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Messages - TheAverageGortsby

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721
Suggestions / Re: Make bulk crafting easier?
« on: June 19, 2017, 09:28:06 pm »
Btw, you don't have to drag items into the window, you can click the slot and it will auto-fill that slot. Not as fast as what you're suggesting, but might speed you up a bit for the moment.
I did not know that.  Thank you.

722
General / Re: Deep caverns and charlevel
« on: June 19, 2017, 09:25:33 pm »
Anyway, which level were you when you entered deep caverns
I'm not using a walkthrough, an imported character, or any sort of cheat, but just exploring everything I possibly can.  Using Classic xp system, I'm about to go talk to Edein and begin the Deep Caverns part, and I've got 95k past the level cap.  If I kept this character save I think he'd level three times the moment the expansion hit :P  Clearly there's a lot more xp available in the Classic system, especially if you've got lockpicking, hacking and traps.

723
General / Re: Acid Cyclopean Eye
« on: June 15, 2017, 07:02:59 pm »
Holy... But how? I've been looking for him everywhere and couldn't find.
Can't really tell you, sorry.  I didn't do some specific "Summon Two-Headed Mutant" ritual or anything.  I went everywhere I could before going to Depot A, killed the lunatic groups and the lurkers, the burrowers in all three places, did all the pre-Depot quests for both Scrappers and Eels, killed off the scavengers (didn't have Doctor, anyway), did Abram's first two quests.  Then went through the Wormhole, explored all the areas with turrets and junkyard muties, and finally went into the Depot proper, where that mutant was hanging out with his other mutant friends.

Sorry.  Didn't even know it existed, which is why I was surprised enough to screenshot in the first place.  Don't know what made it show up.

724
General / Re: Acid Cyclopean Eye
« on: June 14, 2017, 05:01:43 pm »
Late to answer the question, but I just last night found one playing through the Junkyard in Depot A.  They're much more dangerous than the normal mutants in the Depot, with 500HP, and they hit like a damned tractor.  I never saw one before, so I'm guessing they're pretty rare.  I suppose it could also have something to do with level - I messed around and did everything I could find before going to Depot A so my character was level 12, which is two or three levels higher than the other characters I've played to the Depot.  It did drop the Acid Cyclopean Eye.

725
Suggestions / Improve floor quality value for Super Steel?
« on: June 09, 2017, 02:29:07 pm »
I sure do love some Super Steel.  But the quality spread is pretty punitive.  I dropped 9,000 charons last night for three plates all under 90.  Might it be OK to increase the lowest quality from 70 to say 100?  100 quality is still just good enough to want to use.

Unlike any other crafting material in the game, you can't see the quality of your super steel before you buy it.  Of course you can probably save scum to get high quality.  But if you don't like the quality value of any other crafting material in the game, you just don't buy it.  You come back later when the merchant has restocked.  At 3,000 charons a pop, it's quite expensive to get bad RNG with super steel generation, and this rewards gaming the system.

The scaling for super steel means that any value of super steel plates below 100 will result in an inferior crafted item to the regularly-obtainable 120+ steel, tungsten, or TiChrome.  By roughly 100 quality you have a valid reason to use the super steel instead of a higher-quality, but lesser tier, component.  Similarly, when making sheets, low quality super steel results in items worse than you could get by shopping around for even moderately high quality ballistic panels.

I don't argue that super steel should be so good that it's always the best thing to use.  I do believe that it should always be good enough that there are good reasons to use it in something you'd equip for yourself.  Failing that, if we could recycle three super steel plates into two new ones, that would also allow us to overcome bad RNG, at an additional cost.

726
General / Re: Which emitter for electroshock pistol?
« on: June 06, 2017, 08:51:59 am »
Just need a pistol frame, an electroshock generator, and a plasma core.  Uses the Energy Pistol schematic.

727
Bugs / Re: Combat ends when enemies are incapacitated
« on: June 06, 2017, 08:37:06 am »
Yeah, I get that.  The part that should be a bug is that combat is forced shut.  If it could be manually dropped so that you could enter realtime stealth, that would be great.  But there are valid reasons for wanting to stay in turn-based, only you don't have that option.  Sometimes ending combat ASAP isn't as effective a choice as letting it go a few more turns.

