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Topics - screeg

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Really just want to know if at some point you're going to adjust the challenge and maybe debuff some creature resistances to make the end game less painful. Or if you're fine with it as is, I'd like to know that too!

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General / dropped Mining Explosives in cavern, Silas doens't respond
« on: March 14, 2015, 09:51:20 pm »
Is there something I'm missing? I know it's the right cavern, already searched to see if anyone else had problems. When I go back to the Black Eels they don't say anything about it.

Solved: you have to right-click and "plant" the explosives. Wouldn't hurt to have that instruction in the quest description.

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I'm wielding a Tungsten Sledgehammer with STR 8, minimum is supposed to be 9. Thanks!

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I created a no Dodge/Evasion character thinking I'd craft either metal or energy shield armor later, but lo the movement penalty for metal armor is outrageous! Right now I'm in some purchased Riot Gear but of course I can't make my own improved stuff, and I don't know if it's going to cut it in the longer run. So far I'm doing quests in Junkyard, about to try for the drill bit.

5
Skill check to open a vent? Tailor skill required to make a... Molotov cocktail? For real? Mechanical 25 to recycle an item? Maybe that one was there before but it's still ridiculous. You don't have to gate everything behind a skill.

PS I'd like to be able to open regular, mechanically locked doors/containers with my sledgehammer.

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Because nothing seems to be happening...

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Discussions / I'm Author of the Week on Lovecraft eZine!
« on: October 27, 2014, 03:11:14 pm »
really brief article

In commemoration of this honor, I've also marked my novel down through Sunday, Nov 1 to $2.99. (this is .com and .uk only, malheureusement)


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Other Games / check out these Dead State animations
« on: June 23, 2014, 03:24:56 pm »
I created a YouTube channel with the animal animations I created for Dead State. Dog hasn't been released yet.

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Discussions / just published my first novel, cover inside
« on: February 07, 2014, 01:59:28 pm »
Styg very kindly invited me to post here when it was finished:  Dreamlands

Here's the blurb:
----
Isaac Sloan, the dissolute scion of a once wealthy family, is nearing the end of his credit when he receives an urgent summons from his estranged uncle. In Arkham, he will learn of the dying man's double life, and of long forgotten enemies newly roused.

Join Isaac Sloan as he parts the veil separating the pedestrian world of early twentieth century New England from an uncharted land of riddles and horrors. In that mysterious realm called the Dreamlands, he will become enmeshed in a struggle against the servants of an incomprehensible entity.
----
Though I've made some contributions of writing and character animation at Iron Tower, I am still on the fringes of the computer games industry.

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Suggestions / suggestion re: 50 point skill hump
« on: October 08, 2013, 04:31:55 pm »
The current method of skill progression, where you get up to 50, then have to sink a ton of points to get past 50, is really off putting.  I'm not sure about the logic behind it, but a less harsh transition would be welcome.  Thanks!

I'm also hoping the final game won't have such a profusion of locked empty containers.  I don't mind searching ten shelves and finding ten empty shelves, but IMO any locked container should have something in it (or else why is it locked?), and not something from the lowest random item tier, ie. fabric scraps or a single bullet.

On the topic of bullets, why are JHP and armor piercing rounds so goddawful rare?  In a game like Fallout or JA2, exotic rounds probably accounted for ~25% of total ammunition found/bought.  In Underrail, I have to play for an hour to assemble one clip of JHP, including purchased rounds, which makes them functionally useless since I don't want to be switching out clips mid-fight.

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Suggestions / suggestion: Recycle blueprint
« on: September 16, 2013, 03:16:07 pm »
Would be nice if you had four slots for Recycle instead of 1.  What I mean is being able to recycle four items of the same class at the same time, provided you meet the minimum Mechanics requirement, instead of one at a time.  If that's not too tedious to code, it would make Recycling a lot less tedious.

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Suggestions / uncovering landmines, reloading weapons
« on: September 05, 2013, 08:12:37 pm »
Need some method of triggering enemy mines that I can't disarm, like stones you could throw.

When hovering over a pistol to bring up reloading options, description directly obscures ammo.  A straight-up reload current weapon with current ammo option would be nice, like a single key shortcut or a left or right click on the quick icon.  Also, the ability to disarm your own caltrops.  I don't care about recovering them, but I used some in what turned out to be a main thoroughfare and probably lost 300 life at various times accidentally walking over them again and again.

Also a keyboard shortcut to swap weapons would be welcome.  I know it's easy already, but every little shortcut helps streamline combat.  It's also inconsistent that that's the only thing on your belt that isn't attached to a key.

13
Bugs / unable to target enemy standing near door
« on: September 05, 2013, 08:06:44 pm »
Can't target an enemy when an open door is overlapping his position.

Possible solution:  have TAB force prioritizing of targets over interactive elements?

I have a screenshot for this but couldn't embed it:  http://min.us/lzoHuPuWjjG80

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Suggestions / returning to the Alpha after several months away
« on: August 14, 2013, 12:09:09 pm »
Two things, Styg:
Your barter system is the worst I've seen since the invention of the Graphical User Interface.   :-*  I liked Fallout's system fine, and I realized what makes yours so painful:
 

you need a number counter for breaking up big stacks, especially credits.  I mean I should be able to type in '256' instead of grabbing a slider. 

An auto-complete in the barter menu to round out items on your side or the merchant's side with the correct amount of credits would be a fantastic feature as well.

After playing the alpha many many times, I hope you'll provide an option (maybe only for alpha backers?) to skip the introductory missions.  Maybe the player could start with those missions resolved and an arbitrary number of character points to distribute, and better starting equipment and some credits?

15
General / How much gameplay is left after you hit the burrowers?
« on: October 05, 2012, 05:58:40 pm »
The message body was left empty.

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