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Messages - Styg

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1
Site Feedback & Suggestions / Re: Weird forum bug--I am not Styg:
« on: April 29, 2017, 02:59:36 PM »
Yeah, we're currently appear to have some page caching issues. We're looking into it.

2
Development Log / Re: Dev Log #52: Jet Skis
« on: April 28, 2017, 10:45:54 AM »
So to sum up, speed hack is pure cheating and probably fun if you are into that stuff, but completely alter the game in ways that make some builds more powerful than intended, and make certain game elements lose its value.
It has absolutely no place in the base game.

Indeed. I don't have anything against people doing this (and they already can and do, very easily), but I have no interest in accomodating these sort of crude game pacing manipulations.

That is not to say that the player's desire to move more quickly around the world is necessarily bad and unwarranted and that I consider the current pacing perfect. It's just that this sort of solution cannot be well integrated in the game at this point and, hance, as said, has no place in the game itself.

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Development Log / Re: Dev Log #52: Jet Skis
« on: April 28, 2017, 10:38:49 AM »
Quote
Thank you Styg
Last question: will there be an easy way of checking the amount of remaining fuel, while you're using a jet ski ?
The last thing I want is accidentally saving game above a body of water, in the jet ski, and running out of fuel before reaching one of the islands


yes

There's a bar tha shows it. And if you run out of energy, your jet ski will still be able to move, just very slowly (think: some auxiliary low power ultra-long life battery that they all have installed), so you won't ever get stuck for that reason.

4
Development Log / Re: Dev Log #52: Jet Skis
« on: April 27, 2017, 08:15:19 AM »
This is great
Are we going to have any penalties for using throwable items while using the jet ski ?
Can we damage the enemy arms/hands, to drop him or her in the water ?
Can't wait for this expansion

Throwing precision will suffer the same penalty as regular ranged weapons.
No, there's no swimming mechanics in the game so that would be kinda cheesy way to kill an opponent.

5
Development Log / Re: Dev Log #52: Jet Skis
« on: April 27, 2017, 06:59:59 AM »
I did, but that doesn't mean it's without limitations. Timestep is already frame rate independent.

What speed hack issue?


Oh I thought 60fps lock was due to animations being tied to framerate. I thought I remember getting to Core city and seeing framerate take a dive and game get slow because of it. Am I remembering that wrong?
Speed hack issue is where players resort to using Cheat Engine to make the character move around the map faster by speeding up the game. This is partly due to "run" mode being missing I guess.
Can that functionality be built into a game? I don't want to have cheatengine on my computer at all, i heard it gets people VAC banned on steam in some situations. But I can't play without it anymore.

And the damn future generations can make their own games if they don't appreciate our 60 fps standards!

lol...

I'm not going to build in the speed hack into the game, but you can turn off Steam while you're playing if you're worried you'll get banned since it doesn't require it.

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Development Log / Re: Dev Log #52: Jet Skis
« on: April 26, 2017, 08:14:31 PM »
Could be just the GIF, but in either case, no we do not plan on improving it further, there's only so much we can do in this engine.

I thought you made your custom engine. Fixing timestep making it frame independent will make the game future proof (*cough* 21:9 next *cough* ). Reading material: http://gafferongames.com/game-physics/fix-your-timestep/
You owe it to future generations! 8)
It can also be a first step towards tackling the speed hack issue. People shouldn't have to hack your game to enjoy it. Please don't ignore the issue.

Thanks

I did, but that doesn't mean it's without limitations. Timestep is already frame rate independent.

What speed hack issue?

And the damn future generations can make their own games if they don't appreciate our 60 fps standards!

7
Development Log / Re: Dev Log #52: Jet Skis
« on: April 26, 2017, 09:02:18 AM »
Hey Styg, can you give us some update how the development goes in general, I mean what still needs to be done in terms of new areas, mechanics, etc. Do you still have some surprises in the store?

You also mentioned couple of years ago in one of the development blogs that you would like to come up with a solution how to address a problem that there is no running option in the game - any update here?

Additionally, do you consider making an early access for the expansion?

Many thanks for your time

- Regarding new mechanics we're mostly done. There's going to be one more interesting mechanical feature revealed in a future dev log. When it comes to areas, I wouldn't want to spoil anything, but there's one more big theme that will be revealed and one smaller that will not be revealed (since it relates to the DLC's endgame). There's also a couple of minor stuff that might or might not be shown in the logs, but probably won't be discussed directly as I prefer to leave it to players to discover these sort of things.

- Citation needed.

- No, but we might take on some testers to play it prior to the official release.

8
Development Log / Re: Dev Log #52: Jet Skis
« on: April 26, 2017, 07:07:11 AM »
Very unexpected. That jet ski animation looks VE-E-ERY choppy. Are you planning to work on improving it? Gives me a headache just by looking at it.
Come to think of it the game seems to be limited to 60FPS, can the limit be removed? maybe that would help with choppiness a bit.

Could be just the GIF, but in either case, no we do not plan on improving it further, there's only so much we can do in this engine.

