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Messages - player1

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256
General / Core City faction war: intended or game glitch? (not spoiler)
« on: January 07, 2016, 02:43:59 pm »
Core City factions can get in war with each other.

I was doing some weapon testing and attacked praetorian solider. As response, they used the burst that killed one commoner. After that, all other combatants in the area where battling praetorians.

After battle settled, in any other area with praetorians, other factions where battling them in the real time (before I came closer to trigger turn based combat).


Is this behavior intended by the game design, or is the flaw of the AI?

Also does game dialogue react to this? Essentially, does dialogue with other factions in any way refer to the war in the streets that happened?

257
I agree.

Essentially, if dialogue option states Attack, then player should have initiative and surprise the enemy.

On the other hand if player action annoys the enemy combatant, then enemy should have initiative in the combat.

This can also be an initiative bonus or penalty.

258
Suggestions / Re: Tolerant patchers
« on: January 07, 2016, 02:13:12 pm »
This is a kind of discussion that is more suitable for GOG forums, since devs do not control how GOG packages the game.

259
Bugs / Re: Disappearing items from containters
« on: January 06, 2016, 09:54:22 pm »
Not sure if related, but I did noticed some containers in Core City that "forget" that they are looted (not marked as looted after zone transition).

Maybe those same containers are also prone to this issue?

260
Suggestions / Re: Make message about TNT charges and rocks clearer
« on: January 06, 2016, 05:39:53 pm »
Generally quest logs often do not log some key information for the quests, which can get annoyong.

For example I got the lead for one of the quests in the dialog, and it is never tracked anywhere.

If I stopper playing at that point and return in the month I would have no idea how to continue such quest, since at that point I would forget any clue given in the dialogue.


261
Suggestions / Re: Currency priority when trading
« on: January 06, 2016, 05:34:25 pm »
Yeah. I was expecting at least Core City to have its own currency.

262
Bugs / Frame rate issues in Core City
« on: January 06, 2016, 08:17:12 am »
Yes, you heard it. Frame rate issues in 2D retro looking game.  ???

Since I'm using my laptop for playing games and this is 2D game, I left it to use integrated Intel HD Graphics 4600 (from my i7-4720HQ CPU). No need to stress dedicated GPU for 2D game. Right?

But there was some strange jerkiness in the Core City. Most noticable for me was the area around elevator right after train station you use to enter in the city.

Activating FRAPS confirmed my suspicions. Game was capped at 30fps (!!!). When going near edge of that map, it restores back to 60FPS.

It seems that vertical sync is turned on by default, with no in game option to change it. When on more GPU intensive maps it leads to frame rate switching between 60 and 30 fps, leading to jerkiness.

I assume vertical sync is enabled by default to probably to avoid rendering like 500FPS and stress more powerful GPU without reason and any benefit.

Still, it would be good to leave option to just cap framerate to 30/60/120/144fps, without use of vsync and have vsync as configurable option.

Also some optimizations in graphics code would not hurt.


Anyway, I worked around this by enabling my dedicated GTX 960M to run the game, but there are surely other players that play the game on old hardware or integrated graphics.

After all, it is a 2D game, and minimum GPU system requirement from the Steam page are:
Graphics: GPU that supports shader model 2.0

Which would imply that many cards much weaker then integrated Intel HD Graphics 4600 should be able to play the game.

263
General / Re: Deep Caverns Are Poop: issues [minor spoilers]
« on: January 06, 2016, 07:37:41 am »
There is also a glorious power of save/reload.

Something I quickly learned using oddity system. If area was full of monsters and not a single decent loot or oddity, just go back in time and either stealth it or avoid it completely.

264
Suggestions / Re: Assorted suggestions from a new and happy player:
« on: January 06, 2016, 07:31:27 am »
^Nice. Now only if it was mentioned somewhere in the game clearly.

265
Bugs / Re: NPC Aggro ruining a save and 60+ hours lost
« on: January 06, 2016, 07:30:20 am »
It is a bad save management to not have more saves between those 60 hours of gameplay.

266
General / Re: SMG build questions
« on: January 06, 2016, 07:04:36 am »
Idea is to choose SMGs and build your DEX is such way, that 2 or 3 bursts will take out almost all your AP, while getting as much powerful SMG bullets as possible.

For example, if you have DEX 7 and Spec Ops, choose H&K SMG, since it will have 12AP with biggest power per bullet, and you will be able to use 2 burst for 48AP. If on other other hand, if you chose heavier 8.6mm SMG that takes 14AP, then you are unable to two two burst with AP 50 and you are not correctly managing your DEX.

On the other hand, if you take lighter SMG that uses 10AP, you do not get anything, since you can still burst twice in the round, while sacrificing power per single bullet and only thing you get in return is single extra regular non-burst attack, that may not compensate for lower power per bullet.

.

One more possibility is to use Adrenaline for tougher fights to get extra 20AP (10AP in current round and 20 in next two). In this case look for SMG with biggest caliber that can take 11AP to use. 22AP * 3 = 66AP

267
Suggestions / Re: Assorted suggestions from a new and happy player:
« on: January 06, 2016, 06:44:59 am »
One suggestion in the spirit of the thread.

Dragging things to the containers is tedious, because container inventory UI is on the other side of the screen compared to the player inventory. The bigger the resolution, the bigger the distance.

Either have mechanism of doing single click move to the container, or make container inventory UI adjacent to the player inventory to reduce amount of dragging.

268
Suggestions / Re: Make message about TNT charges and rocks clearer
« on: January 06, 2016, 06:37:55 am »
Strange you missed it.
One one quests explicitly says you need to clear rocks with explosives (to get to Camp Hathor), and one of the NPCs will generally explain that explosives can be both to clear passages.

269
Bugs / Gladiator allies turning hostile due to their own fault
« on: January 05, 2016, 10:27:54 pm »
The issue is this:
Player throws Molotov Coctail on the enemy group.
Later melee ally on its own goes into flame in order to target some of the enemies, gets burned and turns hostile to you.

This should not really happen. It was his fault for going into fire, not players.

270
It would be nice if Styg would post comment on this issue.

Please?

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