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Messages - Alice Malice

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16
Suggestions / Re: Idea for a new melee weapon component.
« on: October 23, 2019, 07:42:00 pm »
I still don't get why poison coating on melee weapon still isn't a thing ...

Probably because a crawler posion spear or heartbreak poison knife would be crazy OP, especially with opportunist/hypertoxicity

17
Perhaps as you gain notoriety with the various factions in the game, you could have progressively stronger assassins and even hit squads from your enemies and rivals coming to ambush you in your house who could carry very high quality or even completely unique equipment that you wouldn't be able to get anywhere else? It'd certainly give a use to all those fancy plasma turrets you can get for your home.

18
Suggestions / Re: Buff ideas for dodge/evasion skills
« on: October 23, 2019, 04:29:02 pm »
Changes I'd like to see regarding this:


- Just remove the minimum hit chance cap entirely so that characters with insane dodge will always dodge low accuracy attacks like rathound bites or cave ear poisoned shooters for instance


- Merge dodge/evasion into one stat so that characters with dodge/evasion as their only line of defense aren't so starved for skill points.


- Add 'graze' hits like in XCOM 2, where characters would have to pass an additional 'graze' check when attacking against very high dodge enemies. A graze hit in this case would reduce the damage taken from an attack by a percentage relative to the disparity between the attacker's accuracy and the defender's dodge, meaning that a character with a very high effective dodge getting hit by an attack could have the damage taken from that attack reduced by as much as 80% or as little as 40% if a graze hit occurred. This would go a long way to addressing the "all or nothing" feeling that you get when you're playing a pure dodge build on dominating difficulty, where you either dodge the sniper's shot, or you just get oneshot killed immediately. This would also make extremely dodge based enemies a goddamn nightmare unless you think ahead and bring some means of stunning/incapacitating/rooting them, and would make throwing nets far more useful. It would make investing into dodge much more viable as a whole, and increase roleplaying potential by a huge margin, as it's extremely annoying when the character who I wanted to be a super dodge-y acrobat has to go plonking around in ultra heavy super steel armor or use constitution as a dump stat just so that she doesn't get obliterated on dominating.


- Make certain armor and feats reduce the chance to get hit by an attack by a small flat percentage, or increase the chance to be only grazed by an attack by a flat percentage. For example, Aran's unique phantom driver armor could reduce the chance to be hit by any attack by 5%, as well as increasing the chance to be grazed by 15%. This would make wearing light clothing actually viable on higher difficulties, since right now I'm forced to abandon the phantom driver despite the fact that it looks awesome as hell and fits thematically with the character I'm going for, simply because I get completely dominated whenever I fail to dodge an attack, as the armor itself provides virtually no damage reduction whatsoever. You could also rework the 'nimble' feat to decrease the chance to be hit by any attack by 5% and increase graze chance by 10% instead of it simply giving a bonus to an already non-viable stat (at least on hard and above imo).


19
Suggestions / Re: Aran's home invasion
« on: October 23, 2019, 03:49:25 pm »
Right now it seems like the only fix would be to just gas the dickhead as soon as you meet him in the bar like I did, but yeah, that should definitely be addressed for players who didn't immediately kill him for his ridiculous sword

20
Maybe it really is just decimation. That wouldn't have a huge effect; decimation is painful but not catastrophic.

But most importantly, it's a game; it's not realism, it's not a training simulator.  It doesn't have to be probable.  It's more probable that a well-equipped, well-trained small team with the advantage of surprise and placement can destroy a platoon of moderately-equipped, moderately-trained soldiers caught unawares - that's sort of the whole concept of special ops teams, in fact - than it is that people can start doing magic with their mutated genes.  Or, for that matter, that a person could take a piece of metal and a wooden(?) stick and without any tools or heavy machinery turn that into a masterfully-crafted shock hammer.  Or that a little bottle could contain a controlled fusion reaction to be used as a battery.  Or that cryogas would even ever be possible without completely violating one of the most fundamental laws of thermodynamics.  Or that you could survive getting shot 20 times by a 9mm just because it was a little wobbly and maybe had some rust on it.

If Fort Apogee breaks your "immersion" and these things don't, then you're just using a buzzword with no reason behind it.  We know the game world is abstracted - there's more to Core City than just what the player can see - the maps only exist to show interesting parts of the city.  We know there's more to the caves of UnderRail than just what the player can see.  Why wouldn't there be more to the Protectorate than just Fort Apogee?  Or, depending on how you like to think about it, more to Fort Apogee than just what the player can see?  No reason at all that there wouldn't be.

I think he was talking more about the immersion in so far as the game world is concerned, the fact that the fort being wiped out should have characters reacting to it, as it'd be a major event politically and socially in the context of the game.

21
Suggestions / Re: Don't aggro unaware enemies
« on: October 22, 2019, 05:56:23 pm »
I just checked and realized that the zone Aran is in is listed as an "Uncontrolled zone", meaning that I should be able to do what I want as long as nobody is alerted, right? Could this potentially be a bug?
Not sure, but it might work if you use traps or gas grenades without being seen.

Holy shit the gas grenades actually worked! Thanks so much dude, I tried everything except that, wouldn't have thought of it otherwise, my build is saved!  :)

22
Suggestions / Re: Don't aggro unaware enemies
« on: October 22, 2019, 03:56:06 pm »
Great idea, thanks. I've tried traps already, but I'll try throwing a gas grenade while hidden and if that doesn't work I think I'll report it as a bug.

23
Suggestions / Re: Don't aggro unaware enemies
« on: October 22, 2019, 11:00:23 am »
I just checked and realized that the zone Aran is in is listed as an "Uncontrolled zone", meaning that I should be able to do what I want as long as nobody is alerted, right? Could this potentially be a bug?

24
Suggestions / Re: Don't aggro unaware enemies
« on: October 22, 2019, 09:22:48 am »
This is pretty much the rule unfortunately, a faction has a mind-link with every faction member, so assassination only really works if you're dealing with a smaller faction that you can avoid from then on.
Exceptions are usually made for quests, where NPCs that might get killed by the player during the quest are not considered to be faction members, because killing them would make the quest giver hostile.

So I take it that it'd be too much work to redesign the aggro system then. Would it be possible to add an exception to Aran specifically by removing his faction affiliation or some such thing? I need his red dragon katana and armor for my build, but I don't plan on giving him the spoiler from the DLC, plus I have 0 persuasion so I doubt he'd even accept my offer. 

25
Suggestions / Don't aggro unaware enemies
« on: October 22, 2019, 05:26:06 am »
I really dislike how an entire settlement/faction instantly aggro's on the player for killing one of their own even when you do it completely silently and out of sight of other enemies.

This had always annoyed me, but particularly so when I tried to kill Aran after returning from the expedition DLC. I closed the door to the bar, killed the barkeeper and patron without making a sound, then stunned Aran with dirty kick and finished him off with my machete, all of which was completely silent and entirely cut off from the line of sight of other characters.

Yet, when I opened the door to leave, the Praetorian guards outside all instantly aggro'd on me, along with the house merchant and other NPCs who weren't even in the same zone as the crime.
I'm all for challenging games, but this strikes me as rather arbitrary and unfair and makes playing a stealthy assassin pretty much impossible since every NPC seems to have an intrinsic, almost telepathic knowledge of every other character's health and location.

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