Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - blackmoor

Pages: [1] 2 3 4
1
Suggestions / Re: Traps
« on: May 30, 2013, 05:01:04 am »
As per the previous build you definitely get a mine back, my character had very high traps and stealth skills.

But if I get a chance I'll test it on the latest build also.

2
Suggestions / Re: Breaking Stealth Upon...
« on: May 30, 2013, 04:58:58 am »
Honestly, using consoles should be doable while stealthy.
Hacking a computer, not so much.
Bandages are a dedicated effort that requires concentration, you don't just activate "bandage" while you sneak around.
But you can bandage quietly. It's not an activity that would attract attention more than, say, walking.

3
Good to know the game-world is expanding and that the train is coming.

The new psi headbands sound awesome, it's also nice to get more gear.

4
Suggestions / Re: Breaking Stealth Upon...
« on: May 27, 2013, 01:33:58 am »
I would write a Bug for the bandage and computer one. The other two sound like they are by design.

Honestly, why would using a bandage cause you to un-stealth?

5
Suggestions / Re: Traps
« on: May 27, 2013, 01:31:26 am »
This might actually be a bug then.

6
Discussions / Re: RPG Discussion Thread
« on: May 26, 2013, 07:27:12 pm »
Great comments, Joejoefine.  :)

Edit: Then again maybe there are those who really would prefer to play a more superficial game that has more to offer. I guess I would simply say, that for me, this is the type of RPG I would prefer to play and what I look forward to most in Underrail.

I would hope that people who play Western Role-Playing Games are looking for the depth and complexity that you are describing.

It certainly seems like the kind of game Styg is striving for and my hat goes off to him.

7
Suggestions / Re: Traps
« on: May 26, 2013, 07:21:13 pm »
I thought disarmed traps do get added to your inventory (as the full item).

Are you using the full version? Has this feature been changed since the previous update?

Also agree about planting a bomb with pickpocketing, best Fallout attack method ever.

8
General / Re: Respawning - Pickpocketing Inventories
« on: May 26, 2013, 07:18:56 pm »
Okay, so I know that some creatures respawn. I know that some things (mushrooms) respawn. I know that merchant inventories respawn.

Are there any plans to have character inventories respawn, for pickpocketing purposes, or is it planned for this to stay constant throughout the entirety of the game?
God I hope so.

In addition to the suspicion bar eventually depleting.

9
General / Re: The Purpose of Tradeskills
« on: May 23, 2013, 01:29:39 am »
I think the OP is asking for reasons to invest in mercantile skill.  As he mentioned you can't really make money by making items and selling them, which is a shame I think. Trading skill is mostly so you don't get completely ripped off while trading. You still get bent over by the merchants, but it's not "as bad" if you have 100+ at mercantile. For reasons I've yet to understand there are very limited ways to make money in Unerrail, which I think the developer disregards. It's his game and he can make money hard to make if he wants, I'm just saying it's definately hard.

10
General / Re: Stealth Question
« on: May 18, 2013, 10:26:45 am »
Which door are we talking about?
Sorry, I should have been more specific. I was referring to any door with a red hand on it. But I went back and tested this further I discovered the problem. It turns out I wasn't stealthing at the right time, for some reason you have to stealth outside of an enemies field of vision or it doesn't work. Having the cloak doesn't make a difference at that point. So this was technically user error on my part.

I assume cloaking and using stealth while inside the field of vision of an enemy will never actually hide you, correct?

11
Suggestions / Re: Repeating Directions
« on: May 18, 2013, 08:01:13 am »
Hello and welcome, Zombra!

I had the same problem with directions at first, especially the caves and the rails, the two areas you initially explore. The Dev mentioned there isn't a Fallout-style world-map, but I would suggest an item called "Map" that shows the layout of the starting area. And I completely agree about the directions given by NPCs, I've always just muddled through. Maybe there should be an NPC called "Tour Guide" that will answer any and all questions about the starting area... that might be the easiest fix for the Dev.

12
General / Re: Stealth Question
« on: May 18, 2013, 07:48:58 am »
Thanks for the comments bushwhacker.

I must either be doing something wrong or there is possible a stealth mechanic bug with doors.

But if I decide to play a stealthy thief, I would expect to be able to get past a door, that's all I'm saying.

13
General / Stealth Question
« on: May 17, 2013, 09:33:19 pm »
Scenario:
The player is has a sneaking skill over 100 points, is currently sneaking and a cloak is activated. There is a neutral NPC with his back to the player, walking away about 25 tiles away, but he's also "guarding" the door next to the player. When the player attempts to pick the lock the NPC goes hostile. Yet that same NPC will let the player pickpocket him and take weapons and ammo.

Question:
Would it make sense to have some kind of "suspicion meter" attached to each door that's being guarded? Is it possible to get through that door without this guy going hostile? How the hell can he even see me, does his vision cone cover a full 180 degrees? If I want to go through this door, do I have to kill everyone in town?

Thanks in advance for any helpful comments.

14
Suggestions / Re: Omni-Tool
« on: May 15, 2013, 06:45:36 pm »
The Fishingrod, the Flare and the Patch Kit don't use a skill either.

Why should the Omni-Tool?

15
Suggestions / Re: Omni-Tool
« on: May 15, 2013, 07:55:43 am »
I always just used the Omni-Tool to open vents, for super secret stealth travel.

I simply think of it as a screw-driver.

Pages: [1] 2 3 4