9
Development Log / Re: Dev Log #52: Jet Skis
« on: April 26, 2017, 07:05:12 AM »

*snip

3. For the snipers it kinda made sense. Similarly for the sledgehammers, but there was also an issue of animation, especially in the sitting position.

Question: does this mean sniper-only and hammer-only characters are non-viable for the expansion?

Looks like psi users are still top dog, while brawler and psi monk got shafted hard. :'(
Still looking forward to everything and planning on day 1 purchase.

Lol looks like I pissed off Styg for some reason as this is the second time my questions were ignored. Oh well I still love this game. *shrug*

No, it doesn't mean that. Bulk of the combat will still be occurring on the dry land.

10
Development Log / Re: Dev Log #52: Jet Skis
« on: April 25, 2017, 07:00:42 AM »
Can we meet those huge creatures whose bones we can see on gif? Or learn what they are/were?

Can we fish from jet skis?

Regarding the first two questions, you'll just have to play to find out.

You cannot fish from jet skis.

11
Development Log / Re: Dev Log #52: Jet Skis
« on: April 24, 2017, 06:38:33 PM »
Awesome doesn't even begin to describe how this sounds. You have really outdone yourselves this time. I have so many questions but I will try to keep them to a minimum.

1. Will we be able to use crafting to create better parts or upgrade the jet skis in any other way?

2. Will they be limited only to the expansion, or will we be able to ride them around base game areas as well? I doubt it since there are not that many places in the game where that could be done, but I could imagine riding them around the cave waters.

3. Was making only sledgehammers and sniper rifles unusable (rather than all two-handed weapons, so assault rifles, crossbows, two-handed shotguns, etc.) a balance issue?

Don't get me wrong I'm probably the last person to complain about having to improvise and adapt. It just seems to me like excluding other two-handed weapons would give a whole new reason to consider using smaller weapons such as pistols, SMGs, etc. and make them much more attractive. Particularly firearm pistols, making them even more worthwhile as a "sidearm" type of weapon. I could understand leaving crossbows usable though since they have no alternatives.

1. For the moment, crafting has no impact on vehicles. All components will be purchased or found. But we might add crafting recipes here in the future.

2. There's a big body of water connecting Core City, SGS, Junkyard and Camp Hathor. You'll be able to travel these waters.

3. For the snipers it kinda made sense. Similarly for the sledgehammers, but there was also an issue of animation, especially in the sitting position.

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Development Log / Dev Log #52: Jet Skis
« on: April 24, 2017, 02:24:22 PM »
Hi guys. We're all but done with the biggest feature of the expansion and that's the player's ability to ride jet skis.



Since the expansion takes place on Black Sea, naturally you will need a way to travel between all the small islands, bays and between far shores. You will be able to do this on a dozen of different jet skis, ranging from super light racing jet skis to mini-destroyers, which you can further customize under the hood by installing better engines, batteries and suspension systems. The models themselves differ way by the combat cover, durability, stability, speed, damage resistances, as well number of and maximum size of a parts you can install into them; some vehicles can have multiple engines and/or batteries. Also, some jet skis will have special attacks or abilities.



Once you get to the Black Sea it won't take long for you to get a hold of the most basic "junk jet", but to get the quality stuff, both in terms of the jet ski model and the parts, you'll have to spend a fair amount of charons at a specialized shop in Core City. You'll also have to decide what are the most important characteristics of jet ski for you, as no one model will be best at everything.



While riding a jet ski you'll be able to use most of your weapons, abilites and utilities. The most notable exceptions are sledgehammers and sniper rifles, which are not available while driving. Also, short range melee weapons (fist weapons and knives) and unarmed attacks, though still performable, will suffer significant penalties. When an attack is aimed at you, it has a chance of hitting the jet ski instead (or in case of AoE attacks, a percentage of the damage hits the vehicle), depending on the cover it provides, in which case the damage is tested against its resistences and the amount that penetrates those is deducted from the vehicle's durability. If the durability reaches zero, the vehicle is destroyed and you die (you never learned to swim).

That's it for now, guys. Let us know how all this sounds and I hope you're looking forward to some naval battles with pirates and worse things.


13
Bugs / Re: Mutated Pig leather tabi boots bug
« on: April 06, 2017, 09:51:53 AM »
The dodge and evasion and skills that have directly derived "stats" and when there are items that modify those they usually apply to the stat and not the skill itself, so that's why you can't see them in the character sheet. Weirdly implemented, I know, and I don't remember why I did it that way. In any case, you shouldn't worry as long as it's stated in the combat stats window.

14
Development Log / Re: Dev Log #51: New Weapon Types
« on: April 06, 2017, 09:49:20 AM »
Hey Styg, can we expect a new dev blog update in April? I simply can not wait for more info :-)
Yeah, probably. And it's gonna have some major stuff.

15
Suggestions / Re: This game needs a one-time single feat respec
« on: April 04, 2017, 01:15:33 PM »
Cannot think of any reason it shouldn't be in there, other than perhaps elitism.
There are many reasons it won't be implemented. Respeccing undermines the very foundation of the RPG. Mistakes and imperfections are part of the experience.

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