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Messages - Tygrende

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211
Suggestions / Re: Balance XP progression
« on: February 16, 2017, 01:41:25 am »
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Eh, more like 1.5 levels. If i remember correctly you need something like 60xp to get 26 lvl
Correct, that's what the UI shows at least since we can't reach level 26 yet.

But I was talking more in the context of how much you can afford to miss to still reach the level cap.

212
Suggestions / Re: Balance XP progression
« on: February 15, 2017, 03:05:56 pm »
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Right now classic mode is too imbalanced in my opinion, you can reach level cap long before final area and in my opinion it's a big downside because it breaks sense of progression for many people.
I agree with that. Classic is definetly not balanced nearly as well as oddity, it really feels like an afterthought (I am aware that classic was in fact first, but it didn't get nearly as much love as oddity later on).

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Ans yes technically you can reach level 24 at least with oddities, but that means exploring every inch of the map and making every quest there is.
I don't agree with that, I feel like balance in oddity is as good as it can possibly be. I actually played the game by exploring every inch of the map, collecting (nearly) all oddities in the entire game and doing almost all quests possible. I ended up with exactly 100 xp over the level cap, which would be enough to level up 3 more times. That meas you can easily reach the level cap by missing a lot of oddites and quests.

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It requires effort and knowledge.
What exactly is wrong with that? Exploration, effort and knowledge need to be rewarded. You can still reach the level cap with limited exploration/knowledge/effort, you would need to pretty much breeze through the game ignoring most of the optional content to not reach it. Seems perfectly fair to me.

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While with classic reaching level cap doesn't require all that much effort, you don't even need to grind respawning mobs or explore all that much.
Which I find to be pretty unbalanced. I fee like classic and oddity should have roughly the same curve. It should be a choice between the method of gaining XP, not the speed of it. As it is now classic is basically an easier game mode.

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Maybe less XP for killing and more from quests and oddities?
I think the XP gain on classic should be simply scaled down to match the speed on oddity.

213
Suggestions / Re: Remove level cap.
« on: December 21, 2016, 03:50:14 pm »
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Styga it's non sens to cap level in rpg game are you derailed ?
I can't think of many cRPGs without level caps, be it a hard cap or diminishing returns/progressively more xp required to level up.

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Give as choice in start game to level cap or uncup, i get level cap before i go do deep caverns and whem i get cup game has become unplesat.
Level cap is vital to the balance of the game, being able to improve your skills and take new feats indefinitely would be overpowered, especially considering almost all creatures respawn with classic xp.

Getting all oddites and doing all quests in the the game with oddity xp leaves you with +/- 100 xp above the level cap. This is acceptable, it rewards heavy exploration with faster leveling but stil allows reaching the cap if you odn't explore that much.

If you are reaching cap before Deep Caverns it means you explore a lot in oddity or grind in classic. Either way you are rewarded with faster leveling. Not all people explore/grind that much.

You can get around the level cap with cheat engine, too.

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I don't remember level cap in izometric fallout, or try to imagine level cap in game like heroes3.
There is a hard level cap in Fallout 1, it's 21. Very hard to reach without grinding.

Fallout 2, Tactics and BoS have a cap of 99, but it's virtually impossible to reach that.

Heroes 3 has a level cap of 75, also impossible outside of custom maps.

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Really i can't understand you stubbornness? We all lose on this >:(
I think you don't understand just how much the balance of the game relies on the cap.

214
Bugs / Expose Weakness performed by Faceless Gaunts ignores Uncanny Dodge
« on: December 15, 2016, 05:32:12 pm »
It's all in the title.

Sadly I don't have a save from before killing Tchort anymore so I can't replicate it right now.

215
General / Re: Need some info about armor crafting
« on: December 04, 2016, 05:54:48 pm »
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Now I realize that I should have spent some points in tailoring to craft metal armor (WTH)
Well, it's not like you can just slap metal plates on your naked body and call it a day.

But anyways, in case of metal armors, the carrier vest is the only component that requires tailoring and its quality doesn't affect your mechanical damage resistance/threshold, only whatever bonus the particular vest gives (bio DR/DT, cold DR/DT, electricity DR/DT, bonus health or health regeneration) and durability.

So you can get away with putting very little points into tailoring to use low quality vests if you odn't care about those bonuses, but if you want to focus on armor crafting then you definetly should put at least 100+ points into it.

