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Messages - destroyor

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91
Suggestions / Pickled Mindshrooms and Psi Beetle Brain Soup
« on: August 13, 2020, 03:25:43 am »
Playing the experimental patch.

I notice once I passed mid game no food vendor sell Pickled Mindshrooms and Psi Beetle Brain Soup. I know this is not bad RNG because I've been doing merchant runs and even used speed hack and can confirm they are no longer for sale.

My char is currently holding 4 Pickled Mindshrooms and 7 Psi Beetle Brain Soup, been hoarding them like I do with potions on Skyrim -_-.

I'm guessing it's either:
1) a trigger for npc to stop selling them after a certain point, or
2) a global limit and how many of them are for sale

Please correct me if I'm wrong in my assumptions. However if this is intended behavior I'm guessing you don't want player to circumvent the increased psi cost by using high level gears + Psi Beetle Brain Soup. I'm fine with that but I don't think Pickled Mindshrooms should get this same treatment as it only increase the psi critical damage bonus. Psychosis already got hit hard as it is and I don't think this is justified.

92
Suggestions / Item description updates
« on: August 12, 2020, 07:01:24 pm »
The following armor and item descriptions need some changes:

Death's Grin
Equip: Critical chance increased by 2%

to:
Equip: Critical chance increases by 2% for weapons and unarmed attacks


Infused Rathound Leather Armor
to:
Critical chance increased by x% for weapons and unarmed attacks


Core Chips
to:
Use: When consumed increases weapon and unarmed critical hit chance by 2%.


Hardcore Chips
to:
Use: When consumed increases weapon and unarmed critical hit chance by 5%,


As a side note - it would be great if you can update all the character graphic models for all the base game infused leather armors too. The inventory icon for infused Rathound/cave hopper leather armor should stay the same as their respective default icon regardless of fabric used to make them stand out in your inventory.

93
I'm going to make one hail mary patch feedback, and shut the fuck up after this. This is really a copy and paste from my post from here:
https://steamcommunity.com/app/250520/discussions/0/2797251375477334477/

Quote from: Styg
https://underrail.com/forums/index.php?topic=5732.msg30350#msg30350

The first major theme of this update is the change to psi mechanics. The full changes are listed below. They are not primarily meant to kick the full psi builds down a notch (though they will do that), but to address the following issues with psi that I find the most problematic and detrimental to the game as a whole, not just in terms of difficulty:

    Psi gives you too many utilities. Due to how the psi functions now (prior to this update) it's almost impossible to add new stuff to psi without extending the already bloated spectrum of combat utilities of any given psi generalist (which most psi builds are) even further, since, unlike with combat utilities, there are no limits to what a psi invoker can access during combat.
    Psi is cheap to spec into. Even though every psi school is a separate skill, they are all based on a single base ability, which is the only one required to be maxed out in order for your character to be powerful. If you invest heavily enough into it, the psi abilities themselves will make up for many deficiencies in other areas. No other robust build works like this, they usually require at least moderately strong investment into a secondary base ability.
    Psi does not require any expendable resource. Pretty much every other build does so I introduced a resource for psi as well. Now it has a dual (or hybrid if you will) resource management aspect. Also I used this opportunity to put a sort of a limit to how much psionic output you can dish out in a single fight, so we'll see how this works out.
    This is the least important point, but it's still worth addressing. Some abilities are a bit too cheesey and easy to exploit so I changed them up a bit. This does not make them perfectly balanced or un-cheeseable and I know there is other stuff out there that's cheese as well. These are just the ones that bothered me the most and were long overdue to change.

