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Messages - phobos2077

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31
Suggestions / Re: Altering the level cap (Warning: Text wall)
« on: January 16, 2016, 05:36:05 pm »
I can't understand what is wrong with raising level cap? How it could possibly change anything in character progression before the end game?
To me, one of the main interest in RPG is developing my character, seeing how he becomes stronger and smarter. But if I hit level cap before finishing the main quest, I'm afraid it won't be as interesting to play since development stopped and I will only move on for possible better equipment and/or story resolution.

So currently I see raising the level cap to 28-30 only as an additional motivation for the player which might fix the end game being too frustrating for some builds, without any negative consequences. What am I missing?

PS: first play-through, using oddity system, yet to infiltrate the Institute.

32
They are activated from the action bar, not the quick bar (the red buttons) and you can drag them to the action bar at no cost. You'll have to have them equipped though, of course.
I don't get it. The action bar is in the lower left corner of the screen, correct? I can't drag my currently equipped goggles there during combat (icon dragging is not initiated at all). This doesn't seem logical to me, since my character actually has these goggles equipped, but he can't use them if I forgot to add them to the action bar before combat.

33
Bugs / Re: Black Crawler camp attack quest status
« on: January 16, 2016, 05:54:14 am »
So I went and talked with Gorsky, finishing the quest for the second time and being rewarded with another 2 XP points. There's seems to be an exploit somewhere :)

Edit: ok, everything worked after the second time. Location updated and new merchant appeared.

34
I want to know this too. Some insight on possible plans for game polishing would be greatly appreciated.

35
Bugs / Re: 1.0.0.7 Cannot ally with Faceless
« on: January 15, 2016, 04:11:00 pm »
I'm also curious. I have killed all faceless in the Buzzer's shop. But nowhere else and I did save the faceless guy in the cage. Does it mean there is now way to make them not hostile in late game?

36
General / Re: [Mild spoiler] How to shoot .44 pistol twice?
« on: January 15, 2016, 02:31:40 pm »
SMGs can become really powerful later. I've built 8.6mm SMG with rapid reloader and taken the perk that reduces SMG burst AP cost 50%. Now I do 2 bursts per turn with damage similar to a medium assault rifle :)

37
I haven't reached this stage yet, but something should definitely be done to Deep Caverns. Almost every reviewer mentions it as the weakest point of the game and mood spoiler.

I should probably stop playing for a month or two, maybe some frustration stuff will be fixed at that point :)

38
Bugs / Black Crawler camp attack quest status
« on: January 10, 2016, 07:48:05 am »
"Help Gorsky attack the Black Crawler camp" - this quest became active after I've already finished it and moved on to other quests in Core City (Arena, JKK stuff).
Naturally, Gorsky is to be found where I left him (in the Black Crawler camp) along with all others. I'm not sure when the quest became active again.

PS: when the merchant in Black Crawler camp should appear? I've returned there after several hours but he's still not there.

39
Suggestions / Re: A suggestion to make entrances more visible
« on: January 10, 2016, 05:10:00 am »
I agree. Maybe all exit grids should be rendered visible through walls?
What about if the exit grids were a translucent 3D block from floor to ceiling (like a warp field) instead of a translucent parallelogram on the floor (like a teleport tile)? Then even if the "exit grid" is a stairs escalating toward the camera, the top of the red block would still be visible.

By "block" I am talking about the effect produced by the Force Field psi ability: but probably only half or a third of the thickness even though it would remain full height.
Good idea. I would've liked it as well.

40
Suggestions / Re: Various Suggestions
« on: January 10, 2016, 05:06:26 am »
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".
I disagree. Crafting skills are expensive - every point in those makes your character less efficient in combat, or other skills. So it must affect "power level" one way or another.

I feel like you might just be having terrible luck? Playing through as a pistoleer/crafter, once I got past level 12 or so there was simply no way for the weapons I found to compete with what I could make. It's true I had to hunt a bit for the best quality frames, but MODS are what tip the balance. I never, ever found a pistol with the rapid reloader on it, let alone both the rapid reloader and the laser sight. Being able to fire my extra-accurate .44 three times a turn without taking Gunslinger is something I would never have been able to do without crafting, and that gave me FAR more offensive potential than a few extra base damage points from a higher quality frame.

I know what you mean. SMG's were also fine in my game, my problem is with snipers and crossbows. I dunno, it is luck or designed this way, but If you ever got "lucky" like me finding such super-weapon from a body of early game NPC and this happens to be your primary weapon - your crafting is screwed. No weapon mod will justify making new weapon that is 30% weaker...

41
Suggestions / Re: Various Suggestions
« on: January 09, 2016, 08:38:47 pm »
Right now I see crafting only as a way to get rid of all those items you find. I wanted to craft better weapons, but I seem to always find better weapons on dead bodies.

Rest assured that the quality of weapons you can loot doesn't even come close to the ones you can craft yourself, plus you get to choose what to craft and certain mods make more sense than others. Some craftables are also unique, meaning you will not ever loot them anywhere.

A reply after I played to level 16. While I agree crafting works for some stuff like grenades, bolts (good 'nades and bolts are rarely found), it doesn't work so well for crossbows and guns. Somewhere in underpassages I have found a 12.7mm Harbinger sniper rifle that deals about 84-127 damage. After I advanced a lot in the game, I still can't find a sniper rifle frame with comparable quality. I've recently found Harbinger frame which requires 80 mechanics, but the final damage was something like 70-115, nowhere near the one I've found much earlier. The same experience I've had with a crossbow.
So in order to get some results from weapon crafting, you need to max Mechanics out very early, take Gun Nut and then prey to find decent weapon frame in the shops...

So, my suggestion for developers:
1) Reduce quality of lootable weapons so that crafted weapons can compete.
2) Maybe increase amount of weapon frames in some shops so that usable components will more likely be found by the player.

42
Suggestions / Re: Invetory enhancement
« on: January 09, 2016, 08:30:10 pm »
Sorting by weight is essential for inventory management, IMHO.

4) Replace dropdown-style filtering with buttons or tabs to reduce the amount of clicking.

43
Suggestions / Re: A suggestion to make entrances more visible
« on: January 09, 2016, 08:26:18 pm »
I agree. Maybe all exit grids should be rendered visible through walls?

44
General / Re: alternative map *updated*
« on: January 09, 2016, 06:53:45 am »
Some guy on Steam is working on a better map.

I still think the Devs should put some kind of spoiler-free official map (or maybe several maps?) inside the game as a usable item or something.

45
Development Log / Re: Dev Log #45: Game Released
« on: January 05, 2016, 03:01:53 pm »
You did a fantastic job at this game. I still can't believe that a few people managed to make game better than most large developers, including inXile. Sure Wasteland 2 is fine and I don't miss my $65, but as I was playing it the sense of compromise everywhere didn't leave me. A constant current of drawbacks: broken balance, shallow locations, linear progression, many obvious mistakes in UI design etc. It makes you believe that it's impossible to do a game properly these days without resorting to modding. So many developers like Bethesda just gave up on proper game design and like "why bother? They will mod it like they want anyway." but THIS game... It just nailed it. The core mechanics of the game just WORK, no need for mods to fix it. Things that could be improved are not critical and I mostly want a modding community for world/story expansion.

Just.. thank you. I'm urging everyone I know who likes good RPGs to buy it. I really hope that the sales will eventually be satisfactory enough so you won't feel exhausted but rather grow stronger as a developer and give birth to some more gems like this in the future.

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