Premeditation/Adrenaline coming off cooldown in two turns, grenades on cooldown, you're in a net/acid trap and don't have infused siphoner tabis, incapacitated sledgehammer maniac with Second Wind ticking next to you has 3 hits worth of health and you've only got two hits worth of AP unless you can pop that adrenaline/premeditation for a third action.  Would be awful nice to let those two turns of incap go in turn-based so that you get to start a turn fresh and pop cooldowns, rather than let him wail on you with a sliver of health.

Haven't yet found a situation that I can't save scum through but that doesn't make it ideal.  If you're saying it's all WAI that's fine, then it's not a bug.  I don't have to like everything XD

728
Suggestions / Make bulk crafting easier?
« on: June 06, 2017, 03:28:57 am »
This would probably be more difficult than I think (like most things, sadly) but could we get something like a hotkey for crafting, or autofill from inventory when making certain things?

For example, say you've just gone on a rathound safari and want to make a bunch of crappy leather armor to turn into fabric patching kits.  Since you're the genocide of rats, you've got like 60 pelts.  Dragging each one into the crafting window, then clicking craft, forces a lot of duplication of action.  Then you have to do it all over again with Recycle Item.  Could you have a hotkey to craft so you can just double-click the pelt/armor, hit the hotkey, and double-click on the next one.  Rinse and repeat.

Suppose you've been storing scrap for the day when you finally learn how to use a screwdriver, and you have ONE MILLION scrap.  Finally, you can make repair kits and buy your way out of the box in a sewer that you've called home.  Alas, you can only make four at a time, because they take 20 and scrap stacks to 99.  Then, when you've made four, you've got 19 scrap taking up the slot in the recipe.  Increasing the stack limit to whatever the credit limit is would of course help and might be easiest, in this case.  But if not, and if you're making things with materials that do not have a quality value, could they autofill from inventory?  Doesn't matter which extended magazine you use if you're just making several pistols to sell.

Incidentally, if there *is* a hotkey for crafting, this will be a delightfully embarrassing post, and a lesson about posting late at night when tired  :D

729
Bugs / Combat ends when enemies are incapacitated
« on: June 06, 2017, 03:17:12 am »
Most visible when using Cryostasis on en enemy with several stacks of Chilled, for that long freeze duration, but may also work with crawler poison stun or flashbang incapacitation.  Doesn't seem to work on any 1-turn stun, or Electrokinetic Imprint/EMP stun.

Combat ends, and the countdown timer begins for starting combat manually.  Usually, the stun/stasis will wear off and then when the enemy gets free, combat will force start again, with new initiative rolls.  This can be a hassle, since most likely if you're dragging out a stun it's so that you can regen psi, get out of a trap/DoT, or let an item/skill cooldown period expire.  Sucks to have an enemy crack out of stun, roll a 15 on initiative, and throw two crits in your face when all you needed was one...more...turn (and would have gotten that turn under control if the combat didn't auto-end and forbid you from restarting it)

Concerned this may also be a problem with Stasis in the new psi school.

730
Suggestions / Re: More satisfying Arena fights?
« on: June 06, 2017, 03:02:19 am »
All players should be able to loot the enemies after the fight.
I would love this.  As it is, when I do the Arena fights I end up making sure I save my stuns for near the very end so I can run up and kill+loot on the last combat turn.  If, when you went to talk to the guy who gives you your rewards, he also gave you the loot from the corpses, it would help the pacing of the fights feel a little more natural.

"Here's a box of stuff we pulled off the dead dudes.  No, there were no charons, and old Tweaker Dave promised that there was no adrenaline or morphine, either.  Honestly, we've got to stop letting Tweaker Dave do the cleanup.  That dude's track marks have track marks.  Anyway, good job on not being dead.  This time."

