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Messages - Vokial

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46
While I do agree that the JKK questline is undeveloped, and should be reworked. I'd have to disagree about the ending it was uniquely bitter as Styg Probably intended, and it should stay like that. Also keep in mind not all art is made to provoke good emotions.

As I mentioned above on more than one occasion, I don't have any problem with sad endings if they're fitting. The frustration comes from the fact that even after the first appearance of this quest, and many updates later (one actually named "Factions"), they never finished developing this questline and it feels like it was left in a pre-alpha abandoned state. Where they already decided that there will be 3 quests for each faction, programize the first and last panels of each and then move on to work on different parts of the game, finish those and release a product with a certain area that they completely forgot to finish. Realizing this 10 minutes before launch, they get angry at themselves, literally type out their annoyment in Ola's dialogue at the end, and call it a day. And the questline that fell victim is the one that had such huge potential makes it really sad.

I mean imagine, if you would see this happening in a movie. Two main roles team up, everything's going well, then suddenly out of nowhere, there's a cut and you get some support telling you that one of the main, impactful roles that we just had a major cliffhanger are hereby not comming back anymore. Oh, she died. Fell down the stairs one morning. No biggie. No, there won't even be a scene where she gets written out, she's not part of this film anymore - end of story. Shut up and focus on the rest of the movie!
It's like if the actor somehow suddenly had a fatal accident or had an unresolvable issue with the producers and were kicked out in the middle of shooting the movie and the director's like "ooohh, what do we do now??" But even then, they do something to mitigate the damage, reuse previously recorded scenes, here they made zero effort. It's just bad, since the game does not display something like this elswhere, there are decent quests all around, making this one really stand out by how badly it's done.

47
SPOILERS BELOW, read at your own discretion















Each quest starts out strong but ends in the most half-@assed way possible. Literally none of the 3 missions with Vivian get any explanation. Her introduction and being a more developed personality with the first mission being really interesting won me over. A reliable veteran agent suddenly goes completely nuts? There could have been so many reasons and not giving one is such a wasted oppurtunity. There could've been some drug addiction, or him forced to go undercover while trying to root out an inner spy, so you're sent after him by Vivian to neutralize him, before he gets his evidence published to JKK? Instead what've we got? We find this agent and he's just hostile from the start, we kill him and nothing is explained. There's nothing in his room, a diary in his desk or on his body where his writing gets more derailed due to his mind being slowly consumed thanks to the deprivation of a certain drug that made him that effective to earn his status among JKK. So now that he lost his supplier or whatever, knowing what is to come, he choose exile and slowly gone mad.
Or an even better route that connects more to the plot: details of him being choosed to discreetly perform an inside investigation, as Edstrom was led to think that there might be a possible double agent among the company. Eventually he got busted in front of the double agent too early, overstepped his authority by doing something that's against the morals of the company getting him formally fired within the company, or with his cover blown, making him and his employer conclude that returning to HQ or even going out in public with now Coretech being after him was a bad idea (while being secretly still in contact with Edstrom). During his investigation, an oppurtunity arised, but with a steep price of loosing his cover, crippling the whole operation... But he took the risk and managed to uncover something that might provide enough evidence against the agent's agenda. After tracking him down, he could inform you about his suspicion on her and you could choose to eliminate him without coversation or hear him out and eventually let him go. Later upon Vivian's disappearance, On the way out, we could meeet Ola (assigned to keep an eye on you being such a sudden freshman in these times and getting along surprisingly well with Vivian) who would suggest to keep this confidential until they gather further details and waiting for the perfect time to make their move.
Later, Ola could've included the reports of this missing agent in his explanation to the player after the 3rd mission, so at least we could have something. Instead of nothing. Would that be too much to ask? Literally it's nothing more, than just adding a few dialogue lines... but the difference it would make would be huge. Then Ola just adds on to the player's frustration when he has the ordacity of getting all upset for being asked to provide at least some explanation. And that's what made me frustrated, it's not just that things turned to the worse, you just have to accept that you're not even get filled in on the details. We've never know why the agent turned batshit, who's the guy he was fighting with at the bar (a possible counter agent from Coretech set to tail then neutralize him and steal any evidence he gathered) and for what reason and what made him change so suddenly from a focused veteran agent to a crazed up maniac attacking everyone on sight.
Why start a questline, building up interest, when you're not going to develop it further than it's beginning? Because that's what the first quest have. Just a start and nothing more. It ends without a warning or explanation and in it's current state, it meets the requirement of being just barely functionable, so the player can move on to the next one. Such a waste.

