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Messages - Eliasfrost

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211
General / Re: Please help me
« on: March 22, 2013, 09:47:58 pm »
You need the Omni-tool, which you an find on the first level of GMS. In one of the offices right outside the generator and terminal.

212
General / Re: STUUuuuckk.... *tear*
« on: March 22, 2013, 01:14:17 pm »
You never mentioned the Junkyard, have you been there? Tanner instructs you to go there to get the drill parts.

213
General / Re: Underrail wiki?
« on: March 22, 2013, 09:35:49 am »
I think the main page is a bit too long now and a tad bit overdeveloped. The Fallout and Wasteland wiki got it right, simple and understandable.

Also, add a solid background to the pages please, the transparency hurts my eyes when I read/edit pages.

214
General / Re: Underrail wiki?
« on: March 22, 2013, 12:08:20 am »
There are no traits in Underrail and the Perk page needs to be changed to Feats. I don't have permission to change the page though.

215
Other Games / Re: Might and Magic X?
« on: March 21, 2013, 08:21:27 pm »
Grid-movement? Really? They did that in the 80's and early 90's because they didn't have the technology to support full 360 movement at the time. i think grid movement in modern gaming is a gimmick and it grew old with Grimrocks release. If they decided to make it like M&M 6-8 then I would be happy but.. *sigh*

Where did you see or read about grid movement? Did I miss something?

The last part of the trailer shows some gameplay, and it looks very much like grid movement, I could be wrong though.

216
General / Re: Underrail wiki?
« on: March 21, 2013, 07:32:07 pm »
http://underrail.wikia.com/wiki/Category:Primary_statistics

Added a new page. Styg might want to take a look at it when he's got the time and correct any mistakes and maybe add hard facts that is not explicit in the game.

217
Other Games / Re: Might and Magic X?
« on: March 21, 2013, 06:21:15 pm »
Grid-movement? Really? They did that in the 80's and early 90's because they didn't have the technology to support full 360 movement at the time. i think grid movement in modern gaming is a gimmick and it grew old with Grimrocks release. If they decided to make it like M&M 6-8 then I would be happy but.. *sigh*

218
General / Re: Steam Keys?
« on: March 20, 2013, 07:36:11 pm »
I just saw Steams early access feature, is this something you will consider if the game gets greenlit?

219
Other Games / Re: Might and Magic X?
« on: March 19, 2013, 06:04:56 pm »
Same here, the 6-8 trilogy is my favourites, especially the eighth one.

As long as it's better than M&M IX, I'm happy, man that game was horrible. I don't have too high hopes either, considering how Ubi have destroyed the M&M franchise over the years. My only hopes are that they hire a good enough studio to get the job done.

220
Development Log / Re: Dev Log #14: Taking from the Rich
« on: March 19, 2013, 01:16:55 pm »
static random where you cant reload to get other result is nice way to find fix this issue.

Static random?

221
Other Games / Might and Magic X?
« on: March 19, 2013, 09:41:24 am »

222
Discussions / Re: Fan Music for Underrail!
« on: March 19, 2013, 09:38:29 am »
How's it going so far? I really look forward to your next track. :)

223
General / Re: Assault Rifles in the latest alpha build (1.6.0)
« on: March 19, 2013, 09:35:57 am »
The one thing I don't like right now is that there is no way to modify already crafted or existing weapons/armor. I would be a great addition to be able to mod existing weapons and armor with one mod (in order to still encourage crafting where multiple mods are available), it's annoying when you find an awesome weapon but it lack any mods and is then ultimately worthless, one mod would do, same with some kinds of armor.

224
Suggestions / Re: Ideas for tactics
« on: March 19, 2013, 09:30:15 am »
Quote
Also, with the smoke grenade, it could be interesting if you had thermal goggles, which would negate the debuffs while in smoke, so you could throw it directly at your feet if being crowded.

This has got to be one of the best suggestions I've heard in a while, I really hope this will be a consideration.

225
Development Log / Re: Dev Log #14: Taking from the Rich
« on: March 18, 2013, 12:15:11 pm »
Hey there, I just want to make a small suggestion for pickpocketing, which works in a very traditional way right now, meaning you try and fail and immediately want to reload your save, this feels grindy and it can be done differently to remove the reloading impetus.
Basically just make it so you either can or can't pickpocket someone without chances, and your perception lets you know if you can. No more grinding.

That eliminates all consequences of a failed pickpocket attempt, I don't know if I agree with that.

But the consequence is usually being shot at by an important NPC, or starting a fight that 20 NPCs participate in, that's not a consequence it's a game over screen.

Whether it is 20 people ganging up on you or a guard escorting you to the station, it is still a consequence for your action. Having a skillcheck dictating the possibility to even perform the action is not only constrictive but it removes one whole dimension of immersion and makes pickpocketing dead and uninteresting. I rarely load a save when I fail a pickpocket attempt (I never pick someone in the middle of the street either, because that's bound to fail) because it adds a certain level of immersion when your actions leave you with the consequence of the person trying to get back to you for trying to steal his/her stuff directly out of her pocket, removing that would make pickpocketing one dimensional and uninteresting.

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