If you refer to the above quote, the purpose of innervation are:
1) Psi have access to too many utilities.
2) It's impossible to add new stuff to psi
3) Psi is way too cheap to spec into: You only need high WIL and 6 INT for Premeditation
4) Psi does not require any expendable resource
5) Some psi abilities (again, hereafter refer to as spells) are way too cheesey/powerful

If you re-read my post #18 on this thread you'll see that I already said non-core spells are now window dressings. Whether the spells I listed are worthless or not are always up to debate. @Tamiore, in fact, you agree w/ me some spells are just not good enough to justify a slot. By default, the innervation slot system will screen out some spells as non-core spells, making Purpose #2 pointless. I already said as such:
Quote from: destroyor
This is at least 9 psi abilities out of 32 available that will never get use due to opportunity cost at a staggering rate of 28.125%. Styg you said you want to expand the psi system, but what's the point of adding new spell if it'll either:
1) never get use because slots are valuable and it's simply not good enough to make the loadout, or
2) It's very good and a must have to be included squeezing another spell out of loadout making the old spell effectively window dressing
Again, this point was never addressed nor acknowledged by Styg and rarely seen in any discussion unless I bring it up.

Now onto purpose #1, 3, 4, 5: this is exactly why under the old system psi is newbie friendly: easy to build, learn and use, with a vast array of spells to choose from. Another newbie friendly build is tin can AR build and I frequently hear complaints that it is boring: burst, burst and more burst. Psi was never boring; it allows shenanigans which makes it fun. This is important and not just a moot point as it made Underrail more accessible to new players. The whole point of making a game for a dev is to make $. The whole point of playing a game for player is to have fun. When a game is hard, boring, frustrating with a high barrier of entry, than it is unlikely to sell a lot of units = less $.
With the new slots system, you are going to be doing the same core spells over and over again, which is more boring = less fun => I do not know why some of you do not seem to understand that.

For the record, I am not a fan of innervation. However since the system is here to stay I want non innervated spells to play a role and allow to be use every once in awhile (under restrictions and within limits), not an extra slot.

Styg seems to see purpose #1, 3, 4 as a bad thing. I see them as a good thing but it's his game so ...

I agree w/ purpose #5 and some spells should be adjust accordingly.

Quote from: Tamiore
    Originally posted by destroyor:
    - Cryo-Shield

Never used it before. Because opportunity costs was already too high in the form of psi/AP cost.
You missed out. You can pre-cast cryo-shield + PSP before you manually start a hard fight so the AP costs are irreverent, meaning two extra layers of "free" defense. Under the new system, sure you can still pre cast them and than reset your slots but even if you are willing to spend the two psi inhalants this "solution" is bad because:
Quote from: destroyor
There's a very thin line between having challenging mechanics and annoying, extra tedious "work". .. breaking game flow making it annoying. .. but all these changes and the design philosophy behind them, imho, had crossed this line and ventured firmly into annoying, tedious territory making the game feels like work sometimes and do not, again imho, increase the fun and challenge of the game. This trend is indeed worrying especially with Infusion currently under development and I suspect Styg is using Underrail as a test bed for future system.
So now to have the same effect you need to spend oh my god 2 extra inhalants /s and click click click click click - fucking tedious. At the very bare minimum there should be a streamline option for this - use a non-innervated spell, auto consume 2 psi inhalant without the multiple clicks + annoying loadout adjustments.


Variety to gameplay is like spices to food: They are not necessary but sure made the food a hell lot more enjoyable.

If you are serious about this discussion and genuinely interested on patch feedback, you should review all existing patch feedback threads. It could be here, steam forum, reddit, and what have you. You will find that I am not alone in believing psi was fun to play, a strong selling point for Underrail and this latest patch reduce this fun factor. You can laugh and dismiss this as a non issue all you want; Maybe Styg never intended psi to be this way, but we are not alone on this opinion, nor are we the minority. There are dozens of us! DOZENS!

94
Suggestions / Re: Remove one tile of Mutagen Gas in the Drone hideout?
« on: August 08, 2020, 12:29:55 am »

Thanks, man. Completely forgot about that tweak... even though I read it.

How can I do that, btw?

https://steamcommunity.com/sharedfiles/filedetails/?id=843557165
Follow the instructions in the Duplication and item transfers section.