731
Bugs / Re: Report spelling/grammar errors
« on: June 05, 2017, 12:05:25 pm »
Doctor's Pouch:  "You can continently" presumably should be "You can conveniently" and in the effects section, "consumation" should probably be "consumption"


732
Development Log / Re: Dev Log #48: Veteran Levels
« on: June 03, 2017, 11:23:35 pm »
Seeing the three feat names for the new psi school on the wiki made me even more eager about this expansion.  Hope this isn't too badger-y but is there a chance we can get a look at how you've re-done the veteran level stuff?  You know, for theorycrafting purposes (and also because I'm nosy).

Want to play expansion content so badly  :P

733
Development Log / Re: Dev Log #48: Veteran Levels
« on: March 29, 2017, 09:18:09 pm »
I'm guessing flat skill increases might not scale very well either, as in they might be too good if the skill is low or too weak if the skill is already high.
Right.  But again, if you'll read my question, I'm not asking about the upper extremes.  The Veteran feats shown so far are all "be better at what you're already good at."  That's fine.  But there's a conspicuous absence of "round out helpful things you aren't so good at."  And rounding out other skills encourages diversification (discourages one-size-fits-all cookie cutter builds) just as much as skill point crunches.  It lets you pick up a few dozen points in Intimidation or Mercantile that you might otherwise skip.  It lets you add some Chemistry into the mix so you can make some napalm.

Dropping the % requirement for crafting?  Sure, that will let someone who isn't at their crafting minimum make something that otherwise couldn't.  But a base boost would (conceivably) allow them to also pick up other feats that they might want but not have the skill points to get.  It would allow someone who has a stat profile that reinforces a skill to boost it a little if they're shy of a new critical threshold in the expansion.  Basically, it would allow you to choose to flesh out weak spots in your character at the expense of not getting those top end gains.  And that's just as viable a path to improving your character, especially since if you're really good at something, you get heavily diminished gains from skill% improvements.  If you're concerned with a flat increase being too good at extremely low skill levels, then rewrite my pseudocode suggestion as "Increases X skill by Y. Requires X skill > 15 AND < Z - Y" for Z being whatever cap you'd want for the catch-up skills.

I mean, I'm going to buy the expansion any way it goes.  ;D  This game's great.

734
Development Log / Re: Dev Log #48: Veteran Levels
« on: March 29, 2017, 04:28:53 pm »
Look at the bottom of the picture again. Improved Dodge/Evasion/Throwing sound exactly like what you described.
Sure, I saw them.  And there's nothing saying that they aren't exactly that.  But there currently exists no feat in the game that gives a flat bonus to base skills, and no feat mentioned uses a mechanic other than % improvements.  Those aren't bad; no doubt people would find use in them.  But they won't open up access to other feats, if they're %-based improvements on the base; they won't scale with stat specialization.  There's no reason for me to think you're wrong to suggest that, but I was wondering if base-boosting was considered or implemented.  I guess I didn't say any of that the first time.  Sorry  :P
EDIT: And since I didn't address your point (sorry, again): the description for Improved Dodging is clearly not a base boost, so it didn't meet my starry-eyed criteria for broadening character development from the bottom ;)

735
Development Log / Re: Dev Log #48: Veteran Levels
« on: March 29, 2017, 04:04:14 pm »
Would you consider / have you considered skill-boosting Veteran feats?  I get the design concept of not wanting characters to get those extra 200 skill points so that skill allotment decisions are still important, but it might be nice to be able to top up some skills.  It could be as simple as "Veteran X[say, Dodge] - increases base Dodge by Y points.  Requires Dodge < (135-Y)".  Or (100-Y) or whatever you want the catch-up cap to be in the event you want to leave clear advantage to builds specializing deeply in a skill.

Honestly, I'm specifically thinking about crafting feats here in light of the new Psi school, since unless the new school relies on something other than Will, a dedicated Psi build will be optimized toward having even fewer free skill points to do things aside from core combat competency.  But really any build that's struggling hard to get to acceptable minimums in skills could benefit hugely from an option to catch up a lagging skill or two at the opportunity cost of losing whatever other neat Veteran skills are on offer.

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