No explanation on the second either. Who are the kidnappers, who were the hostages, nothing. At least I was not as interested in those questions, if that makes it better or worse, that's another question. Also, why any of this is JKK related? I thought we're gonna have a betting heist, or some arena beast breakout... I mean their main profile is Arena matches and it's broadcasting. Why it's them doing the rescue? When there's a hostage situation, the law enforcement's special team gets in. That would've be Praetorians. If JKK got contacted by a general in command of the rescue operation to ask for disabling the security security of the complex so hat they could move in, that would've made sense. They found out that with it, there's a formidable opposition and in order to avoid unnecessary casualties, they had to resort employing outside assistance - from JKK who know a thing or two about broadcasting and also surveillance, also happen to be in for the easy money. You could even totally drop the hostage rescue idea and say that they don't say much, but for what is known, a warehouse got stormed by an unknown mercenary organisation... So you could totally link some quests together and say that the building is the warehouse where the third quest happens for the Praetorian Security. Minds would've been blown for people in their second playthrough. And again, zero programming required, all it would take is just changing the dialogue and the quest would suddenly make sense.

Third one is just to make the players mad. A sick joke. Suddenly you are presented with a character that's actually surprisingly developed compared to what you've ssen recently, actually had a backstory, fun dialogue, everything. It made you feel that yes, devs can do good writing with enough effort. Only to have that shattered in the most sadistic way possible - cutting off the flow with an event happening outside the players view. I know it might be a little self centered to complain about this, but seriously, how could you do such a grand build up, making us partake in interesting and fun interactions which leads the player to a mission that the two attend together (which is basically what everyone wanted at that point), engaging in conversations about each other and sealing it with a promise. Literally everything is done so that the ending can be as frustrating as possible. Really a huge middle finger from the devs.



Now let's forget that we're here as gamers first and foremost, and inspect Vivian from a different perspective. I'm not working on HR, but I know as much that people like Vivian are fun to have around in workplaces. This type of personality can be annoying when it feels forced or falsely acted, usually when it's used in occasions when it seems out of context or when as a tool in order to achieve something.
But if it's genuine, effortless and without any intentions while not being overused, even if the person is downright ugly, these kind of people can be major reasons for other coworkers to return back to their work every day, especially in such places like police, ambulance or retail. Even if things get busy and stressful, they can make the day easy and workers can leave with energy from the fun they had. Especially when it get's tough, the harmless positivity they radiate can forge work relationships, exactly because after a certain point, these connections can only get stronger in giving and receiving reliability and humour in times of hardship.
Vivian was that person, and it's a shame they erased her out of the game the way they did. If the devs want to destroy her so much okay, then she should've just betray the player in the third mission, making it seem like she actually lured you into a trap, plotting on you falling down to be eaten by mutants and revealing her true identity through well written lines on the radio aterwards when you ask for her help. Saying that she found out how your meeting with Bogdan really turned out who might eventually got tracked down by Coretech slightly before you finding him. Already late to save him, before death he tells you the password of his safe that he kept from the enemy with the real evidence. So she knew he had to find a way to eliminate you so she made this trap. She's indeed the spy, this whole setup would fit well with that. Of course, against her efforts you fix the elevator, climb back up only to be facing her crossbow - leading to her demise while with her dying breath she admits that she was not all happy that things lead to this... Some players would still be heartbroken, but that would've been a proper goodbye to an NPC, that at least had run it's short, but full course.



This questline had so much potential and if you think about it, making it one of the most memorable one in the game wouldn't take much effort at all, mostly just writing some additional dialogue lines. Too bad they just made it one, if not the worst and most undeveloped quest in the game leaving the player hollow and cheated.
Sorry if my criticism seems kinda harsh, but I tried to back it up with valid reasons and providing possible solutions to the best of my ability.

48
You can equip it, but it does nothing below 5 Will. The stats won't get applied (not even the dodge penalty) and you can't use Hypnotize either.
Thanks for clearing that. It's definetly a nice boost and a good reason to choose JKK for any character meeting the 5 WILL requirement.

I don't know; I have 5 will on this run and I dont have any other saves where I cant test it.
Thanks for replying anyway, it's nice of you. Also, it reminded me of having my abandoned save (with 3 WILL), so I could test it myself if I was not so forgetfull to think of this and lazy.

EDIT: Got it to the point where the merchant opened up and after checking, the lines on the info sheet of the item get grey and they do not apply. I don't know why I preferred to see it with my own eyes, but that's the case.

49
General / Re: Sniper sidearm (why pistols are underrated)
« on: May 20, 2020, 09:20:37 pm »
Actually, if someone gets the Premediation and Future Orientation feat together with the Acceleration and by using Increment, can have the Contraction buff up 6 out of 8 turns (9 out of 12 with regen of 11 - although one can always use a psi booster).

I never considered the Infused Cave Hopper Leather Tabis, but I really lean towards it now as considerably reducing the cooldown of a feat makes it really stand out of it's kind. What is the highest quality Cave Hopper skin, can it also reach around a 100? Wiki is not really precise on this. And where to find it? Even at higher levels (with my abandoned save), I only find ones that are really low. I doubt that it's just the quality of super steel that matters.

