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Messages - LazyMonk

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121
Development Log / Re: Dev Log #14: Taking from the Rich
« on: March 05, 2013, 08:30:17 pm »
Oh god, please dont do that...

I remember playing STALKER, running back and foward for ages picking up guns and ammo and selling them.

Hehe was that on Shadow Of Chernobyl? I imagine you got the greed ending.  ;D
Forgetting STALKER, how did you feel about weight limits in other games, like: Fallout, Arcanum or any D&D based crpg?

if anything was to be done, I would have it so you have a set number of tiles in your Inventory, and some things take up more tiles. Would also allow for some cool looking flashy sprites for the bigger items as well. This would also work in well with having the accesable shelfs at your 'appartment' as well, being able to store items. But it may be a bit iffy and could cause the game to be bloody annoying

Do you find the tile limit superior to a weight limit? I usually prefer the later because adds more realism than the first.
With the tile limit carrying 17 Assault Rifles or 17 Syringes is exactly the same. With a weight limit there are more strategical approaches on how you manage your inventory. Imagine you are 15.kg away from going above your weight limit and you have to consider if you want to go for an extra 15.kg item or 3 5.kg items.

Without any limits to what you can carry, we can empty a whole dungeon into our Santa Claus bag and off to the shops we go.
And this feels kinda weird. I sometimes surprise myself with what i found on my inventory. "Oh i have one of those?"
When i open a container i dont have to bother to see what it is, or if it is even worth it. In the bag you go.

I can see how it can be annoying to some, as it is annoying having to repair my weapon and armor from time to time but this little annoyances help balancing the game's economy.

122
Development Log / Re: Dev Log #14: Taking from the Rich
« on: March 05, 2013, 03:45:24 pm »
Will you be adding weight to items and character weight capacity as well? (sorry if i missed it)

That might help the economy a little bit since you wont be able to carry all the loot from one area in just one trip.

123
General / Re: How does encumbrance and armor requirements work?
« on: March 05, 2013, 02:52:26 pm »
You may reduce your encumbrance by 15% with the Nimble feat.

Right now i am playing a sledgehammer guy in metal armor and it is very much worth it.
Just dont forget to pump some Con up since you wont be able to dodge/evade hits much.

124
General / Re: Fists + Force Emissions
« on: February 22, 2013, 05:14:51 pm »
I am at the junkyard right now and the game went quite smoothly until now.
I am having some trouble killing the mutants. I can manage 1vs1, but several becomes an issue.

The problem probably resides on my build and tactics. Its a very fun build but it lacks damage, even with the force emissions on.
I havent had much time to play but i will keep pushing and see how far i can go.

Btw, what do you think about a sledgehammer user in metal armor? The only problem i see so far are the penalties associated with encumbrance that dont go well with a sledgehammer since it's attack costs are ap heavy.

From all my playthroughs the safest bet for melee combat is to use a knife with stealth.

I like your idea of implementing unarmed weapons like fallout did. I can see how a powerfist could make this build very viable since what it seems to lack is damage.

125
General / Fists + Force Emissions
« on: February 08, 2013, 12:30:53 am »
Hi,

I have been messing around with some melee builds and thought of doing a character that uses manly his fists.

So far seems doable with Force Emission but its somewhat psi expensive. To manage the costs i went for the shroomhead perk and been crafting my own psi boosters.
Opportunistic combined with telekinetic punch and dirty has helped me get as far as the junkyard.
I am going to try to make it to the end of the demo with this build.

Have any of you done anything similar?

126
General / Bought it, loved it.
« on: January 18, 2013, 11:18:25 pm »
Hi,
I bought the game this week and i feel like it was already worth it.
I like the way you cant exploit opening combat + stealth like you could with the good old fallout series.
If you get near the enemy even at your turn, he will still spot you.

I like the feats but i am not sure if i getting a feat each turn is too much.
So far i am liking it, but i am afraid i will run out of feats to pick in later levels.
Then again you could have done this to get more feedback.

I like the setting, it feels fresh. Your writing is very enjoyable, each character i met feels unique.

Keep up the good work, i like where you are heading. You are very talented and i shall spread the word
about your Underail.

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