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Topics - RailNomad

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1
Suggestions / Revamp option for cheaters and casual gamers
« on: December 25, 2015, 11:37:34 am »
I like the hardcore difficulity of this game, but frankly, when trying a new build and after discovering that you picked up some useless feat or put skill points into some useless attributes, going through those outpost quests again and again is simply tedious. This game doesn't offer that much freedom in the first phases that adventuring would keep up interest in trying out (and failing) different builds, so what I'm suggesting is that either
-Add a once-in-a-game opportunity to revamp yuor character after returning from the Junkyard, as you probably know by then what you've done wrong in the character build.
OR
-Add a semi-hidden cheat menu that allows you to alter your character build, but not to make it too powerful so that you can't gain levels or acquire extra equipment. Using this could have a slight punishment for the player like changing your profile picture into something goofy, so that hardcore players still feel better people for not cheating. :)

2
Bugs / cat sound fx inconsistent with other sounds
« on: December 23, 2015, 02:25:39 pm »
Cat sound effects are louder and have way too much low frequencies compared to other sound effects. Very small annoyance, but very visible since the added cat in the hq. Add compression and low cut filters.

3
General / Pistoleer build
« on: August 01, 2015, 09:01:09 am »
Any thoughts on what will make a perfect pistoleer build? Which attribute is more important, dex or perception? Can I safely dump Int or am I going to run into trouble with crafting later on?

Outposts quest was a real cakewalk to begin with. Let's see how powerful this will get.

4
Suggestions / Categorize Feats
« on: July 21, 2015, 05:32:35 pm »
The list of Feats is pretty overwhelming for a newcomer. Even a modest categorization (Offensive, Defensive, Craftings etc.) would help to get a grasp of the options available. After all the choice of feats during the course of the game is extremely important part of the game and keeping eye on the attribute requirements is something you need to do as the very first thing on the game - the character creation.

5
Suggestions / Roguelike character info dump
« on: May 23, 2015, 10:46:06 am »
I don't know how necessary this feature is, but I remember how fun it was back then to share ascension posts in nethack newsgroups. Some kind of summary of your stuff, attributes and deeds upon dead and upon finishing the game would be great. Also possibility to dump your character info in text or in a single screenshot during the game would be nice.

Just a thought.  ;)

6
Suggestions / A few thoughts on the quests and other things
« on: May 22, 2015, 11:38:26 pm »
After two weeks of intense gaming I finally reached the bottom (sic) of the alpha. First of all: great job. This is exactly the game I've been wanting to play for years. It's got already massive amounts of content, it's pretty well balanced and no huge bugs. Here's a subjective list on some things that could be done to further polish the game:
-Some quests include lot of walking back and forth. Foundry is a major example of this, but also the stolen train quest at Rail Crossing and Protectorate South Station.
-Some quests are too difficult to figure out on your own. (I know this one is very subjective.) The wiki is nice, but I'd rather play without the wiki - if there's a chance I can figure out what to do on my own.
-Beginning with the Abram's frst quest. There should be some hint on what the old man is up to and that if you give him correct answers he'll offer you more work. Later on you will know that the cybernetic spawn is for spying, not killing the protectorate people and releasing it to the protectorate building won't screw your relations with Protectorate. Abram could say someyhing like: "It won't hurt anyone." Basically there is no reason why someone should skip this questline, but from the point of role-playing it's possible that someone would like to remain loyal to protectorate and thus turn away Abram's offer.
-Gang war in Junkyard: Is there a point or reward in letting one gang run over the other? Currently this quest lacks a decent outcome.
-Lenox quest. I know this quest is supposed to be difficult, but I don't like the ask everyone about everything solution, especially not the Jon part and as far as I notifced, Mardre's new alias was not on Oskar's list. How you're supposed to make the connection? A bit more pointer's here wouldn't hurt.
-Wit Nosek quest: Okay, again this is supposed to be difficult, but I couldn't find any info that he might be on the attic. Finding those note codes just to be able to introduce yourself as Ai... It's not good. A bit more rumors and pointers wouldn't hurt.
-Foundry level design needs a bit more thought. All the important people should be accessed more easily, without having to walk and walk great distances. Major should be available early on and should give a hint that the recent deaths bother him and he can't talk before those are solved.

That's about it on the quests.

On the game mechanics. Not much to improve here. Accessing the best stuff (especially the chimera frame) almost always requires savescumming with the vendors. I think there should be guaranteed valuable items on certain vendors so that exploring and finding a new vendor would pay off. They shouldn't replenish all their inventory at once. It may be difficult to implement but there could be example a list of "hot" items on each vendors inventory meaning that these items are likely to be sold and disappear. And I think the next set of items should be pregenerated and not randomized so that savescumming is encouraged.

The game was very interesting up until the point where I reached the level cap and got all the stuff I wanted. Faceless invasion on Tchort Institute was interesting on it's own, but otherwise once the character progression stops, the game becomes a lot less interesting. There are interesting locations in the caves for sure, but once you can't really beef up your character anymore, exploring them is not that interesting. Easy solution would be to slow down the xp progression, but that's hardly the optimal solution. Adding a few more named artifacts could make the exploring a bit more interesting. I'd also like to see more boss-like enemies and rare animals. They would make up some real though fights that are entirely optional.

Feats: rapid fire feat is useless. Cooldown should be 0s. Packrat feat should give significantly better bonus for carrying and something else too. Commando feat: super-cool, but probably over-powered.