50
Wonderful. Lastly, one cannot even equip it with WILL below 5 right? It's not like some weapon that you can use with penalties, people can only enjoy the persuasion bonus with at least five willpower? It's still sound good either way, but it's better to know in advance.
Thanks.

51
Never went with JKK, not even knew there can be more of these goggles. Are they getting refreshed in Ola's stock each time? I'm just asking to know if so, then rolling one with +30 persuasion is something that one can safely count on when planning out a build? That would be awesome.

52
General / Re: Sniper sidearm (why pistols are underrated)
« on: May 19, 2020, 08:20:13 pm »
In order to cast Increment twice while I plan on casting Temporal Contraction, then I have to burn a psi hypo. Which is not that high price to pay every now and then I guess. I think I'll just wait and see when I get a rifle and check which works best for me. Starting a turn with 0 MP because got restealthed for another Snipe means +25 after using the ability and that sounds nice.

However Sprint can function as a kind of bridge-ability between two Temporal Contractions to maintain the +30 MP bonus.
So casting Contraction with the Acceleration feat prolonging it's effect, a constant +30 MP can be upheld with activation of Sprint from the 4th turn, then another Contraction if one has the Future Orientation feat (although just barely with 10 regen) meaning +30 MP for 8 tuns at least. That can be extended to 10 wearing those Infused Hopper Tabis. If we still need the cycle to continue, a use of a psy Hypo is needed.

53
General / Re: Steadfast Aim - Functionality
« on: May 19, 2020, 06:29:32 pm »
More than half a decade has passed, but better then making a new thread right?

Now the question is, should a pistol receive less critical bonus by this feat because it's AP cost is reduced by Rapid Reloader? Or if I can rephrase it, is it intentional for Rapid Reloader have a drawbacks like this? Right now it decreases the AP cost, but at the cost of also lowering the crit chance of the said weapon if it is a pistol with Steadfast Aim. Not sure if this was really meant to be like that.
Anyway, this would mean that the maximum bonus that one can really ever have from Steadfast Aim on a crafted weapon is a mere 8% if it has a Rapid Reloader (which is very much advised). Geez, do pistols really need to be nerfed any further?

54
General / Re: Sniper sidearm (why pistols are underrated)
« on: May 19, 2020, 09:08:33 am »
Yeah, it's nice, I mean Sprint is limited to a total of 60 MP that you can only make use of in 2 portions of 30 for 1-1 rounds and that's it. Maintaining distance is important as sniper rifle's have to have a certain range in order to not loose precision.

Another thing, is getting Evasion such a bad idea on Dominating? I mean maxing it will provide you 50% blast resistance, that's yours without any armor penalty. Otherwise in case you might plan to add blast cloth, you would loose about +40 stealth from not having black cloth and the resulting armor penalty would decrease your stealth even further together with your MP. But, your blast resistance would not only be 50 but easily 75%.

However, not having maxed Evasion leaves us with a good amount of skillpoints to spend, so we can really-REALLY optimize the sh*t out of our build. For a proper comparison, please refer to the chart below.



There are 2 skill columns next to each other posing the question of either having maxed Evasion or none but instead be a jack of all trades that's also a total master of all with skillpoints raised to the now max thresholds in...

Hacking: 130 without tools, equipping the Engi-suit and taking Hypercerebrix with Underpie (can we use both at the same time?)
Lockpick: 130 with Eel Sandwitch, Engi-suit and Huxkey
Pickpocket: 140 to steal everything movable in the game
Chemistry: 112 for mk V mines & grenades
Mercantile: 105 with Hypercerebrix
Persuasion: 110 with JKK Jacket

...however, an enemy grenade could prove to be fatal.


55
General / Re: Sniper sidearm (why pistols are underrated)
« on: May 18, 2020, 08:21:16 pm »
I kinda thought that Hit and Run is just made for snipers above any other build, exactly bacause they do so much damage with each shot. It would allow you to keep your distance like nothing else. It's not even restricted to like, single use per turn. No crowd could ever keep up with you, not even with them using Sprint.
I mean let's say you have like an effective 30 MP. You run back that much, shoot someone for +25, retreat more, second shot result in another +25 MP you can move back, use Psycho-temporal Contraction for +30 MP, gain that much distance, then shoot your third shot thanks to it and recieve your third +25 MP. That's 135 MP in total. Without it, it would be 60. And it was only possible as each of your shot resulted in a kill, which is highly likely for snipers and they are exactly the kind that hit effectively even from so much distance. And that is not something that SMG's can do - despite them being able to attack much more than 3 times, Hit & Run doesn't really help them as they meant to remain close for bursts to be effective.

