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Messages - Styg

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1
*snip

Allowing of the further skill scaling beyond the 25th level, however, requires us to provide some use for such high skill levels, particularly in crafting. To address this, the end-game areas and stores will have some of its loot/stock scaled up if the Expedition DLC is installed, particularly when it comes to crafting components.

*snip

So will existing saves have their loot/stock reset as well or will this only applies to new saves?

Regarding loot, it will apply but only to areas that you haven't visited yet. Merchant inventory will be updated with the first regular periodic restock.

2
3. The game needs another difficulty setting.

Some of you RPG veterans just need a space of your own when it comes to difficulty.

Why not throw the ball to the players? Custom difficulty. Let us tweak all the factors tied to difficulty and various extra settings like weight and merchant limits (I haven't forgotten Elhazzared! ;))
I did consider something similar in the past - allowing the player to enable certain pre-programmed "mods" for his playthrough, such as: enemies always/never crit, humans come back to life as mutants, no healing, and other various reasonable and insane options. I'll probably never implement this, though it would be funny...

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Some of you RPG veterans just need a space of your own when it comes to difficulty.

Can you really blame us? :)
No, you are my favorites, but you kill my precious NPCs in a way that makes me want to nerf things.

3
I'm not primarily bothered by the lack of counters to energy shields, but by their simplistic non-engaging one-size-fits-all mechanics. Giving enemies more EMPs might make the combat more difficult, but not necessarily all that more interesting.

4
Will info about all Specializations be optionally available at char creation just like it is for feats?

Of course not, that would ruin the surprise of finding out that the feats you picked have useless specializations.

5
Alright, let me try to address this as three seperate (altough possibly mutually-exacerbated) problems. These are not just things you mentioned in your post, but also what other people reported in the past regarding difficulty.

1. Characters hit level cap too soon.

This will in part be addressed by veteran levels. Once you hit level 25, the progress slows significantly and you are still able to increase the power, keeping the leveling process meaningful.

2. Game is generally not that challenging past the mid-point.

I understand this is often the case and we are considering how we can adjust certain encounters and areas to provide more challenging experience for players.
One of the main issue here, we think is the absence of high end non-human enemies. Most of these types of enemies appear in the late-early game and mid-game and are carried over to near-endgame where they are simply not that challenging anymore.
In addition to this there is a rollercoaster difficulty ride with the late-midgame to endgame encounters where some are too hard even on the easiest difficulty, while a lot of them are too easy even on the hardest difficulty. In the future, we will be looking at those encounters separately and work on tweaking them for various difficulties.
Which leads me to the next point.

3. The game needs another difficulty setting.

Some of you RPG veterans just need a space of your own when it comes to difficulty.

4. Energy shields.

I don't want to get into this right now, but personally I am not content with how the shields work at the moment, both in the terms of crafting (where there's effectively one way to go about things) and with the amount of defense they provide with practically no active tactical or strategic engagement from the player and virtually no downsides.

Expect this to change at some point (prior to the end of the world).

5. Expedition DLC will increase your power before a portion of original campaign and thus make you out-scale the content.

The content of the DLC occupies the are from the mid-game to late-game which means that the leveling advantage it provides need only be accounted for in the late-late-game and the endgame itself and this it will be doing.

There is no point attempting to adjust the mid-game content towards it as we do not do this for other horizontal mid-game stuff - Foundry, Rail Crossing, Core City, Drones/Protectorate, etc.

6. The problem of classic XP.

While it will take a lot of experience to gain veteran levels in classic XP mode, I don't really have a good way to control the levelling curve here due to the non-linear nature of the large portion of the game.
Actually, I did think of a good way of controlling it and I implemented it in the form of oddities. If it was up to me, I would just do away with the classic experience, but I am obliged to keep it due to the late date in which the oddity addition was made.

I have no good solution to this right now, I'll have to think about it.

6
Will the max level cap stay the same with this changes?

Max level in the expansion will be 30.

However, I agree with Tygrende about the 200 extra skill points being too much.

The idea is that if you forgo further investment into your core skills that you've been developing so far and instead branch out into other skills, you will sacrifice your build focus. For example, if you stop investing points into crafting skills, it will mean that you now might not be able to access the high-end components anymore (which will now be tuned towards level 30 instead of level 25); or if you stop investing in hacking (as many do already, because the max required skill level is known), eventually you will be missing out.

I understand your concerns guys, and they are our concerns as well, so we'll be looking closely at how this develops in the end-game to make sure that the encounter difficulty is adequate (it has its problems already, but more on this some other time) and that the character development choices are meaningful and varied. We might not get this 100% right immediately (or ever), but we are committed to it.

We understand that for some of you pros the game gets a bit too easy at certain point and we have a lot of ideas of how we can provide you with a challenge and, eventually, we'll get around to it.

