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Messages - Gman

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1
Bugs / Re: Hydroponics free poppy
« on: December 21, 2015, 12:51:00 am »
Incredibly doubtful. This is for their basic medicinal needs(morphine creation) I imagine, so is important, but more so that would break game balance in a severe way since flowers grow back, and this means infinite money if you just make morphine and sell it.

2
Bugs / Hydroponics free poppy
« on: December 20, 2015, 03:31:23 am »
So new area, hydroponics, and it has a ton of floating flowers that are mostly all red, but one where the mouse points,

I imagine it is going to respawn as I Just picked it, and if not fixed, a possible source of infinite poppies if one Really wants.  Only noticed because it happened to be the first one I picked, and thus thought they all were ok and immediately got shanked when I touched the next.

3
Suggestions / Re: Investing in traders.
« on: June 22, 2015, 08:41:25 pm »
1-Already in, 2-Interesting and will discuss, 3- Traders that buy everything? No, just no. There is a ton of junk, and unless they feel they can sell what they buy, they got no reason to buy 'junk.' 

Investing in traders sounds interesting, though it should be rare and on par with some rather specific situations/quests. A possibility with every trader sounds too powerful, or perhaps just... well.  Let's look at it this way, how many people are going to just take free credits from some strange dweller?  Too good to be true in their eyes, and it will possibly be right depending on how the player handles things. Might seem like a criminal enterprise and player gets tossed into jail or out of CC for being an assumed front of a syndicate enterprise.  Or the trader just keeps the 'investment' and acts like it never happened when you ask about it in the future. Who is the lawkeeper gonna believe in most areas, the trader that helps their community survive or a relatively random under dweller saying he gave money to the guy?

Others are set up to handle investments rather well, perhaps having such options for the Armory in SGS. Maybe it is a cash investment and quest related help in ensuring they got new routes to get the new/better gear, and thus opening up the better tiers and quality of things after a little work and money instead of 'it just getting better' like it does now.  The trader that moves into the gang base (spoilery a little so withholding names) would be another perfect optoin for this. He's a visiting trader handling the gangs material needs. Gang has manpower and you can provide investment for better quality equipment. Maybe it takes a 'daily/weekly' tithe to keep it up. 

Anyway point being, with minor quest framework, can see all sorts of traders having a myriad of results from investing. Not all will have good results, but variety imo is spice that makes games like this even better. Who knows, maybe you'll inadvertently fund a criminal guild arising in a town and taking it over.....

4
Suggestions / Re: Lack of Directions
« on: June 10, 2015, 05:20:09 pm »
It's a game that takes place underground with little natural light, cave-ins are a constant threat of altering maps, and even spotty communication between nearby stations.  Maps? Lot of effort, dangerous work, and probably a short payoff before the next quake or herd of creatures completely invalidates previous information for just one tunnel.

5
General / Re: How to go through sealed doors in GMS?
« on: June 10, 2015, 05:18:07 pm »
Maybe he didn't get the quest in order to need the burrower poison in the first place? Am just taking a shot, as I've always managed to keep the card after the GMS adventure when talking to Gorsky..

6
Also, we implemented player housing. Players will now get an old ruined apartment in Core City which they can fix up and furnish to their liking. Most of the stuff you can get for the house is just for show, but there is some useful equipment as well.

Many thanks for this cosmetic improvement!  It feels like a small thing, but this slice-of-life improvement helps the games immersion for one such as myself and hope it was not too difficult in implementing. It looks wonderful though I do wonder about what 'useful equipment' might be within...

7
Suggestions / Re: Transparent Cave walls
« on: May 29, 2015, 07:26:08 pm »
I agree to a very small point as was brought up, something like doors, and even shelves and any other object, is not made transparent and I've actually had corpses, sometimes very important ones I need to loot, fall behind a shelf whereby it is almost(sometimes is) impossible to find the sprite to click on. What button we have to highlight stuff is very useful, but having another that made all things transparent Except corpses would have its use, even if rare, as otherwise you reload and try not to fuck it up.  Some areas are cluttered in that regard and it is a pain. 

A minor gripe/issue, really.

8
Suggestions / Re: A few thoughts on the quests and other things
« on: May 23, 2015, 03:52:54 am »
Since that's a lot of reading, I'll go with one of the first ones I seen that seemed easy to answer-
The Junkyard gang thing has the obvious perk of getting the SGS in the door so to speak, which takes a little work to do properly.  You deny the Protectorate from helping instead and get the SGS much closer to the elevator and one of their major future threats, which can only happen by making this kind of deal with the gang. 