The only reasoning against it might be the fact that most area simply not feature that long corridors for you to run along on, so that severely limits it's use - excluding places where you can circle around a block of a building or room. But if you fight several melee enemies, like when a pack of 5-6 all rushes at you, then this would allow you to use all of your AP for attacks as you would still generate more than enough MP (as long as you score some kills) to retreat at least as much as they advance, even as they use up their MP + AP (+Sprint) combined. Even to keep yourself out of reach from ranged enemies with other weapons, since those have less range than sniper rifles.

56
Suggestions / Re: Revolver pistols
« on: May 18, 2020, 07:55:35 pm »
I don't know about this. Sounds maybe too powerful.
The problem with it, is that upon implementation, this weapon would completely rule out most sniper rifles as it would have the same power and more due to it being a pistol. Which means that it's basically a sniper rifle that you can Kneecap Shot and Rapid Fire with (!) and would also get a significant crit chance bonus on top, being influenced by Steadfast Aim. With the only drawback being it's range. However, that's not always a drawback, as rifles can't work from up close, so it's not like they are good for the same range and more.

The Hammerer kinda falls into this category. It's a highly powerful pistol scratching the lower end damage output of sniper rifles. Those don't work close range, this does. Not as devastating, but almost - and that's about right it having other advantages.

What pistols need is perhaps a redesign of their exclusive feat Execute. Such a shame that there's a weapon that you can't really take advantage of it's unique special ability, being so unworthy to use. I mean how can +250% damage compare to the +300% of Rapid Fire, that you can also do without any preconditions? RF costs a few more AP (that can be decreased by specialisation), but still less if you consier that you don't need to throw a Flashbang or use a Taser in advance.

57
Development Log / Re: Dev Log #66: Shiny Particles
« on: May 16, 2020, 05:59:54 am »
Nice to hear about recent news about the game.

Having blood is a great addition and certainly make the combat more satisfying. While I undersand that it being bright will makie it more visible in front of a dark enviroment,but please adjust the color of it, to dark red, even a little claret if you can.

58
General / Re: Sniper sidearm (why pistols are underrated)
« on: May 15, 2020, 12:07:28 pm »
To me, the use of mobility feats for a sniper is to run away from a miss, or reposition into cover, mainly in the 1st round of combat when you come out of stealth and lack movement points.

Sprint always works, even if you miss, and this is when you really need it. Hit and Run only works when you have killed an enemy, so its usefulness compared to sprint seems questionable.

Same if you need MPs to get into darkness for the Ambush feat, you need that MP before you fire your rifle, not after.
This was kinda my line of thinking too, but I assumed that once I'm out of stealth with a Snipe, it hopefully dropped an enemy. And there's still enough AP for at least an Aimed Shot. Back away, then start the next round with falling back again, shoot to kill so I can retreat even more if needed. Keeping the distance like this would make me excellent at kiting groups of enemies (taking down the Rat King might not even require traps like this).
Sprint is only 2 times 30 at best. Of course it's much more usable not being restricted to a condition, we can cast it the moment the need arise.

59
General / Re: Sniper sidearm (why pistols are underrated)
« on: May 15, 2020, 08:32:24 am »
A q160 one is just a hair worse at bio protection.
That is what I hoped, thanks for confirming.

One question remains, is it worth to consider adding Hit and Run to a sniper build? I don't have any experience with it, but it might not be the worst idea, keeping distance was always important. And the specialisation bonus is immense. Although this would strongly suggest me spending all my MP before scoring at least one (more) sure kill.
Possibly why Sprint seem to be more popular, Hit and Run need to kick in twice in order to get close to what Sprint brings on command, although a not more than a total of 30+30 MP each fight. Basic H&R has slightly less MP bonus and more restricting ways to invoke. Compared to that, the real benefit would only come from the 3rd kill onwards. That leads me to think that it might not prove to be that useful in most battles as even if I recieve the bonus I might not even be able to use it due to the map not being big enough or me not having a reason to change my location that much. But would probably be useful in big areas with many enemies like Balor's camp and might even be pretty spectacular against endless waves of natives.

60
General / Re: Sniper sidearm (why pistols are underrated)
« on: May 14, 2020, 08:45:56 pm »
Biohazard vests are good to have in the black sea, since there are so many enemies that like to shoot bio projectiles, not to mention all the gas clouds.  However, the game throws the sec trooper helmets, biohazard boots, and heartbreaker leather at you (not to mention the CAU) so I imagine most people don't bother.

CAU armor seems nice. I know both sides of that conflict can obtain it one way or another. Possibly the most powerful unique armor solely for those insane resistances, still would prefer a hand crafted tac-vest with less penalty and more stealth if possible. Yet I fear there's probably no way one could have that much Bio DR from a carrier vest. Then again that's just a single aspect of an armor, so we'll see when we get there.

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