, it moves with player. This would represent player boarding cargo to the boat or train and then stashing it inside destination settlement.

When in wildness or hostile territory obviously stash should not be available, and that should be where inventory and weight management should take the place.


This would greatly streamline trading process without loss of depth.


EDIT:
It does kinda resemble stash from the Pillars Eternity, with dumbing down elements removed.

228
Bugs / Re: Black Crawler camp attack quest status
« on: January 10, 2016, 08:25:51 am »
That quests should be finished, after exterminating Black Crawlers.

After a some time, trader should appear. But maybe its bugged due to quest state not getting completed?

229
General / Re: Crafting thread
« on: January 10, 2016, 07:35:46 am »
Well, since this is crafting thread, let me post my inquiry here.

I was going into the wiki to see what king of skills are required to craft specific equipment, so I want to check this info.

1) If wanting to craft just leather armor, only tailoring is needed
2) If wanting to craft infused leather armor, some mechanics is needed, together with tailoring, but not a lot
3) If wanting to craft any other armor, both high mechanics and tailoring is needed
4) Regenerative vest is only armor component that requires high skill in both biology in electronics, making it most skill expensive piece of the equipment in the game
5) Biohazard vest and carapaces require small skill investment in biology
6) If wanting to craft non-energy weapons, high mechanics skills is required
7) Some weapon attachments or scopes require small skill investment in electronics
8 ) Only weapon attachments that require high skill in electronics are smart modules,
9) Energy weapons require high skill in electronics and small skill investment in mechanics
10) Melee weapons require high mechanics only, or mechanics and electronics if using electroshock
11) Unarmed weapons require also high tailoring as well as all mechanics and electronics for electroshock

230
Suggestions / Re: Invetory enhancement
« on: January 09, 2016, 10:06:50 pm »
I started stashing regional plot items, that I already used, into barrels I use for loot stash.

231
Suggestions / Re: A suggestion to make entrances more visible
« on: January 09, 2016, 09:13:08 pm »
There is that area in Core City drop zone I would never find by manual exploring (gang hideout for Gorsky quest), if there was not a quest that got me teleported to the area automatically.

Area transition is just not visible.

232
Suggestions / Re: Various Suggestions
« on: January 09, 2016, 09:10:32 pm »
IMHO, the power of crafting should not be in "superior items", but in versatility. Essentially, being able to craft what you need instead of what you find.

If player chooses to not use crating, but instead focues on different skills, it should not be gimped in "power level".

Unfortunately, crafting itself is also limited by what you find, just like looting.

233
General / Re: When merchants resupply their invetory...
« on: January 09, 2016, 05:40:10 pm »

Have you met Al Fabet in Core City yet?  :P

Decent guy. Does not want to loot my stash in the barrel in the front of the merchant district.  8)

234
General / When merchants resupply their invetory...
« on: January 09, 2016, 04:45:16 pm »
Is the amount of money they have in inventory always the same, after they resupply?

For example, merchant A has 300 stygian coins, then player buys/sells some stuff.

When next time when merchant A resupplies, will his inventory have again get same 300 sygian coins, or there is some random factor involved?

Based on my limited testing, after resupply merchants always get same fixed amount of cash.

But it could be good if someone else can confirm this.


If it proves correct, I'm thinking about adding this info to the Underrail wiki. It should be useful when planning "trading" trips to sell some loot to know in advance the amount of cash you can earn from specific merchants.

235
Suggestions / Re: More transparent mechanics
« on: January 09, 2016, 02:08:15 pm »
The problem with wiki is that currently there is just too few people with access to it. Thus low contribution level and lack of up to date information compared to info from alpha version.

236
Bugs / Re: Locked out of tchort institute (big spoilers)
« on: January 09, 2016, 02:04:42 pm »
I guess most obvious one is killing friendly plot NPCs.

237
Suggestions / Re: More transparent mechanics
« on: January 09, 2016, 11:57:38 am »
Does it simply come down to looking at the Combat Stats page and comparing "Detection" while swapping gear?

Yes.

Armor penalty
This seems to reduce my Movement points. Does it affect anything else? How does the player know what it applies to?

Evasion, Dodge and Stealth are also affected. All this can be seen from the defense stats page.

238
General / Re: alternative map *updated*
« on: January 09, 2016, 11:26:19 am »
Wow... I really dig the style of the map made by DQwiks. If there is ever going to be official ingame map, it would be great if it could follow the same style.

239
There is following problem.
If night goggles are not already in the action bar, it is not possible to activate them in combat.

Only way to activate night goggles is from action bar, and dragging things to action bar does not work if already in combat.

This can be an issue for players that use multiple different goggles, and forget to bind all of them to the quickbar.

240
General / Re: Praetorian Security gone nuts.
« on: January 09, 2016, 07:53:46 am »
Could it be that due some collateral, that everyone else turned hostile to Praetorians:

See my experience here:
http://underrail.com/forums/index.php?topic=1828.0

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