Crafting: very satisfying at the moment. Minor improvement: the information on which items can be used could be on the crafting page so that you wouldn't need to consult the wiki for it.

Provoking hostilities: There are quite a few situations where I accidently provoked somebody. Nothing serious, but could be given a look. At Fort Apogee upper floor people are apparently irritated by visible guns. However no one mentions tihs. There are severeal unlocked red-handed doors, which the character will take if not told not to do so. Can't remember any of these currently, but the wayfinding routine should not make the player open these doors. Friendly fire: it seems a bit of an overreaction that if one bullet in my spree hits a fellow soldier then the whole faction starts attacking me. It propably won't be implemented but it wouldn't hurt to have a single warning from each faction if you try to steal something or enter someplace you're not supposed to enter. Something generic like "stop that immediatly" "Hands off!" "That doesn't belong to you" will do. This would reduce the need to reload just because your cursor was in wrong place.

Train: Why can't you travel by train to South Station?

Well. I guess that's it. The game deserves all the praise, but here's just a few suggestion. It's alpha alright, so I guess giving feedback is okay :D

7
General / Best shield?
« on: May 22, 2015, 08:47:59 am »
What is the optimal shield if you craft one? Consisting of two good quality high frequency modulators and shield capacitor? Or should I use medium frequency modulator as the second modulator? I guess shield capacity is more important than the shielding value since the shield takes all the damage without any resistances and it won't last many turns in any case.

8
This happens from time to time: the enemy is able to shoot you but you're not without moving. I don't know how to reproduce it exactly, but it has happened many times. Usually this is not a big issue, but if you get trapped so that enemy can shoot you but you can't shoot back without moving a square it's annoying.

9
Suggestions / Transparent Cave walls
« on: May 18, 2015, 10:44:43 pm »
This is probably the biggest annoyance in the ui currently, unability to see thing in caves. Transparency works with buildings, please add it to caverns too.

10
Suggestions / Foundry Quest lines: reduce walking
« on: May 18, 2015, 06:10:48 pm »
Minor rant about Foundry: this location is huge and as you need to travel a lot between SGS and Foundry you need to spend a lot of time just walking, which is simply boring. Founding the Mayor is a bit difficult and Notes log doesn't give you exact details on what you need to bring to SGS. In my opinion the quest line should go something like this:
-Put Mayor's office into the first part of the city.
-When first chatted, you should be given a hint about the recent deaths which keep them busy and is the reason why they don't have the time to deal with you
-After presenting the murder evidence they should give the quest to investigate the creature. Here you should be clearly stated to capture one alive and gather a blade from a bladeling and take them to SGS
-At SGS Quinton and Ezra should study the creatures and give the PSI tool right away.

11
Another topic :)

I'm at level 16, currently exploring Foundry, been through Core City already. I still can't find Chimera Frames or super steel plates to get better weapons and armors. I've been fighting with a Huszar rifle since GMS compound and I feel this weapon doesn't pack enough punch anymore. So when do these materials become available and where?

12
General / Core City Factions
« on: May 17, 2015, 09:31:13 pm »
Is it so that you cannot change your loyalty from one faction to another in Core city? I picked up a quest in Coretech before even knowing that there are other options and now I'm frustrated as I cannot deal with Praetorians who would have a better vendor for my character.

13
Bugs / Minnor issue: Tailoring Description
« on: May 09, 2015, 12:57:08 pm »
Currently description of Tailoring skill says: "Represents your skill in tailoring leather and cloth materials into pieces of armor." This, however, is not quite true, since high skill in tailoring is required also when putting together full metal armors. More accurate name for the skill would be "Materials", but a little change in the description would be fine: "Represents your skill in working all kinds of materials into pieces of armor."

14
General / Playing an assault rifle combatant
« on: May 08, 2015, 01:45:49 pm »
I've finished Gorsky's quest and am off to Junkyard now. I started with attributes
St 7
Dex 3
Ag 3
Co 7
Pe 10
Will 3
Int 7

I plan to specialize in Assault Rifles, heavy armor and crafting. I have put little points into Evasion and Dodge because I believe they don't help much when you have armor with penalty of 50%+. Finding or crafting such armor in the beginning seems difficult, so I wonder if I should have bumbed points into them anyway.

I got an extra attribute point at level up and I decided to put in into constitution. Is this a wise choice? Raising constitution up to 10? Again, I thought that if I'm going to walk in heavy armor I will not dodge the bullets anyway. However, at this point smg's seem to work better than assault rifles and I wonder if that extra point in agility would have helped me more than extra point in constitution.

About psionics. Should I try to learn a few tricks even with such low willpower or should I skip it entirely? Should I invest any points into these skills?

Persuasion & Intimidation & Mercantile. Powerfulness of these skills is difficult to determine, because the limit values are not shown. Worth the points or not?

Crafting: Finding gun and armor cases seems to be difficult. I propably just have to keep on looking. Mechanics is apparently the most important skill for my character. Is tailoring any good once I get access to metal armor? I believe Biology is useful for creating health hypos, but should I increase it above that?

And how do I craft ammo? I have lots of empty cases, but can't find blueprint for ammo.

I picked up recklessness feat. I guess it's just maths, but does it hurt more low-armor high evasion players or high-armor low evasion players?

Thanks. Amazing game.  :D

15
General / Initiate combat on sight
« on: May 06, 2015, 07:48:38 am »
I'm doing the first mission at the outposts and what I find disturbing is that the rathounds always run at me before I manage to click and shoot them. So, is there an option to initiate combat first or do you just need to to click fast?

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