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Messages - WolveNZ

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31
Development Log / Re: Dev Log #12: Grenade Changes and Item Durability
« on: January 30, 2013, 02:32:25 am »
I think it would balance out as Crafters would lack other skills such as PSI, Combat or stealth to have a good crafting skill, so they will have to rely on Gear more than ability in allot of cases where having a Decent PSI, Stealth or combat would be usefull. Would be nice to see some more diplomacy for non combat oriented characters, like with the GMS compound, being able to get a job to get the key, or find something of value (Stealing or crafting)

also, with the armour values, not related to the Dev log, but its right now something like 20%/13 or something, so is that 20% of upto 13 damage resisted?

32
Suggestions / Re: One more generic suggestion
« on: January 27, 2013, 12:46:14 pm »
well, its not about re-creating, its about going though the tough times to survive. Maybe having some base points in each one of the stats would be best? of maybe 5? and reducing the ammount extra you get on New Game a fair bit? or at least Reccomending it

33
Development Log / Re: Dev Log #12: Grenade Changes and Item Durability
« on: January 26, 2013, 01:06:50 am »
Sounds very nice, everything I just read, the Durability system would provide something extra to going down a crafting route instead of just, crafting on its own ^^

34
General / Re: Underrail wiki?
« on: January 25, 2013, 02:47:32 am »
Jupp, would be keen to have one! would try my best to contribute what I can

35
Suggestions / Re: One more generic suggestion
« on: January 25, 2013, 01:40:46 am »
Thats true, maybe with the armory their could be a way to replace common ammunition that is spent down range? This could be a good way to test Weapons out without having to worry about cost?

But I think it would be good to play around with some kinda Identifying system to show if your skills are decent or not. As theirs no Current context to your Stats at all, so you dont know when you start the game if your Lockpicking is decent, or rubbish, can get pretty annoying and may discourage players

36
Suggestions / Re: Suggestions after beating Alpha 1.0.6.0
« on: January 25, 2013, 12:51:03 am »
Just adding in here, when in Combat if you hover your mouse over the Points bar you will get a little box come up with the current MP, AP and whatnot along with the selected abilitys effects on your current points

37
Suggestions / Re: One more generic suggestion
« on: January 24, 2013, 11:47:39 pm »
Mmmm, thats true, their should be more of a Tutorial in the game I think

From what I remember, its always 50AP if Im correct, I always just calculated it in Combat as their no need outside of combat as its not used.

and for the psy and the Weapon skills I think we should have some sought of note in the weapons Description or whatnot, eg: Optimal Range: 7 (+2) or how ever the weapons are modified with skill increase, I believe its just accuracy.

I always just kinda guessed, if Firefights/Combat started to get to tough, I would think to improve my Weapon skill some the next time I leveled.

Maybe we could have some Color Indicator? For when looking at our stats?

eg,

if our skills are below 'average' then have the number in Red, if skills are around about average, then Yellow and if we're pretty dam pro then green? Maybe this could be updated as we level so when we distribute our new points we can tell if for a say Lvl.5 Guy if we're a good Lockpick, bad Hackker or whatnot

and Maybe in the stat discription could we have a modifyer? so like (+20% Blabla to blabla)?

38
Suggestions / Re: One more generic suggestion
« on: January 23, 2013, 10:17:57 pm »
1, your AP is in the lower Right hand corner when in combat
weapons, feats and whatnot all have their AP values in their hover-on discription

39
he should have a keykard on him, well at least he did when killed him

40
General / Re: Completely Stuck (Possible Spoilers).
« on: January 23, 2013, 03:11:26 am »
Ahh, nice :D

if only I could remember those vague insights, but apart from the Monolith sprite (That looks cartoon for the game) I think that little part was pretty well done

41
General / Re: Completely Stuck (Possible Spoilers).
« on: January 23, 2013, 12:22:41 am »
Jupp, went right though the Staring into it etc..

maybe it was because I had such low PSI skills, 5 in each Catagory :p

42
General / Re: Completely Stuck (Possible Spoilers).
« on: January 22, 2013, 11:20:22 pm »
Gonna go back and find that Monilth thing now! :D

ok, just did it, got +30 max PSI, no doppelgangers O.o
Bug or what?

43
General / Re: Completely Stuck (Possible Spoilers).
« on: January 22, 2013, 08:12:35 pm »
You can damage them? O.o

When I did it, I just made my way around the left side of the Island, throwing a flare when a Doppel appared (Donno if it did anything, but meh) and took out the psi Bugs, ran pretty close to death a few times so having a decent stock of Health Hypo's and Bandages is a must.

But they didnt do to much damage, they were there for about 2 turns in combat, didnt really do much damage per attack either.

Didnt even know their was a Monolith, just tried to do that part as quickly as possible, as I got a strange feeling when on that island :D

44
Suggestions / Re: Companions?
« on: January 21, 2013, 05:43:46 am »
yea, I was expecting something like that to happen at some stage of the game, although a fair while after your first visit there though.

45
General / Re: Carrier Vests
« on: January 21, 2013, 05:41:21 am »
thats true, I hardly ever take note of that drop down thing, my brain seams to think that looking though my inventory for something, not finding it, and buying one and then finding a stack in my inventory is better xD

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