Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Barry

Pages: 1 ... 3 4 [5] 6 7 ... 18
61
But then you'd only have people taking it because there are areas they cannot break into at all due to whatever gimmick is in place, not because the feat itself is any good, and I can't think of any way to make the feat comparable in usability to other feats that doesn't outright replace the effects and it remains "Burglar" in-name only, the only improvement that can be made to it is that the stealth bonus is a percentage bonus rather than a flat one, but that still doesn't make it any good. At least the lockpicking/hacking skill scaling is adaptable, gives a nice bonus for having a lot of skill points and maybe even a reason to increase them to higher than 120 other than the 99 flare box.

62
The blueprint should accept either metal plates or caltrops in the metal plate slot, doesn't make much sense that you can't pour poison on them if you're not making them.

63
Suggestions / More agility jump checks around the Upper Caves river
« on: April 03, 2022, 05:56:45 pm »
The only way to get from somewhere near the Hanging Rat or the eye to the other side of the river other than the rock bridge outside of the Hanging Rat is by going through lots of beetles, even if the river looks thin enough that you can probably jump from one or two spots across it to the other side. The only jump checks the river has are very close to even more beetles.

64
Suggestions / Re: Let's talk about Charms
« on: March 25, 2022, 02:18:59 pm »
The sheer difference in quality makes me think it could've been an experiment from the very beginning to gauge player reaction to useful and useless random content because of a push towards random content and much of the content having no reason to do it like the dungeon fragments (no unique loot and the quality of the loot itself is too low), while on Dominating the Ice Tower and Arena Masters provide situational rewards at best (temporary defense bonuses if you are damaged by cold and the demolitionist belt).
The nature of the random elements themselves come from a solution to maintaining flavor for the game with subsequent runs because a lot of the dedicated players were playing the game over and over again, but there's 3 problems:
- The random content is entirely random and there's no way to manipulate it save for file editing
- The random content is not significant enough for the dozens of hours players will spend going through the same routes (like killing the Beast or detonating Camp Hathor's rocks)
- The random content can't be defining enough or else people will get angry that such an useful thing is gated behind RNG
One point I agree with more than usual is that there's no real reason to just not have all the RNG-locked content in the same run, and thus in the process it can also be afforded to give more significant rewards because it's not random, therefore there's no problem if it's "too strong".
All in all unless there is something like "long-term game content" that roguelites tend to do (like new unlocks in the world based on what you do and they're unlocked in subsequent runs) then I think there should be less emphasis on random and more emphasis on alternative ways to do things. Phreak's questline was a VERY GOOD addition because you were no longer railroaded into serving the Oligarchs to progress the main story. It should be up to the player to find new content to experience, new ways to get past problems and new ways to reach their goal, and RNG is only a band-aid solution that doesn't work well with the game as is.

65
Bugs / Collar of Misery does not end up in the Loot Locker
« on: March 24, 2022, 08:06:40 am »
I decided to see what would happen if I actually used it without taking it back after killing Bull's Eye, and it did not appear in the Loot Locker.

66
The game has the occasional feat that almost no one uses (not even in the easier difficulties) and I think Burglar is definitely one of them. It lets you break into a bunch of rooms in friendly zones but that's it, it never offers anything significant enough to be worth it, patrols can always be avoided and if they can't then Burglar never tends to make a difference. In higher-level areas the stealth bonus is completely insignificant.
What it should be replaced by instead is an innate element to lockpicking that reduces the time it takes to lockpick depending on how high the lockpicking skill is compared to the skill requirement. For example a door that requires 25 lockpicking to open and you have 75 effective unlocks it 3x faster than normal.
Hacking should either function the same or depend on the Haxxor you use, with the Huxkey offering 2x-3x the speed.

67
Suggestions / Re: Jyles should clean up dead burglars
« on: March 20, 2022, 11:04:33 pm »
I think corpses placed by the game don't vanish in particular because they're technically a container type that's different from corpse containers

68
Suggestions / Re: Jyles should clean up dead burglars
« on: March 20, 2022, 08:39:48 pm »
Doesn't completely looting them make the corpse disappear, or is that just remains?

69
I went to the Lost Vault and I am having a pretty difficult time trying to get the loot past the robots because it's littered with hops/jumps that cannot be used while in combat (while some can). I had hoped I could use an EMP grenade to make the robots lose detection, and thus exit me out of combat and able to use the hops/jumps again but it doesn't work. The first problem appeared trying to sneak past an industrial robot, to which I said "not that big of a deal", but now I'm bloody stuck here until I destroy that plasma turret which I EMP'd with a Mk III!

(I eventually destroyed it by burning through all those cool EMPs I looted and 2 plasma grenades. ;_;)

70
Note that I don't have any save to show, but at some point in a playthrough while doing Dude's quest and getting to the part where the mutants had to be cryo-gassed it dealt unusually low damage and took some time to kill them, compared to the usual 20-40 damage it normally does. In that playthrough I visited the Ice Tower before I did Dude's quest and the damage was reminiscent of the gas damage in the Ice Tower.

71
Bugs / Re: Report spelling/grammar errors
« on: March 20, 2022, 01:08:08 am »

Conversation with Abram, interrupted not interupted

72
Bugs / Locked in place
« on: March 19, 2022, 10:05:43 pm »

Lock yourself into place in the Foundry bunker with this one simple trick:
1. Have both curtains open
2. Stand to the east tile of the curtain on the left and close it
3. Move directly north-west of the tile

73
Site Feedback & Suggestions / Re: Moderator Team.
« on: March 19, 2022, 02:06:52 am »
Maaaaan you'll come back to this post a few years later and cringe horribly, speaking from personal internet experience

74
Site Feedback & Suggestions / Re: Moderator Team.
« on: March 18, 2022, 02:24:28 pm »
:o I have not been a forum lurker for a long time but I have to say this is probably one of the fastest times someone's gotten Styg to reply to something (12 minutes) and it's just

So good job for that

75
...Scratch that, it was a completely different bug; icons do not update until the page in which it appears is modified. {{Itemlink}} is fine, redirects are fine, everything's fine.

Pages: 1 ... 3 4 [5] 6 7 ... 18