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Messages - LazyMonk

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46
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 21, 2014, 08:55:25 pm »
I have a different experience from crafting.
Usually the items i craft are usually superior to the ones sold by the merchants.
Also i am able to craft armors and weapons with the specific characteristics that i seek.
Sometimes you cant find that riot armor with an overcoat that is so fashionable this time of the year,
and there isn't a better solution to being able to craft it yourself.

Crafting should always be keeping you ahead of the curve since you are investing your points into it.
I am not sure i agree with this but this happens already in game.
Going through the GMS compound with a suit of metal armor feels like cheating.
I invite everyone to try it.

47
Development Log / Re: Dev Log #26: Alternative Experience System
« on: January 17, 2014, 02:45:25 am »
I am also glad we can still pick the classic system. When i first saw the update i thought i was not even going to touch it.
But then i remembered that i had a previous experience with it, and that most things that i dislike on the old system wouldn't be present.

[Similarly, it doesn't makes sense you can kill stuff better by researching an item...

Yes, you are right it does not. Unless its a gun's manual or something...
Before, you could gain experience in a number of ways including killing stuff, picking locks, disarming traps, doing quests etc. I felt like I gained XP from activities and that what I was doing actually meant something for my personal character
I guess my biggest gripe with the classic system is regarding the lack of reward for playing a stealthy character.
I was sneaking through the whole junkyard and getting zero of XP from it.
Give this system a try with a stealth character, it might feel more rewarding.

I get what both of you are saying because i feel it to, to some degree. But i still prefer this system because it rewards
stealthy and diplomatic approaches with equality and discourages of doing unnecessary actions just to farm for xp.



48
Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 16, 2014, 08:12:05 pm »
Styg so far the game feels better.
I like how barter works now. The doctor no longer accepts firearms as a way of payment. It makes sense and makes the game more immersive since its more believable.

About the weight system i don't have much opinion yet. I am playing a 9 Str character so i still am able to pick every item i want.
I am going to make a 3 Str char and see how hindered i feel.

49
Development Log / Re: Dev Log #26: Alternative Experience System
« on: January 16, 2014, 08:07:05 pm »
Quite frankly I'm not a fan of this specifical experience system since to me it makes no sense that killing enemies and completing quests do not award XP .
Elhazzard, but you have to accept as well that the classic xp system makes less sense. Your character shouldn't become better at arming traps by shooting rathounds in the face and delivering documents. Helping an old lady crossing the street should be no substitute of doing your maths homework .

I gave it a try today and the game didn't felt much different. But then again i was already familiar with this system.
As long as the oddities are objects that can provide useful skills and information to the character, i am quite happy with it. I just don't know how much i can learn from a chewing toy.  :P

50
Development Log / Re: Dev Log #26: Alternative Experience System
« on: January 13, 2014, 02:36:55 pm »
The mmo Haven & Hearth has a curiosity system thats some what similar to this.
It was a welcome change because it removed grinding completly from the game.
Its also free so check it out.

Getting xp only through quests is a nice system aswell. Many nwn modules took this route.
But i guess it does not reward exploration as much as the oddity system.


51
Bugs / Show help interface.
« on: January 12, 2014, 07:04:27 pm »
If you shut down the window of the help interface with your mouse, instead of using the 'Esc' key, none of the keyboard quick-keys will work.
The solution is to re-open the window with your mouse and closing it again, but this time with 'Esc'.

Its a very small detail, but i thought it was worth mentioning.

52
Development Log / Re: Dev Log #26: Alternative Experience System
« on: January 12, 2014, 03:56:28 pm »
The main purpose of this system is to allow players to level at a similar rate regardless of what their build and play-style is. Going through the world stealthily, guns blazing (or in some cases diplomatically) or anything in between should now earn you similar amount of experience. People who build their characters better to their respective play styles will still naturally have an easier time and be able to venture to more dangerous areas. They will still do better than those who are still getting the hang of the game - the purpose of this is not to make the game easier, just more inclusive for different play-styles.
Great call, Styg. Getting xp through kill may motivate us to pick the less pacific action not because of role-play reasons but because its more rewarding. Now, M'lan Ratula and his children might have a chance to survive.

Back at the old nwn, i liked to play a stealthy ranger. It was fun to complete a quest without
killing almost anyone, just sneaking by.
But i felt like i was handicapping myself. Without kills i was getting less xp by sneaking past
them and since i played ranger i didn't get any sneak attacks or any other benefit.

Just two questions.
Some of these oddities are going to be rewarded for completing quests?
Are there going to be oddities in locked containers?

53
Bugs / Re: Is the conditioning feat working properly?
« on: January 11, 2014, 08:29:04 pm »
Thanks for the reply, Styg.

I have been playing a bit more and i see that i am receiving considerably less damage than before.
Its specially noticeable early game.