Also some points into electronics if you want electricity DR/DT, chemistry if you want bio DR/DT or biology if you want health regeneration but not much.

216
General / Re: Help with last Protectarate quest(spoilers maybe)
« on: November 26, 2016, 09:53:31 am »
They are behind the frozen door in the freezer.

217
Suggestions / Re: Reducing the cardboardy feeling *spoilers*
« on: November 23, 2016, 11:22:59 am »
One less mystery in my life.

218
Suggestions / Re: Reducing the cardboardy feeling *spoilers*
« on: November 23, 2016, 10:11:50 am »
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But then I went to find the crazy hermit Leo and inform him that Tchort is dead, that now he can leave the deep caverns or something of that sort - and there were no new dialogues options at all.
But that's not true. If you come back to Leo you will find out that he doesn't remember you anymore and that happens only after you kill Tchort.

219
Bugs / Re: Oligarchs
« on: November 22, 2016, 09:25:24 pm »
http://www.underrail.com/wiki/index.php?title=Become_the_Invictus

But I understand now. Guess I jumped to conclusions a bit  too soon.



220
Bugs / Oligarchs
« on: November 22, 2016, 09:07:33 pm »
According to the wiki, oligarchs will offer you a job only after becoming a gladiator and defeating your first gladiator enemy in the Arena.

I only won 2 arena fights (rathounds and psi bettles) and yet all of them are offering me a job already. The oldest save I have is the autosave from before the rathound fight, I will check if one fight is enough as well.

I'm not even sure if this is a bug, maybe the information on the wiki is simply incorrect.

221
Suggestions / Re: Reducing the cardboardy feeling *spoilers*
« on: November 22, 2016, 08:57:03 pm »
Have you tried talking to everyone after getting out of Deep Caverns?

Most NPCs in the whole Underrail should have new dialogue options about Faceless retreat and everyone from SGS should also have new dialogue options about Tanner disappearance.

222
Development Log / Re: Dev Log #49: Temporal Manipulation
« on: November 18, 2016, 12:56:42 pm »
It's always the psi builds that get the coolest stuff. I like that all those buffs  can be helpful for pretty much any build out there, the question is if the Psi Empathy HP penalty will be worth it just for them.

Some of those abilities are extremaly powerful, too. Especially 
Limited Temporal Increment (even more so if there will be a more powerful version), Psycho-temporal Dilation/Contraction because both 15 AP and 30/50 MP are big bonuses/penalties and Stasis since it will allow even the most squishy builds to easily survive things like Aimed Shot from snipers (unless the AI will be smart enough ro save their abilities if you use it but I doubt it)

Overall I have some concerns about balance but it sounds fun.

223
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What I'm looking for are some opinions: what are some important lockpicking/hacking checks that help out significantly with quests or help get unique items/something more than just sellable loot
There is not many of those, only ones that come to my mind are 85 hacking in Protectorate embassy during Abram bug quest and 90 (if I recall correctly) lockpicking to free Maura in the follow up quest.

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is there some level of lockpicking/hacking beyond which you don't see investing in these skills worthwhile at all? (Basically - beyond which there are few containers and nothing that has anything extraordinary?)
The highest checks in the game are 135 hacking and 130 lockpicking, but there are only like 2 containers that require so much and they don't really have anything interesting in them. Most containers don't require more than 100, some require 110, a handful may require 120. You will also need 120 base hacking to gain level 3 access to the console in Oculus. I still like to get them to 135/130 because it doesn't cost that many points.

My rule of a thumb is to increase effective hacking/lockpicking by 5 every level. If you start with 15 effective skill in both, you will end up with exactly 135 by the end of the game. But considering Huxkey increases both by 15, you only need 120 effective hacking and 115 effective lockpicking by the end of the game, 108 lockpicking if you have Jackknife.

224
General / Re: Requesting a new build.
« on: November 16, 2016, 03:43:38 pm »
Well this is up to you. In the build I linked I started with 5/7/6/5/9/3/5 and put every level up point into PER. All feats in the calculator are in order, I started with Aimed Shot and Sprint. Max guns, stealth (and persuasion if you want it) every level, try to up your effective hacking/lockpicking by 5 every level, everything else is preference.

225
General / Re: Favorite noisemaker?
« on: November 16, 2016, 12:13:58 am »
Yeah, the plain regular frag is probably the best option. Cheap, light, abundant, easily found, can be also used to disarm traps the hard way.

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