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Messages - LazyMonk

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76
General / Re: Playing without buying anything?
« on: July 29, 2013, 07:29:15 pm »
I guess it will depend a lot on your character.
I wouldn't recommend if you are using ranged weapons, and you are expecting to have enough ammo just by savaging.
If you buy your own hypos and ammo, i would say its possible.

It sounds interesting, give it a go and then let me know.

77
General / Re: Map?
« on: July 29, 2013, 01:57:03 pm »
Nice map.
Yes it makes sense to me, but then again i have been playing the game for a while. :P

The only areas you seem to be missing are the ones related to the alternative route to Junkyard Depot A.

78
Suggestions / Re: Leaving area during combat
« on: July 29, 2013, 01:34:45 pm »
Maybe when you came back and your enemies were fully healed this tactic would feel so cheap.

I believe that there are other ways of achieving the same without leaving the area.
If you have a key for a door you can lock yourself inside, during combat, and you are safe to heal yourself as well.
I am not sure if a stealthy character can pull this off as well. I have to check it...



79
Development Log / Re: Dev Log #19: New Armor Type
« on: July 15, 2013, 11:52:55 am »
Looks good, Styg.
Cant wait to build a character around that armor.

80
General / Re: How to fish?
« on: June 19, 2013, 09:21:26 pm »
You have to wait until the string starts moving and then you click the rod.
Some areas are better to fish than others. Try going nortwest before entering the Junkyard.

81
General / Re: The Purpose of Tradeskills
« on: May 22, 2013, 09:53:59 am »
   I never thought of crafting as a trade skill, although late in the game you make more money, if instead of selling some gun frames and barrels you could (if you have the blueprints and skill) sell guns instead and make more credits than selling those parts one by one.

With my sneaky character, i craft my own traps and it is a very nice useful thing to have. I can decide
on the spot if i want one big dangerous mine or instead, lot of weak mines to place around. I also have access to better traps earlier on the game.

With my Sledgehammer guy, i craft my own electroshock Sledgehammer that's usually much better than the ones for sale, specially with the power management feat that's always nice to have, and cheaper to get.

Crafting Health Hypos is hard because of the many components required and the rarity of some of them, yet
i find it quite useful to have. But much more useful is being to able psy boosters. Back when the recipe was only 3 psy mushrooms and a syringe i had my psy meter always full but now that you need 5 psy mushrooms i have much less psy boosters but i still find the ability of crafting them quite useful since syringes are cheap and psy mushrooms are free.

I have used mercantile twice and found it a nice skill to have. I rarely pick it since there is plenty of more useful skills to pick and when i reach the junkyard i usually have more than what i want to sepnd.


82
Suggestions / Re: Omni-Tool
« on: May 15, 2013, 10:42:40 am »
Its on the lockpicks skill description, but i agree that it would be better if it was on the Omni-Tool's description as well.

83
Suggestions / Re: Noob Question
« on: May 14, 2013, 09:50:59 pm »
I might wait until it comes out on Steam for 5 bucks or less.
Well for that to be possible, don't forget to vote underrail to be greenlighted (if you havent already):
http://steamcommunity.com/sharedfiles/filedetails/?id=92962826&searchtext=underrail

Having random encounters is nice and all but it doesn't add as much replayability as being able to build diverse characters and
multiple ways of solving quests. Fallout's replayability, to me, was about the different ways i could play the game, that made each
playthrough unique. Underrail, although still in alpha, already has this.
Being able to solve quests with different means and different outcomes compels me much more to play through a whole game again than random encounters.

I find it odd that, to you, the whole replayability of this game is tied only with it having, or not, random encounters.
"Yaaay! i am being attacked by hostile bandits, again. I wounder how will this end..."

Some areas, already have enemies respawning, after being cleared. I dont know if they are always the same or random. I'm hoping that the latter. I guess this is enough to add the same value that the random encounters did with Fallout.

I am curious why did you mention, specifically, Fallout 2 instead of just Fallout, since the first already had the overworld map and random encounters...

84
General / Junkyard Surprise
« on: May 12, 2013, 05:40:10 pm »
I am not sure if this is a bug. Maybe it is working as intended.
The junkyard surprise meal remains after being used unlike the other meals of the game.
The only issue i have with this is that it made the snooping perk quite irrelevant to me... :P

Edit: Ops i was almost sure i was at the Bugs forum...

