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Messages - LazyMonk

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106
General / Re: Burrowers question
« on: March 20, 2013, 09:40:37 pm »
No, i think that is it. The loot on the dead man is random though, at least i think so.
You went there straight from the GMS quest or did you do the Junkyard first?

107
Do an unarmed guy with psychokinesis! :D

I don't think it is viable but i am not sure i should have any expectations that it should be.
Then again there are so many feats asking to build something like this:
Lightning Punches
Crippling Strike
Deflection

And then that sweet cherry that is Force Emission

I know you can get through the GMS compound with this build, but once you reach the Junkyard damage will be lacking.

108
Suggestions / Re: Powered Armor?
« on: March 20, 2013, 01:04:40 pm »
Quote
I wonder if there are any plans for chem suits and/or heavily contaminated areas where such suit would be a necessity?

Well i have one of these on my character's inventory:

Biotechnician suit
Armor suit
This suit offers a moderate biohazard protection.
Resistances:
Bio: 25%/5


109
Suggestions / Re: Powered Armor?
« on: March 18, 2013, 01:19:30 pm »
When i first played Fallout i loved the whole Mad Max look of the leather jacket. But i couldn't build my character around that armor. It was just a step on your way through the games armors. I like the fact that on Underrail you can build your character around a certain type of armor. Each armor type isn't better than the other just different, suiting better certain types of characters than others. It reminds me a bit of how armors were on D&D.

I think Styg has the right idea about balance, and although i love the idea of a Power Armor, a la Fallout, i cant see it as not being better than the Metal Armor in every way.

110
Suggestions / Re: Powered Armor?
« on: March 17, 2013, 08:36:39 pm »
Hahaha....wait until you need energy cells to move.
Haha i thought of that as well and it isnt a pretty sight! xD

On a serious note you could claim that your suit uses the kinetic energy of your movement to power its basic functions; making you a human rolex.  You could then "ovedrive" it when you wanted to sprint or do more melee damage and this would need energy.


Fallout had a cool way of explaining why you had no need to worry about its power:
"A self-contained suit of advanced technology armor. Powered by a micro-fusion reactor, with enough fuel to last a hundred years."

111
Suggestions / Re: Powered Armor?
« on: March 17, 2013, 07:49:59 pm »
Something like the Power Armor of Wasteland/Fallout?
I always loved that concept. Is there any confirmation of a Power Armor in the game?
I have only found this picture:
http://underrail.com/images/DevLog/alpha-crafting-1.png

The a idea of having to recharge the armor sounds nice. 8)

112
Other Games / Re: Lord British kickstarter
« on: March 11, 2013, 07:21:20 pm »
Well I already have a key or two for Underrail to give away :P. But I always forget about it and remember only in times like these... such is my poor memory, sadly.
Sir, i salute you! ;D

Yeah i get what you are saying about Grimoire. I dislike most dungeon crawlers because they usually lack a meaningful plot.
If i find the story to be good and interactive i'll pm you about it with details.

I haven't heard of Geneforge before :-[. What have i been missing out?

113
Other Games / Re: Lord British kickstarter
« on: March 10, 2013, 01:47:38 pm »
Heh i assumed you have already supported Underrail, i was suggesting that you supported it again. :D

You do well in not diving in projects you don't trust yet. I am a bit cautious about Torment and Project Eternity myself.
The Return of the Shadowrun and Wasteland 2 have already some gameplay footage. If you haven't seen it yet, i invite you to.

There is also Chaos Chronicles, a german turn based party cRPG, which is looking good aswell.
And if you like first person party turn based dungeon crawlers, there is also Grimoire in the making.

There are so many promising games comming. I havent been this excited about games in a decade. :D

114
Other Games / Re: Lord British kickstarter
« on: March 10, 2013, 12:28:46 am »
I bet it will surprise me too. :D
I am already surprised at how well this is going. It will reach its goal within next the week for sure.

115
Other Games / Re: Lord British kickstarter
« on: March 09, 2013, 01:49:21 pm »
God dammit, Styg. Here go my precious, precious bucks. For next Ultima!

Don't do it, man. Instead spend your precious bucks supporting:
*Underrail, again;
*Shadowrun,
*Wasteland 2,
*Torment: Tides of Numera,
*Project Eternity.

I  have no hope that this game will be true to the spirit of the good Ultima games, with all they have done to the series after Ultima 7.  :(

Edit: Oh and how could i forget:
*Age of Decadence :)

116
Other Games / Re: Lord British kickstarter
« on: March 08, 2013, 08:30:40 pm »
I guess it will be, out of this world. ;)

117
General / Re: How does encumbrance and armor requirements work?
« on: March 08, 2013, 06:28:40 pm »
I think encumbrance is capped at 95%, so if you go metal helmet, metal armor, metal boots (all extra slots when crafting fitted with metal if allowed) that 15% wont help much, you will still be at 95%.

I didn't knew that, thanks for the info. Right know i don't wear boots nor a helmet for extra movement, but i might try it doing another version of this char ditching the nimble feat and see how it feels.

