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Messages - mephisto

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46
Suggestions / Re: Feat: Concealed Weapon
« on: December 13, 2019, 03:20:19 am »
i like the idea, but to make it NOT too OP, maybe there should be a new "concealable" weapon for each weapon type, and it should be the weakest weapon among others.
for example : the "Shiv" > knife
for pistols, it could be, like, "Zip 22" perhaps (google it).

47
Suggestions / Re: Toggle-able highlight items
« on: December 13, 2019, 03:12:52 am »
i agree with this, it won't change the user experience in general as it could be changed in the options menu.
players can choose either method of highlighting.

48
Suggestions / disguise, as another option of infiltration
« on: December 13, 2019, 03:07:29 am »
i can see that each major faction in this game uses their own outfit (apart from Lurkers, Lunatics, etc.).
and i remember Gorsky's quest when we have to infiltrate Port Zenith by disguising as one of them (one of the options), the idea behind this is good, where the guards couldn't notice us but kept it hard by not allowing us to get too close as they would blow our cover.
so maybe for short, the disguise doesn't make us completely unnoticeable, only either increasing our [stealth] skill or reducing their field of vision by wearing their outfit.

i think it goes pretty much like this in the flavor text part:
Protectorate Marine Armor (and other Protectorate outfits) > [increase stealth skill against Protectorate soldiers by XX]
Tchortist Robe (and other Tchortist outfit) > [increase stealth skill against Tchortists by XX]
it would take effect by either increasing our stealth, or reducing their effective field of vision while we're wearing it.

and naturally, won't have any effect on other NPCs, or even better, making it harder to sneak past rivaling faction. for example, wearing any Core City faction outfit would make it harder to sneak (or reduce stealth) against the other two factions. this is inspired by Camp Hathor's reaction towards the player if they wear the Rathound Regalia when entering the Camp. but in their case, it's way too hardcore, as the whole camp will immediately hostile. them pipeworkers.

but to make the effect not too dominating, make the stealth skill increased by a small or decent amount, let's say...20 to 30 stealth points or so.
or reduce the corresponding faction NPCs' field of vision by, let's say...a half of their normal FoV distance (if the effective FoV is 20 tiles, then it would become 10 tiles if we wear their outfit). it would help non-stealthy characters by some margin.

it wouldn't have to be exactly like this, but you get the idea.

49
General / How do I infiltrate the Pirate Bay? [spoiler]
« on: December 12, 2019, 10:34:22 pm »
i need to rescue the Professor, i'd rather infiltrate their HQ than going rambo. Yakota suggested to search G2, E3, and I5.
but i can't find a path to get inside the pirate captain's ship (G2), or western outpost (E3).
i can only sneak inside the eastern outpost (I5) but the professor's not there.

should i just negotiate and play along? or is there a hidden path i can utilize to get inside?

50
General / Re: Expeditions spoiler Old Ib and few athers
« on: December 12, 2019, 08:51:24 pm »
"Caves west of Old Ib, utility bot opens the door into a room is it the end of it?"

Yes, but you can destroy it. (It's stunned forever.) It will give you the classic "wheeled bot" items.
is it the cave with many Coil Spiders surrounding a building? and the Bot is blocked by cave-ins? once i freed the Bot, it's just simply rolled to the spiders' trap, then the spiders swarmed the Bot to death. it never got near the building, let alone opening the door.

51
General / Re: Jack Quicksilver Issue (Triggering "Meet Azif")
« on: December 10, 2019, 07:19:36 pm »
for Ohad Xander's quest, i can CONFIRM that making fun of Daniel Arda WILL lock you out of meeting Azif.

52
General / how does betrayal as a branching point sound to you? (spoiler)
« on: December 10, 2019, 07:18:00 pm »
after i finished the JKK quest line. it made me think about betrayal, not NPCs to us, or NPCs to other NPCs. but a story choice for us to tread, about our own betrayal. i know we can betray someone at some point in this game, but what i thought specifically is what if we get a chance to betray the Oligarch we were serving? i don't think it would impact too much for the story as the important thing for us is just to find Cornell, with or without the Oligarchs' help. so it's like a branching point.

for example :
JKK : after we learn that JKK killed Vivian > move on to the next quest (normal) OR leave it and find another way (betrayal).
so it's either duty, or feelings. if we choose to betray JKK, the story line changed from "serving JKK" to "make our own way", like finding Vivian's body that contains clues to her backstory and to find Cornell (assuming she's secretly investigating Cornell).

please note that betraying a faction by sabotaging them or even killing their leader is not an option because we would be a fugitive and thus can make the whole citizen hostile to us, unless there's a more interesting story to prevent that, like killing their leader in a silent way, and so on.

for the other two factions, it goes similarly, but because i don't really know their story line (i mostly join JKK in my playthroughs),
no matter how the story would be like, the point is the idea.
and because this is just an idea, don't make a big deal out of it :) cheers

53
Discussions / Re: How did you find out about this game?
« on: December 09, 2019, 07:07:43 pm »
My friend told me about this game, he's a junkie for old school games.
I personally don't really into it because i have tried several other similar games (Avernum, Eschalon, and so on, even Fallout 1) but didn't feel the chemistry. Before playing UnderRail, the only similar game i like was [Diablo 1-2] and [Blade & Sword], nothing else.
but THIS one got me! this game is so enthralling, i could easily dump my spare time to this. Easy to pick up, hard to put down.
I just hope this game will keep being updated with new things, i know stories have to end at some point, but maybe you can add some new things other than the storyline.
This game is just so awesome. Keep it up!

54
It's currently impossible and has always been, as far as I know. In any case, rushing has nothing to do with it.

Quick look at page histories reveal that someone changed it just recently and those are his only edits.
https://www.underrail.com/wiki/index.php?title=Save_Jenny&diff=prev&oldid=36740
https://www.underrail.com/wiki/index.php?title=Cliff&diff=prev&oldid=36739
Always check sources for dubious stuff you read on the internet!
well, if it's "always" been impossible, then why did the guy edited it "recently" telling that it's possible?

55
i said still arguable because the wiki says that we can save Cliff if we rush quick enough to save Jenny (in the quest page).
i don't think this is true, at least maybe not anymore.

i stealthed to get past Cliff and get inside the trap door, in order to clear the area from burrowers and opened the necessary ventilation shafts to ensure i can rush to Jenny as fast as i can after i start the quest.
then i get out to talk to Cliff to start the quest, get in the trap door instantly after the convo ends, then rushed to Jenny very easily with all burrowers dead and ventilation shafts opened, but Cliff STILL dies.
the ONLY legal way to save him is to save Jenny without starting the quest, but that means you don't get any XP or oddity XP.

this is even more interesting : after i started the quest by talking to Cliff, i went inside the trap door, then instantly went back out again, and Cliff dies even though it's only about 1-2 seconds passed and the bleeding still needs way more time to completely kill him (counting by the bleeding damage and his remaining HP).

i think the quest page on the wiki needs to be updated, unless there's something i missed. (my game version is 1.1.1.3)

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