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Messages - Eliasfrost

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136
Bugs / TNT blueprint (?) item bug
« on: September 29, 2013, 01:51:44 pm »
I was going through the muti infested underground when I found this item in a footlocker.

Seems like an item generation error or something


137
General / Homosexuality?
« on: September 29, 2013, 10:33:53 am »
Will there be any instances of homosexuality/bi/trans in Underrail? I'm wondering since I've taken great interest in the subject lately and would love to know how sexualities other than hetero will be represented in the game, if any at all?

I loved the way Fallout New Vegas handled other sexualities without it being fetishized or laughed about and I would love to see some instances of gay people in Underrail, to add to the realism. And it would be awesome if there was an option to flirt with a character of the same sex (kind of like confirmed bachelore).

Thanks!

138
Suggestions / Re: Silent Isle
« on: September 28, 2013, 01:44:37 pm »
I managed to get through it by retreating into the pillar chamber where no doppelgangers spawn for a safe haven where I healed myself, reloaded and waited for cooldowns. That is, if you get past the rathounds.

139
Suggestions / Re: First impressions
« on: September 28, 2013, 08:52:06 am »
If the game is way too hard, I found a way to easily get started, though it could be counted as a cheat (good for veterans that don't want to go through the hassle of the slow start too).

1) When you've finished create your character, loot the starting room (the money, hypos, repair kit and armor)
2) Export your character
3) Start over and import your character
4) do it all over again a couple of times, you'll have lots of medical supplies, money and repair kits, and armor to sell.

140
Bugs / Abram/security quest bug
« on: September 26, 2013, 06:43:17 pm »
There's an issue with the quest with Abram and the embassy, when you talk to Abram the first time, but don't accept his proposition, you can still tell Garren his whole intent even though Abram never told you, it seemed kind of strange since my character never obtained the information.

141
Suggestions / Re: First impressions
« on: September 26, 2013, 02:52:09 pm »
3: I play a melee character and I managed to get through the caves without getting too beaten up, though it helped to have a grenade ready. The thing is, this game is not supposed to be played with just one weapon skill, you need at least two to get through even the easiest battles, because ammo is scarce and weapons bust up quickly, it's a good idea to have a second choice of weaponry. I don't blame you, I did the same mistake at first but I learned a few characters in that having more than one specialization will make the game a whole lot more managable.

8: You can create your own hypos, though in the beginning it's almost inevitable to make your way through the first caves without going back for free heals and trading scavanges items for medical supplies unless you've played the game before and know how to best get through the cave with the least dmg taken possible.

9: Psionics are not supposed to be like spells, they are more of a utility, like grenades. You can't play a grenade thrower efficiently, why should psionics be any different? Utilize psionics, don't depend on them.

10: You can buy hacking devices in SGS, from Ezrra (the blind dude that teaches you psionics). And they are pretty cheap.

11: While I disagree that all cooldowns are evil (it's to prevent spamming, creating balance), I do think that the cooldown for grenades are a bit too long, 3 turns is way too long, decreasing it to even 2 turns would be appreciated, but then, it's all about balance, mixing with cooldowns can have unexpected effects on balance.

13: The degrading was even faster before, it was nerfed a few updates ago, I think it's just fine, crafting or buying repair kits gets feasible pretty early into the game. You can also equip scavanged equipment in case your stuff is broken, unless you blow people up, which makes their equipment lose almost all its durability.

And welcome to the forums! :D




Oh, talking about crafting hypos, is there a way to create bandages yet Styg? or will we be unabled to craft bandages?

142
General / Re: Character Creation
« on: September 26, 2013, 09:01:11 am »
Glad to hear it! You won't get disappointed, keep in mind though that it is alpha. :)

143
General / Re: Character Creation
« on: September 26, 2013, 08:12:18 am »
You create your character from scratch, you get to choose your name, sex, attributes, skills and feats (passives and abilties).

And welcome to the forums! :)

144
General / Re: Live on Steam now
« on: September 23, 2013, 11:03:35 pm »
http://www.youtube.com/watch?v=6EfhAFA2yFE

Awesome man, just awesome. Expecting a flooding of new users on the forums, looking forward to it. :)

145
General / Social skills and viability/usability
« on: September 22, 2013, 12:10:48 pm »
I've been thinking about this for some time and I've read and listened to some gamedev veterans speak about the subject of balance and the viability/incentive for players to pick skills (of any kind) and it got me thinking about the balance between the need for social skills in Underrail vs the greater benefit of putting those points into something that is more commonly required in the game.

Now, for me personally, I haven't really gotten the need to use any other social skills beside mercantile in Underrail because the requirement (as in situational requirement) for the other skills (especially the weapon and lockpick/hacking skills) are higher, that is, they are needed more often in most situations, OR when the choice is given, the social outcome is not rewarding enough to pick it, a clear example is the "toll" in the slums of junkyard, the sacrifice of skillpoints to access that choice is not balanced with the reward or having put those skill points on other skills that ultimately benefit the player more so than it otherwise would have. And it gets me thinking about the future of the social skills and how viable they will be in the end.

Granted, the game is in alpha and things are surely going to change and I'd like to ask you Styg: What's your view on this matter and can you estimate roughly how much the social skill requirement will increase as the development goes on? Because I'm one of those guys that talk my way out of most situations, but I also want it to feel like an alternate route rather than a disadvantage or "punishment".

I also wrote about this on my Tumblr in case someone wants to read it: http://eliasfrost.tumblr.com/post/61956760469/skills-requirement-viability-and-usability

Thanks ;)

146
Bugs / Re: LU-A2 map glitch
« on: September 17, 2013, 09:18:29 pm »
Are you saying that we will be seeing this?


147
Development Log / Re: Dev Log #22: Steam Achievements
« on: September 15, 2013, 10:33:14 am »
Aw yeah, this is amazing :D

148
Suggestions / Re: Good game, some suggestions
« on: September 13, 2013, 10:32:29 am »
On point 5: I actually agree on that, it would be easier to have number indication instead of having to trial and error until you get the right balance, with numbers it's easy to do some basic math to quickly know what item/how many of an item to get the balance right, this is especially apparent when trading with ammo or other low-value items in larger amounts.

149
Suggestions / Re: Need achievement and achievement name suggestions
« on: September 12, 2013, 08:23:10 pm »
That would be a really cool feature, but as far as I'm concerned, there's no way to toggle steam achievements (from the player side) there are ways to disable them from popping up through the in-game tab in the steam options though.

150
Bugs / Re: unable to target enemy standing near door
« on: September 07, 2013, 08:44:00 am »
That's one thing I've noticed that as well, fighting the rat hounds and dogs can be a bit of a pixel hunt sometimes when you stand in front of the enemy.

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