118
Development Log / Re: Dev Log #14: Taking from the Rich
« on: March 07, 2013, 07:06:59 pm »
There seems to be some impression that making it harder to sell acquired loot is synonymous with requiring a player to be forced to make careful choices with their limited inventory.
Not at all. The presence of a limited inventory might benefit a player to do some more careful choices than clicking the take all button, but it isn't forcing anything on the player. But its true that a limited inventory alone wont help much. It works better when combined with other restrictions like when you cant revisit the looted area. I personally don't think this would fit the Underrail setting much as it might spoil the exploration.
While playing fallout i had to pick what weapons and ammo i would bring with me around. I couldn't have all the firearms available with me and pick the best one for the occasion. These kind of choices come not from"making it harder to sell acquired loot" but from having a limited inventory system.

I don't think this necessarily has to be the case. The system could be designed so that there is a fast travel option, but its only activated once all enemies have been cleared out of an area, so you can't abuse it to instantly change your inventory or visit the doctor.  After a while it could repopulate with critters/thugs etc., and after they've been cleared out you can fast travel again. Just like in Fallout, among other games (Arcanum); you can't travel in dangerous areas.
Joejoefine, i am sorry for i expressed myself poorly. When i said:
A way to fast travel to shops would take away some of the point of having a limited inventory system.
I was referring to what Major_Blackhart said about the lack of a teleportation spell or something similar to reduce the boredom of traveling back and forth to sell sutff if there was a limited inventory system. This mean of quick travel would be an alternative to walking through all the areas until you got to a shop.
Fallout and Arcanum fast travel system were not an alternative way of travel. They were the only way you could travel from a town to another. You could not teleport yourself from the third level of the glow to the hub. The fast travel on those games was not designed to facilitate nor to impede looting, it was the only way of traveling between great distances.
Arcanum did had a teleportation spell, it was the 5th of the Conveyance spell college, and it did make looting remote areas easier.

In both these games fast traveling also led to random encounters. In these you would have to make choices about what would you loot because you couldn't come back later.

Knowing that people are going to try to make as much money as they can, assuming the items aren't junk or that there are very few numbers of them, then you know that they're going to, almost universally, go back to get more loot to sell at a shop. These are reasonable expectations of any gamer.

You seem to be describing the behavior and the expectations of a power gamer. Myself and a few friends i know, that play this genre of games, don't bother mostly revisiting dungeons to get all those longswords on the floor and that chainmail we may have left behind. I dont know how the universe of players feel about this though.
Yes it will be annoying but only if you set yourself the goal of selling everything you find, and you really don't have to. I dont know if any developer expects you too, since you will make enough money without doing in most of the games i have played.

Styg has said that we will have metro system that will allow us to quick travel between stations. That sounds
really good. Its a nice way of giving the impression that you are traveling far to another place without being tedious and still fitting the theme of the game.

119
Development Log / Re: Dev Log #14: Taking from the Rich
« on: March 06, 2013, 05:13:49 pm »
Major_Blackhart, but no game forces you to go back and forth to sell more stuff. You chose to. A limited inventory system only forces a player to choose which items do you bring with, what items do you pick from your fallen enemies and to discourage players from taking everything.
Yeah its annoying but i guess that's the point of the system, to discourage you of doing such boring travels back and forth. You can also travel back and forth for that free healing at the Station and spare on bandages/health hypos but i bet most of you don't even if its the most economical option.

A way to fast travel to shops would take away some of the point of having a limited inventory system.

I am noticing that i am being very vocal about this :-[ so i have to add that i am fine with how the game the works right now.
I just thought of this since you can become quite rich so quickly breaking the economy to the point you can have 5 tiles with 999 Stygian Coins before you even find the.. ahem.. last quest item, and a limited inventory system might mitigate this a little bit.

120
Development Log / Re: Dev Log #14: Taking from the Rich
« on: March 06, 2013, 02:25:08 pm »
Oh boy, Dink Smallwood that brings back good memories. It was very fun indeed.
No, it didn't had a weight limit and i cant remember if it had a tile limit on your inventory.
The game didn't had many items, so unless you were picking nuts inventory management wasn't really an issue.

But I think tile based systems are less annoying. and Weight limits arnt all realistic, unless you add stages of encumbrance due to weight.
Yes encumbrance stages add depth as well. Many of the D&D based crpgs i played had this. You would become lightly encumbered, heavily encumbered and immobile as the last stage. The several weight limits were based on your character strength. The stronger he was the more you could carry.

Fallout's weight limit didnt had any stages as far as i remember. You would go from fine to immobile.
The weight limit was also based on your character strength and influenced by some traits and perks.
I remember that picking the trait small frame would reduce your carrying limit and picking perks like pack rat or strong back would boost it.

But to be honest, I played Fallout.2, I didnt like it at all...

Really?
I find Fallout to be very similar to Underrail. Even one of the characters i am playing on Underrail was based on a character i played with on Fallout. High Str and Con some heavy armor and a big sledgehammer  8)
Fallout 2 is somewhat a parody, a spin-off of Fallout 1. (At least that's how i see it.)
Mechanically Fallout 1 and 2 are basically the same with just some very minor differences.

If you have time, and interest, give the 1st Fallout a chance.  :D

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