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Messages - Eliasfrost

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241
General / Re: Underrail wiki?
« on: February 07, 2013, 01:53:45 am »
How's the wiki coming along? :)

242
Site Feedback & Suggestions / Re: the accountlist
« on: February 02, 2013, 08:34:19 pm »
Yeah, I brought this up some time ago but Styg said that as long as they don't spam it's k. ;P

243
Suggestions / Re: BACKFLIPS AND UNICORNS AND BROADSWORDS!!
« on: February 02, 2013, 08:31:44 pm »
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OK OK not those things PER-SAY but a dodging mechanic, like how in say... Dwarf fortress, someone fires a bow. an arrow isn't SLOW its not a speeding bullet either. so you have a (low) chance for it to miss, and a (skill based) chance to dodge away like the awesome Neo-Esque bad-ass you truly are. something like that based on how fast an attack is, like melee and far away-ish crossbow shots. things like that

There are different evasion skills based on what weapon the attacker uses. Dodge is used to dodge melee attacks and evade is used to evade ranged attacks. Or do you want something more complex, like different save rolls based on what subtype of weapon is being used? Like knife and sledgehammer?

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and not unicorns PER-SAY but somekind of mutated wildlife that are more iconic. sure theres the rathounds and the burrowers, and the cave hoppers. but what else? the fallout universe had brahmin, bighorners, deathclaws, cyotes, radscorpeons, giant spiders, AND the newest one, new vegas, has added a ludicrous amount of plant life as well, PLUS a huge amound of enemy HUMAN factions, raiders, the masters army, powder gangers, the legion, the NCR, etc. and then theres still the securitrons and whatever else robotic. and thats just one game! this game is a mash up of 15 other sub genres and takes from so many more in spirit, you'd think there were more than large rats and evil slugs to pump full of lead.

I think I recall Styg saying something about new enemy types in future updates. And there are human factions in the game, not fully developed I would say but there are factions. Remember that the game is early alpha and right now the game mechanics are a much bigger priority than game lore and content.

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and not broadswords pe- actualy broadswords is good! becauase i was gonna say something in between a GIANT SUPER SLEDGE  and a dinky ittsy bittsybaby boo little knify wify and a broadsword fits the bill pretty ok! i mean the other weapon types are well fleshed out. the guns have high powered sniper rifles and dinky baby 9 mill pussy guns. the psy powers have mind rape, then SUPER HOLY FUCK SHIT ASS OH MY GAWD IM MEEEELLLTINGSMAAAAAAASAJSASHDBSH... come to think of it the psy powers could use some balancing too... hmm.... anyway thats my ideas.

Other melee weapons is something I really want to see too, but like I said, the game is still in early alpha.

Btw, you high or somethin'?

244
Development Log / Re: Dev Log #12: Grenade Changes and Item Durability
« on: February 02, 2013, 01:55:26 am »
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multiple lockpicks...

...works wonderful, I was a bit worried at first when I read about it but once I got to play the new release I really liked it.

As for crafting4profit, I think it would only make sense for crafted material to sell well, as long as the balance between material found vs amount of items crafted is well thought out. If it is, then I don't see an issue, BUT if materials are obtained as easy as they are in the current versions then crafting4profit would be an issue for sure. I'd say let's wait and see how the next version runs, then get to a conclusion. :)

245
Discussions / Re: Fan Music for Underrail!
« on: February 02, 2013, 01:15:45 am »
I like this one a lot! But the drums kinda removed the decolate feel and the sense of isolation and thickness, if that makes sense. I would say replace the drums with a more muffled beat (albeit low in volume) or down the volume a lot. The drums seem to make the sound break out instead of keeping it isolated and tense, I DO like the use of drums in the later part of the song though, having the drums coming in at the 2:50 mark would be great, and it would add a certain dynamic to the song as well, and make the climax of the song stand out more.

By the looks of your Youtube account, I would say you are more experienced with techno/DnB than orchestral music? Because one thing that is typical for electronic music is the dragging out of certain parts of the songs, but in orchestral music, it's quite the opposite, I can clearly see that the problem with the two Underrail songs is that they are kinda dragged out and lack that orchestral dynamic and real climax build up, but with practice, that shouldn't be a problem. :)

Classical music is extremely helpful to research composition, dynamics and how to approach the climax.

EDIT: I apologize if it sounds like I'm dictating your music, that's really not my intent. ;P

246
Discussions / Re: Fan Music for Underrail!
« on: February 01, 2013, 01:26:30 pm »
Wolve, I really like the idea about the radio, I usually play some old tunes in the background whenever I enter the urban areas, just to give it some feeling. Having it implemented in-game with the option to change the music (kinda like how it was done in Morrowind and Oblivion) would be awesome :)

247
Discussions / Re: Fan Music for Underrail!
« on: January 31, 2013, 07:35:40 pm »
After listening to it again I think the click clack in the beginning should only be for about 4 seconds, then throw in the part that starts at 0:20

It would feel more natural with a few beats instead of 20 seconds of it.

248
Discussions / Re: Fan Music for Underrail!
« on: January 31, 2013, 04:49:34 pm »
That is seriously awesome, but the click clack noise is a bit overwhelming, maybe tone it down after the first 10 seconds? Right now it's too long and too loud.

249
Bugs / Re: wall missing on demo version 0.1.4
« on: January 29, 2013, 09:14:27 pm »
You could get the latest version from Desura and report bugs from a later version. Chances are most of the 1.4 bugs have already been fixed.

250
Development Log / Re: Dev Log #12: Grenade Changes and Item Durability
« on: January 29, 2013, 03:45:52 am »
Indeed

251
Development Log / Re: Dev Log #12: Grenade Changes and Item Durability
« on: January 25, 2013, 11:51:43 pm »
Very interesting changes, I actually like the durability/cost relation that you have introduced, but for the scraps: are these just 'scraps' (as in an item on its own) or is there different components that you extract from salvaging equipment, like plates, padding; scopes and handles from weapons etc? And how will the scraps develop as a resource within the game, like how many different purposes are scraps useful for, and stuff like that?

252
General / Re: Underrail wiki?
« on: January 25, 2013, 03:13:09 pm »
Styg said he would host it, no?

It is a wiki, people can fill it all they want, but it needs a few dedicated people to keep it clean and check the legitimacy of the information added.

253
General / Re: Underrail wiki?
« on: January 25, 2013, 01:57:42 am »
A wiki would be awesome, and I would love to contribute with as much as possible.

254
Suggestions / Re: One more generic suggestion
« on: January 25, 2013, 01:56:24 am »
I actually agree with Wolve, having some sort of reference point would be good. Like having a bad/normal/good indicator depending on how high skill you have in relation to the beginner areas and such. Like 0-5 bad, 5-10 normal, 10-15 good. For the sake of newer player that may not know that only maxing skills is the way to go for a somewhat decent character. Having to reroll your character more than once or twice because of lack of info is a thing of the past, I kinda hated Might and Magic for that.

255
General / Re: Results of alpha funding?
« on: January 23, 2013, 05:52:32 pm »
But then, as you said not a lot of people have heard of it. I do throw it on the table whenever I can on the forums I frequent the most. As well as Facebook and Deviantart sometimes. Hoping more people will catch on, cause it is a really good game, and I don't say that for most indie titles.

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