85
Suggestions / Re: Blackmoor's Money Suggestions
« on: April 30, 2013, 06:08:46 pm »
I am on my 4th character so far and yes the costs change a lot from build to build.
I also did a melee guy with a heavy armor. I didn't had much trouble with cash other than the beginning.
Managed to build a quite decent Shock Tungsten Steel Sledgehammer (value 9923) and still had 411 Stygian coins left.

That will never happen in this game because of item degradation, energy/ammo and the need for medical supplies. At the very least you'll always need to buy repair kits, hypos and energy cells (among other things) no matter how advanced your character becomes.
We don't know that. S.T.A.L.K.E.R. had item durability + ammo + medical supplies + food and its economy still became meaningless.

LazyMonk, you know I'm not saying the game should be easy. In fact, I've said difficult RPGs are better because they force players to make good decisions. What I'm suggesting are ways to expand the monetary system in Underrail, so it has complexity comparable to classic RPGs like Torment and Fallout. You don't have to agree with that, but I feel pretty strongly about it.
blackmoor, you have to agree that most of the suggestion you have made would lead to an easier time for the player.
I agree with rewards from quests if you manage to do some optional objectives in a quest, but those are already in the game.
Tanner pays you more if you manage to find more than 3 outposts and you get a free hypos/pair of boots/a functional smg if you manage to find the old man's watch.
There are dialogue lines based on the barter skill that get you better deals.
The game is still short and i am sure more of these will find their way in the full version.

Fallout steal mechanic was overpowered to the point of being ridicule. Being able to walk into a store and shove and entire shelf of goods to your pocket was ludicrous. And so was pick-pocketing back the 1023 coins you used earlier buy that laser pistol.
Pick-pocketing should only work on small amounts of cash and small objects like keys.
Fallout had many great things, but stealing a bozar from the back of a guard without him noticing it, was not one of them.  ;D



86
Suggestions / Re: Blackmoor's Money Suggestions
« on: April 30, 2013, 12:52:22 pm »
I believe we, can only all, agree about credits being scarce at the beginning of the game. And that's just the very beginning.

Economy is a fragile things in cRPGs, and its usually a matter of time before it breaks and money becomes irrelevant.
Underrail inst in need of more measures to make the games economy easier for the player. Its more the other way around.
Back at version 0.1.6.0 you would hit the end of the alpha with more Stygian coins than you could count. Things are much better now
since you have now to rationalize your credits to keep your gear in good condition. Adding measures that would bring us back to something similar to the 0.1.6.0. scenario, doesn't make much sense considering that the game's economy inst very hard. right now.

Have you checked the crafting skills? Some of them like tailoring are quite useful on boosting your savings.

87
Suggestions / Re: Blackmoor's Money Suggestions
« on: April 29, 2013, 01:41:43 am »
How far in the game are you, blackmoor?
Money stops being an issue, for most players, after the GMS compound quest.
Characters that are more dependent on equipment may have a rougher time at the beginning of the game, but overall the economy isn't too harsh on the player.

88
General / Re: Stealth melee build?
« on: April 25, 2013, 12:54:44 pm »
Infiltrator do you have the opportunist feat? Its a must if you have been using the Dirty Kick.
My first character was a stealthy knife guy without any psy powers but he also used traps. Finished the alpha twice with this build
without many issues.

For those nasty bots, bring a sledgehammer, you have enough strength and melee points to use it after all.

89
Development Log / Re: Dev Log #16: Pickpocketing and Feats Changes
« on: April 17, 2013, 06:30:40 pm »
Welcome back. :)

About the feats:
I like what you did for Nimble, its an interesting boost for light armor characters.
About Conditioning, i already thought it was an appealing feat, specially for my Sledgehammer/Metal armor guy.
Now there is no way i am missing it.

I agree with getting one feat each even level, so we can be eager for new feats even after level 10.
For the length of the demo, one feat every level is fine as it allow us to explore more of the game in a single playthrough.

"Melee weapons no longer degrade on missed attacks" Nice.

"Dexterity now increases critical chance of melee attacks by 1% for each point above 5"
I know you wanted to Dexterity more than a feat requirement, and this might work.
1% doesn't sound like much i never experimented much on critical hits territory.

It keeps looking better and better, Styg!  ;)

90
Suggestions / Re: PSI Crafting
« on: April 03, 2013, 06:44:51 pm »
It would be interesting to see a variety of electronic devices to aid PSI skills, and perhaps associated perks to affect their construction and use.
Or PSI affect Electronic devices.  8)
How about a PSI Grenade, that panics everyone in a radius and deals minor irresistible damage to organics?

I like and aprove those ideas! :D

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