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Messages - screeg

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1
Suggestions / Re: Altering the level cap (Warning: Text wall)
« on: January 17, 2016, 05:32:10 pm »
I can't understand what is wrong with raising level cap? How it could possibly change anything in character progression before the end game?
I don't think it can, but Styg has made several different design decisions that clumsily force players into playing in a certain way, merchant buy-back and inventory management being the most glaring one. It seems like removing the level cap should be a very simple mod though. Hasn't someone already done this?

2
Today's 1.0.0.8 hotfix did exactly that and more tweaks are planned. The aim is, obviously, making the end game challenges fun, not painful. :P
I guess it's obvious after someone associated with development says so. Thanks!

3
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!

4
Development Log / Re: Dev Log #44: New Trailer; Release Date Moved Forward
« on: December 24, 2015, 02:16:53 pm »
It seems the small/illegible font is the main complaint right now on Steam.

5
Development Log / Re: Dev Log #44: New Trailer; Release Date Moved Forward
« on: December 23, 2015, 04:24:01 pm »
That hacky attempt to cure the economy is the one thing in Underrail that stands out from its overall fantastic design. It got to the point where I refrained from sarcastically suggesting other ways Styg might restrict the player because I was worried he would go ahead and add them to the pile of futile chores we've already got.

Of course, once the reviews start coming in on Steam and every other player complains about it, maybe a toggle will be added.

6
Development Log / Re: Dev Log #44: New Trailer; Release Date Moved Forward
« on: December 21, 2015, 08:12:05 pm »
To me it's only a pitty that no option to remove carry weight and merchant buying items types and limits were added. I will have to wait until someone who shares my opinion but is able to mod will release a mod to make this game enjoyable for me to play.
I share your opinion, but unfortunately don't know how to mod, and I'm still going to play the game as-is.

7
Development Log / Re: Dev Log #44: New Trailer; Release Date Moved Forward
« on: December 16, 2015, 01:56:46 pm »
Styg, I'm going to go ahead and congratulate you on the final release now.

Congratulations on the release!

As far as I'm concerned, this is the Fallout 3 we've all been waiting for for 15 years. So great you're on Steam too, how do you feel about getting rich?

8
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.

9
In any case, you might want to be a bit more specific about what doesn't/does need to be gated behind a skill that bothers you so much.
The vent opening thing bothers me because it makes no sense, even for "game logic". You have vents that you don't want random people climbing into, so there's a special tool to open them, fine. Now you have to know lockpicking to use this tool..? I don't like that, but all right. But wait! These vents over here are more important vents. The same tool opens them, but you have to be more skilled with this tool now. And although this is identical to lockpicking, you don't get any xp..? I won't get started about disposable lockpicks again, just more examples of goofy game logic.

The Tailoring requirement for the Molotov Cocktail, same thing. I need to be skilled as a tailor to put an existing rag in a bottle? It was arbitrarily added to nerf grenade crafting. I already spent points in Mechanics, Chemistry, Electronics and Throwing, can I have an incendiary grenade please? No. This isn't a sensible way to balance crafting.

10
Edit: Don't you need tailoring for metal armor, though?
Luckily you don't, though you might be able to add extras, like aluminized cloth, that would require Tailoring.

11
I'm wielding a Tungsten Sledgehammer with STR 8, minimum is supposed to be 9. Thanks!

12
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.

13
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.

14
Because nothing seems to be happening...

15
I don't know why this is so hard for developers and players to grasp: do not introduce mechanics that act as chores in game. It's not a matter of "Maybe most of my players like chores!" or maybe they don't. There's plenty of unambiguously great content and mechanics in the game. Drop the chores.

I like managing my inventory, resources and crafting, but I don't want to spend 80% of game time doing those things. What is the game supposed to be first and foremost, a warehouse management simulator? If not, you don't include five different limitations on carrying and disposing of superfluous inventory.

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