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Messages - Eliasfrost

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166
Development Log / Re: Dev Log #19: New Armor Type
« on: July 16, 2013, 08:57:39 am »
Awesome news! I really like the new armor type. :)

167
General / Re: Mega-noob doesn't have a clue...
« on: July 10, 2013, 11:58:24 am »
I don't quite remember the demo version but some general tips are:

-Always max your character stats during creation. meaning, put 15pts(max at creation) into the skills that you're going to use, having lower pts (5-10) have proven to be ineffective, at least for me.

-Do the psi quests in the beginning, it's an easy way to get fast XP before you venture further into the caves, those are: the blind dude on the engineering level and the animal dissecting guy, what I usually do is try to lure one rathound near me and shoot it with the dart, kill it, pick the sample up and return for XP so that I've reached at least lvl 2 before going further down the caves.

-Pick 20pts into biology on lvl 2 and pick the doctors perk, it allows you to use bandages even if you're damaged below the normal bandage threshold (40%), this is a life saver because it stops you from using up all your hypos on "minor" injuries.

-Heal up after every battle and reload your weapons, remember that every battle might be your last (Especially versus humans)

-Before engaging combat (since you're sneaky, you should be able to engage combat yourself) make sure to switch to combat mode first (the little button in the right bottom corner), this will allow you to shoot/attack multiple times before the enemy start rushing towards you, if you attack outside combat mode and combat is engaged, all enemies will take their turns before you do. I'm unsure whether this is a bug or not, or if Styg is going to add some kind of "sequence" stat later (sequence in Fallout determines who will attack first when combat is engaged)

-If you have abilities, use them! Such as aimed shot, psi abilities, kneecap shot etc.

-Stock up on hypos and bandages before going into the caves for the first time, you will start the game with 300credits (iirc), spend those on first aid stuff.

I can't think of anything else at the moment that is useful at the beginning of the game, but those are the things that helped me a lot when I start out new characters.

168
Development Log / Re: Dev Log #18: Lower Underrail and Mad Hattering
« on: July 02, 2013, 08:07:55 pm »
Awesome! It's k, we've all been a bit silent lately. ;)

169
Development Log / Re: Dev Log #18: Lower Underrail and Mad Hattering
« on: June 27, 2013, 08:59:15 pm »
How are things getting along, Styg? New dev logs coming up soon perhaps? :)

170
General / Re: GOG
« on: June 12, 2013, 09:24:43 am »
I'd say that GoG would be a great move considering the type of gamer that browse their games (old gamers) and since Underrail is very familiar with the oldies then those gamers would take interest in the game very quickly, mainly because it's reminiscent of the old rpg titles from 95-00-isch. If it turns out to get a release on GoG, I would be very happy. :)

171
Other Games / Re: What games are you playing?
« on: June 08, 2013, 12:56:53 pm »
Timber and Stone, a pretty nice game, still in beta though so there's not a lot you can do.

172
General / Re: Underrail wiki?
« on: June 06, 2013, 07:56:13 pm »
Nice work! :)

But I think the feats page needs a bit of tweaking since it doesn't really tell what skills are required, only the level, which can be confusing to some.

173
General / Re: A Question or Two
« on: May 27, 2013, 09:35:16 pm »
I was able to printscreen, but only in windowed mode. Then paste it into an image editor.

174
General / Re: Respawning - Pickpocketing Inventories
« on: May 25, 2013, 11:52:16 am »
It would make sense for the inventory of people to respawn when you think about, or maybe they get too paranoid after the first theft that they stop putting things in their pockets.

Respawning pockets could be easily exploited I believe, but one way to fix that would be to exponentially reduce the amounts of items in their pockets until they stop respawning anything at all, like this:

1st time: 1 hypo, 50 creds
2nd time: 25 creds
3rd time: 5 creds
4th time: n/a

175
General / Re: Desura
« on: May 25, 2013, 11:07:52 am »
You don't need to download the desura client, you will be prompted the choice between the client and a standalone when you're about to download the game from desura. And welcome to the forums!

176
General / Re: Getting the word out about Underrail
« on: May 06, 2013, 10:53:47 pm »
By bareboned, I meant no discredit. I meant that the game only features a few hours of gameplay and that it feels "unfinished". When it comes down to it, the combat/skill balance is off, the economy feels underdeveloped and things are still changing frequently (small changes but still). It's hard to give a lasting impression or preview/review when the game you're playing is changing frequently, and it's better to wait for the beta when things are more stable and most features are intact. In the last half year, a lot of stuff have been added/changed and the way the game plays and how I as a player responds to the mechanics is very different now than it was then.

From a players point of view and in my personal opinion, I think it's too early for eg. TotalBiscuit to make a first impression for reasons above. I understand why you don't agree with me and I respect that but I felt I needed to explain myself a bit more in depth since my last post. :P

177
General / Re: Getting the word out about Underrail
« on: May 05, 2013, 01:23:20 am »
Well, that's pretty much it, unless some big name on youtube mentions it (TheGameStation or the like). The way I see it, the game is too bare boned to get the attention it deserves, because, you know, it's not that much to cover. Once it gets into beta stages, things will start to change for the better.

I know PC Gamer mentioned it quite briefly in an article a few weeks ago, didn't get too much attention though, which is a shame.

BUT in the meantime, I'm mentioning the game on facebook for every update or patchnotes. As well as on the forums I frequent the most.

178
Suggestions / Re: Blackmoor's Money Suggestions
« on: April 30, 2013, 01:34:04 pm »
I think it depends on what playstyle you have, I played a melee character with heavy armor and lockpick/hacking, he used the rechargable sledges. That's a lot of management, lockpicks and haxxors, batteries for the sledgehammer, repaircosts because the enemies get close enough to hit every blow, along with degradable weapons. If you play a sneaky dude with only lockpicks and a sniperrifle. you only need repairs and lockpicks, so the difference from class to class, playstyle to playstyle, is quite immense.

179
Suggestions / Re: Blackmoor's Money Suggestions
« on: April 29, 2013, 06:26:05 pm »
The degradation of equipment introduced an immense money sink, with the additional repair cost, you spend at least 4 times the money you did before, that's why money is a slight issue in late game, I had to trade like 5 -10 rifles/pistols, 10+ armor sets along with ammo and junk to afford a few repair kits, that's mental.

180
Suggestions / Re: Things I'd like to see
« on: April 20, 2013, 05:12:10 pm »
:(

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