95
Suggestions / Re: Remove one tile of Mutagen Gas in the Drone hideout?
« on: August 07, 2020, 07:03:05 pm »
https://underrail.com/forums/index.php?topic=1566.msg30430#msg30430

Items
Biohazard suit now provides full protection from a certain very, very bad gas

You can try to "deliver" a biohazard suit using the item duplication cheat to get out of the base.

96
Bugs / Re: Drag 'n' Drop hostile?
« on: August 07, 2020, 06:59:29 pm »
Can we get a dev to weight in on this? This is actually a pretty big deal due to the incredible nature of all-in.

97
General / Re: underrail.info
« on: August 06, 2020, 09:54:19 pm »
Hypno Goggles is no longer an option under extras -> head?

98
Bugs / Drag 'n' Drop hostile?
« on: August 05, 2020, 07:07:15 pm »
I didn't fight/trap the usual hostility triggers but I did pickpocket everyone without being detected and looked inside the coat hanger/container without taking anything. Drag 'n' Drop at the time did not turn hostile.

When I visit Drag 'n' Drop at a later time every npc is hostile - wondering if this is intentional or not.

99
Let's take a look at the spells for pure psi:


Telekinetic Punch
Telekinetic Proxy
Implosion
These three are the bread and butter vs. single target

Thermodynamic Destabilization
Add in thermoD and you are cover on AOE

Psycho-temporal Contraction
Stasis
PTC for AP/MP, Stasis as reliable panic button.

That's already 6 of the 8 slots taken, if you are running psychosis build you 100% want:
Cryokinetic Orb

Now you have 1 slot remaining, please discuss how you could justify choosing those edge case spells over the following:
Cryostasis
Pyrokinesis
Force Field
Electrokinesis
Electrokinetic Imprint
Limited Temporal Increment (a must if you also take Grenadier)

Let's say you are running Trans psi build, and forever reason(s) you don't pick up Cryo orb, again please explain why you'll choose those edge case spells over the above objectively better spells.

Or if you have some alternative loadout for pure psi that would take edge case spell as core spells I would love to hear it.




Alright let's look at 3 WIL psi hybrid:
I'm running 6 or 7 INT for Premeditation and crafting related spells, force field is out due to it's low hp and unreliability. I have 5 slots, a typical load out would be:
Thermodynamic Destabilization + Limited Temporal Increment (w/ Grenadier I have triple explosions within 2 turns, the most effective combo hands down)
Psycho-temporal Contraction (for AP + MP)
Stasis (panic button)

So with the one slot remaining, what would you pick and what's your reasoning?
For me it's one of the following:
Cryostasis - great silent control
Electrokinesis - build specific such as pistol build would use this to execute, otherwise use as stun on demand
Electrokinetic Imprint - instant trap

Again the edge case spells are not even worth considering due to opportunity cost. If there's some factor I'm not considering where edge case spells should be consider as core spells please post them.

100
General / Re: Protectorate Warehouse Robbery - Hostile?
« on: August 02, 2020, 07:55:05 pm »
Agree w/ harperfan7.

To be safe you can also kill those two guards and go to Fort Apogee and see they are hostile there.

101
The new psi system will now allow 8 slots.

Are pure psi and psi hybrid viable and effective under the new system, even on dominating?
Yes.

A special mention of Force Field for psi hybrid - under the new system FF will get you kill and is not worth using for 3 WIL psi hybrid and I permanently taken it out of my loadout as a result.

However with the max 8 slots limit, a lot of psi abilities will never get use now.

- Psi-cognitive Interruption, great for npc, almost useless for player. It was maybe useful for taken one psi enemy out before the change (X: doubt) but now the opportunity cost of having it taking up one valuable slot is way too great.

- Neurovisual Disruption: probably maybe useful for psi hybrid that want to snipe next turn, but even that is doubtful as you can just use 5 more AP to enter stealth mode and save up a valuable slot.

- Force Emission: not that great before the change but now absolutely garbage under new system.