54
Bugs / Is the conditioning feat working properly?
« on: January 11, 2014, 03:15:02 pm »
I picked conditioning and i have 7 of constitution. This will result, if i am not mistaken, in an extra 12% res to mechanical, heat and cold damage.
But when i check my defense at the combat stats window, it displays no such benefits.

55
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 10, 2014, 02:39:21 pm »
Some empty containers are fine and dandy, but those empty locked lockers and chests are an awful surprise.
Who bothers to lock an empty chest?

56
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 09, 2014, 02:37:28 pm »
And yes, I am the type of guy that locks his room with the keycard after I leave.
Hahaha, i do that to. Do you also turn down the lights?

I think some of you guys are worrying too much.
You have no idea how this is going to turn out, and you have to keep in mind that it isn't definitive.
Styg is tweaking the game and looking carefully at the feedback he gets with each new tweak.
The first time we had degradable items, they degraded a little too fast. So, Styg tunned it down a little and it now seems quite right.
At least to me.
Have some faith, see how it feels and then report back. I am sure it wont be the inventory nightmare some of you are assuming.

57
Development Log / Re: Dev Log #25: Game Economy Changes
« on: December 25, 2013, 05:13:31 pm »
Without a limited inventory you have less choices as a player.
You don't have to chose which items you take with you in mission, neither what items will you loot and neither which items are you going to have to spend your hard earned credits to get. You can bring everything with you, loot everything and buy almost everything you desire.

And to me choices and living with its consequences are the best part of any RPG.

58
Development Log / Re: Dev Log #25: Game Economy Changes
« on: December 24, 2013, 10:13:54 pm »
Great, awaited, changes Styg.
Looting and shopping will feel much more rewarding from now on.

59
Suggestions / Re: Can we have"power aromr " ?
« on: December 11, 2013, 07:28:51 pm »
You might be interested in reading this old thread:
http://underrail.com/forums/index.php?topic=355.msg1719#msg1719

60
General / Re: My experience - Why I gave up in frustration after an hour
« on: October 20, 2013, 01:05:11 pm »
Constructive feedback? This is how our James Heaver decided to start his post:
I just can't bring myself to continue playing this. It's just bad in every respect.
When I pay money for a game, I don't expect it to be bad from the word go. Mediocre I can deal with, bad is right out.

Then he goes on complaining about the most stupid things:
We've just hit the classic RPG problem. The player is ignorant of the setting, you need to ensure their avatar is at least as ignorant if not more so. Hence the incredible
prevalence of amnesia attacks amongst potential heroes. You can probably come up with something a little smoother that cliche, though
No you don't have to. In Witcher, even though he has amnesia, he holds knowledge of the world's lore and fauna that i did not and it was hardly a concern. Why should a grown man be oblivious of his own world? And to me its must better to find about the setting being exploring it and living it than being told. It adds more mystery, some things should be left untold.
Arx Fatalis explained what happened, why humanity was living under the ground with all these other beings, but if it had not my discoveries would have held much more meaning to me.
1) I'm apparently the man (or woman) with no name just wandered in to town. That's apparently all anyone knows about me. Maybe it's explained who I am later, but I kind of doubt it.

Explain who you are? You created your character! Is this your first time at a RPG? Its standard practice in RPGs, that allow you to create your own character, to leave your past in blank so you can fill it out yourself. I hate it when a game forces a 60 years old lonely man to have a 14 year old sister and a 55 year old father.
by making it much more obvious that RED HAND MEANS THEFT
Oh boy... are you serious? More obvious than a red hand? You mean that the approach, that even the dumbed down series of the elderscroolls use, is not enough for you? Not enough obvious for you? I bet you love today's hand held approach most next gen games take. I guess you really need it.
Hello, Lucas! Can I have my gun back. Oh, apparently we've met. Funny, I have no memory of that.Probably hit my head in the earthquake.
Again with this one? Really? Why is this even a problem? Where you bothered that in Fallout your character already knew people from his Vault and you didn't? If a man kisses a woman in a movie in the first scene do you shout something like: "Are they lovers? I didn't knew they were lovers! Are they married? So many questions unanswered!!"
At ten yards, I have a less than 40% chance to hit a stationary target.
Why didn't you configured the target distance to 5 yards instead? Did you know that it is usually easier to hit targets that are closer to you?
Wait, isn't that obvious enough for you?
Below is a bit vague, considering we're not given a hint which direction is up.
So you take the elevator up to go below? *facepalm*

None of your complaints, with maybe the exception of the AI, are valid.
And you clearly aren't cut out to play a game that requires to use your brain.
You couldn't find your armor, you didn't get what the red hand was, you thought going up in the elevator would take you down, you
did not manage to configure the target distance and then you had to post your "feedback" and your "constructive criticism".

Have fun with Thief 4.
 




 

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