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Messages - Eliasfrost

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106
General / Re: Will game work with windows7? &
« on: November 26, 2013, 01:51:10 am »
Welcome to the forums!

The game is just over 1 GB and the reason why your posts have to verified is because these forums had a large influx of bots in the past, you don't need varifications after your first few posts.

107
General / Re: Is it possible to beat Ezra?
« on: November 24, 2013, 05:15:48 pm »
It's about beating him with psi-powers in the dialogue, not in combat per say. So far there's no known way to beat him.

108
General / Re: Is it possible to beat Ezra?
« on: November 24, 2013, 12:04:40 pm »
I stand in the corner with a high power sniper rifle (100+ attack) and use aimed shot to insta kill him...

Ey that's cheatin', only mind powers allowed :P

109
Suggestions / Re: Quest markers?
« on: November 23, 2013, 01:46:35 pm »
Instead of quest-markers, I think it would be a helpful feature to be able to recite the quest dialogue, or flesh out quest log entries. I don't remember which game it was but it had a feature where you could re-read the dialogue (with the choices you picked) and it was very helpful without really holding the player's hand. I mean why wouldn't an agent have recording devices if he's entrusted to uncover fragile information?

110
The game is written in XNA.

111
Not seeing the lock level will probably make the player use a high level pick for an easy lock, which I don't have a problem with BUT! What if mechanics and electronics skills gave the player the ability to see the lock level up to the current skill level (20 mechanics can show locks with level 20)? Thoughts?

112
Suggestions / Re: Map scroll interrupted by notification panel. GUI.
« on: November 13, 2013, 11:12:53 pm »
I can't confirm it because I can't find the post, but I'm fairly sure Styg said that is intended, for the reason I stated. Though like both you and I said, it would be nice with a toggle.

113
General / Re: Tell me Everything.
« on: November 10, 2013, 01:49:24 pm »
It's also a good idea to view the wiki if you're interested in purely mechanics and gameplay: http://www.underrail.com/wiki/index.php?title=Main_Page

114
Suggestions / Re: Sorry (negative post)
« on: November 03, 2013, 10:42:02 pm »
Quote
I'm not big on tutorials as I don't believe players should be hand-held too much and while I might improve this aspect a bit, I really think it's more fun and ultimately more rewarding to find these things out yourself (with some narrative hints, e.g. Old Jonas dialog). But this ties into what I said above - players need to have more room for error, especially at the start, to learn the game without being frustrated by frequent deaths.

I strongly support this idea, show don't tell certainly applies even when giving the player gameplay information and if you can seamlessly introduce gameplay mechanics without it feeling like a tutorial then I think a lot more new players will appreciate the game even more. But about hand-helding, in my opinion I think it's important to introduce the basic mechanics to the player so that he can use them as a tool to explore new possibilities and tactics, without a toolbox, the player is left without means to explore and that lead to unnecessary errors because it will seem unfair to just drop the player in without any clues. What may seem obvious to seasoned RPG players isn't to new players, and if this information is seamlessly placed into the game world, then I think it's a win-win.

115
Suggestions / Re: Sorry (negative post)
« on: November 03, 2013, 07:47:17 pm »
I think the problem lies not in the players themselves, but that the game as it is right now doesn't do its best to introduce the players to the various tactics available and the weapon types and how they are properly used within the mechanics of the game. I hope for a tutorial/better starting area to better prepare the player for the huge difficulty that the game presents. Right now, it's doesn't matter if you plan ahead your first time through, you won't know what is good against what, what types of enemies to expect, the range of different resistances and how frequent they are, stuff like that.

Having said that, I don't think the combat need any nerfing, I just think that the game need to prepare the player better with information whenever [insert mechanic] is introduced, right now the game doesn't do a good job of doing just that, it just drop the player in and most of the time (as evident to the frequent posts about difficulty) you need to reroll at least twice to even have a chance. It's about information, not the difficulty in itself.

116
Good stuff. This was actually faster than I expected! Man, I don't know where you find the time to keep up with all the forums/SoMe, expand your business and work on the game! :P

I have my suspicions, my most sensible theory is that Styg is in fact an android with game dev enhancements.

117
Suggestions / Re: GMS Station Vault
« on: October 18, 2013, 12:10:22 pm »
Since the area isn't finished, perhaps the connection from the burrower area to the rest of the lower Underrail could serve as a part of a quest. Like, you need to go through the burrower area to access another sealed off area, or something like that, to not make it absolutely pointless but make it considerably more reasonable to enter the area. I remember that ExtraCredits talked about something similar in their latest video, 'negative possibility space', though that focuses more on accidental access to an area that is normally not meant to be reachable. Though it applies to lot of stuff, like this. If the player gets into the area (a difficuly area I might add) but ultimately don't find anything useful or rewarding, it will probably feel like a rip-off.

Though I agree that there should be places that are pointless but also accessible, but to crank the diff to 11 and not get anything for the effort of going through it seems like an odd use of such areas, usually they are accessed through unconventional means such as map geometry errors but to have an area like that with conventional game mechanics can be seen as a designed challenge rather than just a negative space that have been taken advantage of by the designer.

But I'm not going to go all speculative on this since it's not finished, those are just my two cents on the current situation.

118
Suggestions / Re: suggestion re: 50 point skill hump
« on: October 15, 2013, 02:14:51 pm »
Oh alright, silly of me, missed that part thanks ;)

119
Suggestions / Re: suggestion re: 50 point skill hump
« on: October 15, 2013, 01:48:45 pm »
Is this the case during character creation as well? Because if I put 15 points into mechanics and electronics they are boosted to 16.  Isn't 15 the highest skill lvl on lvl 1?

Or maybe I completely misunderstood everything you're talking about? :P

120
General / Re: My experience - Why I gave up in frustration after an hour
« on: October 14, 2013, 08:46:42 pm »
Felt like reading a Yathzee review, but less witty and more arrogant, which was not pleasant. I'm surprised Styg didn't shred you considering the unnecessary hostility in the original post. You're entitled to your opinion for sure, but being surprised and hurt when the dev takes offense to your writing is just being silly and childish, instead of reflecting over how snarky the OP was.

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