- Disruptive Field: super useful before against ranged with its long range and low cost, now again the opportunity cost of having this take up a slot is too great, will never get use.

- Cryo-Shield: opportunity cost, never get use, you get the idea.

- Psycho-temporal Dilation: situationally useful before change, now oc, never get use. I'm a broken record

- Entropic Recurrence: hard to use before, now absolutely garbage under new system, oc, never get use. You know the drill.

- Temporary Rewind: same as above.

- Precognition: I occasionally turn this on before the change hope RNG goddess will smile upon me. Now? Please, oc, never get use, blah blah.

This is at least 9 psi abilities out of 32 available that will never get use due to opportunity cost at a staggering rate of 28.125%. Styg you said you want to expand the psi system, but what's the point of adding new spell if it'll either:
1) never get use because slots are valuable and it's simply not good enough to make the loadout, or
2) It's very good and a must have to be included squeezing another spell out of loadout making the old spell effectively window dressing

See for me, when I play full psi the fun comes from using specific spells under specific condition or using spells unconventionally to giving me an edge: Pre-casting Pseudo-spatial Projection and Cryo-Shield before a tough fight, Disruptive field against a sniper/xbow taking this one enemy out of the fight for several turns, cryostasis/cryo-shield against that native boss using exothermic aura, ThermoD to take out enemies' cryo-shield, Stasis to take out an enemies' pseudo-spatial projection, force field blocking npc into a far corner so he can't yell for friends, FF moving NPC to pickpocket him, cryo-shield yourself when you are on fire, etc.

The above situations do not happen all the time and occurred every once in a while. They added variety and made things fun. With the new system there's simply no place for these kinds of shenanigans now. This is why pure psi are less fun and boring now - you are doing the same thing over and over in order to be viable and effective. It does not make sense to innervated these spells to prepare for an edge case that might never come.

I prepose all psi user getting a free ability once you take the psi pill that will allow the casting of a single non-innervated spell at various cost and/or penalties with the ability itself having a cooldown of 50 ~ 200 turns to cover these edge cases.

On the topic of fun, I do have more comment on this as it had been bugging me for a while now:

There's a very thin line between having challenging mechanics and annoying, extra tedious "work".
The increased weight of repair kits means you need to return to base for repair far more often, breaking game flow making it annoying. Seriously have you try playing a pure AR tin can and watch your gun's durability take a sky dive after every fight? Or play a 3 STR SMG char trying to use trap? Locus? I know they were reduced after much outcry. A certain powerplant not letting you power everything in one go? I know you are trying to drain player resources by making them backtrack to confer a sense of hopelessness and dread - but all these changes and the design philosophy behind them, imho, had crossed this line and ventured firmly into annoying, tedious territory making the game feels like work sometimes and do not, again imho, increase the fun and challenge of the game. This trend is indeed worrying especially with Infusion currently under development and I suspect Styg is using Underrail as a test bed for future system.

102
Bugs / Re: bugs in experimental branch
« on: August 01, 2020, 09:40:09 pm »
Ok I did some testings and it could be cheat engine that disable the entrance permanently.

Save file:
https://mega.nz/file/b0xikQBB#lsCxRHMG55aaA8ZM-y5Syw0ugm87SFlkQWHAvRAj6OA

I've been using cheat engine with unlimited weight table since the beginning of this save:
http://underrail.com/forums/index.php?topic=3035.msg15878#msg15878

So with cheat engine enable Otto will enter the cave no problem but I can't seem to enter no matter what.

Restarted Underrail without cheat engine and Otto will attempt to enter the cave but stay on the map forever, again no way into the cave for me.

104
General / Re: Expedition: endings for Todd [spoilers]
« on: July 31, 2020, 08:27:19 pm »
The other option for you would be to bring him to the Captain.

105
Bugs / Re: bugs in experimental branch
« on: July 31, 2020, 12:47:00 am »
I'll double check again this Saturday, maybe I missed it. I'll report back and upload the savefile then if need be.

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