7
Why is horizontal development gone?

What are you referring to exactly?
This:
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The reason I decided to prevent certain aspects of character from scaling beyond level 25 is to avoid having the character outscale the content at his current main storyline progression just by raw character power. Because we'll be expanding the game horizontally in this expansion (and probably in the future) we need to take special care to still provide adequate challenge to the player while also allowing them to improve some aspects of their character.

It's not just skills that keep growing, Specialization will ad to character power as well.
One more question: are we going to get another attribute point at lvl 28?

With the current linear scaling system it is not possible, in the long run, to expand the game horizontally and prevent player from increasing in power, while at the same time making the levelling experience satisfying. We still plan to work on the game horizontally in a lot of areas, but nothing of the scope as large as this DLC.

Specialization surely will add to character power, but the idea is that it adds it in particular aspects. We'll be closely monitoring how that affects the game's difficulty during the testing.

No additional base ability points.

Wow. You are certainly giving the player a lot more power with this change. I fear that these changes will trivialize the game in terms of combat, especially for players going the Classic XP route, but I suspect that you have plans to ensure things remain interesting and balanced. (e.g. stronger enemies, greater waves of enemies, less consumables, etc.)

These changes also seem to directly oppose your goal of making it so that no one player can become a perfect jack-of-all-trades and dominate every aspect of the game world (i.e. have a high amount of skill in combat, subterfuge, crafting, psi, and speechcraft). But, again, I imagine you have plans to get around this.

Regardless, this will certainly make things interesting! Keep up the good work, guys. :)

Does this address your concerns:

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Allowing of the further skill scaling beyond the 25th level, however, requires us to provide some use for such high skill levels, particularly in crafting. To address this, the end-game areas and stores will have some of its loot/stock scaled up if the Expedition DLC is installed, particularly when it comes to crafting components. In the future, we also intend to address the problem of other non-combat skill scaling (such as social skills and hacking/lockpicking) by adding high level encounters/opportunities, so while currently it might not make sense to max out these skills, in the future it will have benefits.

Could you give us some rough estimate regarding the testing/release? I do not need release day, rather update where we stand in terms of completion / what is left to do, etc....

I did that in the last dev log. I really don't want to be any more specific than that at this point.

8
Why is horizontal development gone?

What are you referring to exactly?

9
Development Log / Dev Log #54: Specialization and Veteran Level Changes
« on: August 10, 2017, 12:30:02 PM »
Hi guys. I did some changes regarding veteran levels which I originally introduced back in October.

First of all, player will continue to receive the normal amount of skill points when leveling up even on veteran levels now. Also, dervied stats such as health, detection and such will scale normally on veteran levels as well. However, players will also gain a feat every even level instead of every level when leveling on veteran levels. So basically everything is going to work as with normal levels with the exception of the feat pool being expanded with veteran feats once you hit veteran levels.

Allowing of the further skill scaling beyond the 25th level, however, requires us to provide some use for such high skill levels, particularly in crafting. To address this, the end-game areas and stores will have some of its loot/stock scaled up if the Expedition DLC is installed, particularly when it comes to crafting components. In the future, we also intend to address the problem of other non-combat skill scaling (such as social skills and hacking/lockpicking) by adding high level encounters/opportunities, so while currently it might not make sense to max out these skills, in the future it will have benefits.

However, the second, and more important change, is that on veteran levels you'll also get three specialization points.



You use these specialization points to further improve your non-veteran feats, often across specific dimension, as demonstrated in the GIF above. Your investment of points in any given specialization cannot exceed your veteran level (or the maximum allowed points for that specialization).

That's it for now. Let us know how you like these changes.

10
Bugs / Re: Encountered a couple of minor bugs
« on: August 09, 2017, 08:04:48 AM »
Could you zip all the crash logs you have for me to check out? They're in "Documents\My Games\Underrail".

11
General / Re: Certain ammos don't stack.
« on: August 08, 2017, 07:13:24 AM »
Don't forget cases. They don't stack pas 250 either.

Thanks for the reminder. Fixed.

12
Bugs / Re: Ambush disabled by saving.
« on: August 07, 2017, 06:57:10 AM »
Yeah, there's something going on with the light level calculations. I'll have to look into it when I get the time. It's not a priority, though, given how specific it is.

13
General / Re: Circular Wave Amplifier capacity
« on: August 03, 2017, 08:52:50 PM »
Shield enhancements do indeed need re-balancing. It's on my TODO list.

14
Bugs / Re: Bipod move penalty
« on: July 20, 2017, 12:52:00 PM »
I though it always had the move and shoot penalty.
I'm fairly sure it didn't have it before. I distinctly remember that in the past my precision would drop by 50% when using a sniper rifle with a bipod and a regular scope, 30% from the default move and shoot penalty, 20% from lost bonuses.

Well, anyway, I halved the AP and move&shoot penalty for the assault rifles when attaching bipod. It can stay for the snipers.

15
Bugs / Re: Bipod move penalty
« on: July 20, 2017, 12:04:11 PM »
I though it always had the move and shoot penalty. It's working as intended, but it might be a bit too harsh, yeah.

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