It can also be said that by removing the divided nature of the junkyard and placing a single gang in power is good for the town itself, as the gang cannot get out of control anyway in its position else the protectorate would surely move in on them 'for their own security and safety' and take things over themselves if allowed.

9
This might purely be an issue of lighting.  Rarely are you on equal grounds/better in the dark tunnels and corridors, thus you can easily find the lamp behind you some ways is providing just enough illumination that the enemy sees you moments before vice versa.

10
Suggestions / Re: A Super Steel Addict's minor quibble.
« on: May 18, 2015, 06:14:39 pm »
Is it necessary? I think it is, part of the trek, the variation in your result at the furnace, and the costs are all a part of the end system where you can throw juts massive amounts of cash for one of the end tier crafting items.  It keeps down on savescumming abuse as well, to me, and I am kinda for the way things are in light of this.

11
General / Re: Stuck in Port Zenith Warhouse
« on: May 16, 2015, 11:37:54 pm »
You put the armor on that Bob has at his quarters, and you put the ID of his in the utility item slot or somesuch, and they should let you in.  However, going this route still is not total easy, as you cannot get near the people in the warehouse nonetheless for too long without being outed, and sneaking still helps.

  I think I even switched out of the armor once inside and in the far corner of the warehouse while alone, into more sneaking appropriate clothes and did it all in stealth before exiting out the pipe stuff in the basement after using the ID to get in the front way...

12
General / Re: Lockpicking and Hacking, How High is High Enough?
« on: May 13, 2015, 03:13:18 pm »
Remember, if you are raising both lockpicking/hacking, try not to forget about the synergy bonuses, making your raised skill higher depending on the related skills.  I think I only raised my lock/hack up to 80-90ish, before the synergies raised it the final way. 100 seems good, there is probably some 110 though around so plan for that as I had. 

Lock 100 things seem to be, generally, stuff that you won't come across often and are very late game sort of thing, but they will occur from time to time.

13
General / Re: Found a new Trader [Lost Vault Trader]
« on: May 13, 2015, 03:10:57 pm »
Duddee, this is already on the wiki, he's not exactly 'lost' to us.  He's just a cave dweller living down there, and got stuck like others from recent cave-ins.

Speaking about this guy though, I'd actually thought his name stemmed from him being from some lost Vault city, and was so disappointed when I got into his 'home' there.  Was expecting something kinda like SGS, but smaller.

14
General / Re: Where to in, act two?
« on: May 13, 2015, 03:08:47 pm »
The Faceless, as you put it, is related but.... well, how spoilery do you want things, really?  Can explain it but want to be kinda sure how much you want to hear.  The Battery Plant and Hathor are nice because they indeed more sidequests than much else.  Hathor is also nice to go to because then you can start accessing their boat dock, which I always kinda preferred to trains.

The wiki map will make sense once you've actually been further into the game.  If you're new, go on and do the battery plant and hathor stuff, but be aware you might not be have the skills to easily Finish the Hathor questline, as the last guy and his area may be problematic if you don't have traps/persuasion.

Me? I, hrm, I probably did those two side quests, and then trail-blazed walking paths to the other main hubs, such as Rail Crossing, Foundry, and Core City.  You can take trains, but for first times, I always liked walking first, to in part clear out/loot things en route and sell when reaching the destination.  The under tunnels, where Lurkers are, were also fun to clear out and easily traversed long distances with them (It is hilariously fast to get to Core City if you know where to go in the walkway tunnels).  The Faceless situation at Rail Crossing is not a bad choice, either.

Just be aware, that if an a situation seems too difficult, you can always just back off, go xp something else and return after a few levels when you got more skills/better equipment. 

15
I brought up similar sentiments in one of my first posts, as I likewise wished to hear or find out more with the Protectorate/the whole Upper side/ United Stations/Drones anarchy.  Doubt much of seeing one of their hubs, as the cities that Protectorate took over for their HQ, hub city places, sound massive in comparison to what we are used to with CC, so I don't realistically expect one of those places other than maybe going up to its train station, or being turned away at one of its gate (if they don't shoot you on sight).

You know, hearing more protectorate stuff coming in a (hopeful) expansion, I am... ok with this. Even if its only just being considered right now, it pleases me that it has been given thought and is on the table at the minimum, thank you Styg.

Funnily enough, I'd hoped old Biocorp might play a bit more in rising in this too but I don't actually expect anything like that occurring given what I now know of the game world and how things are presently.

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