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Messages - JohnyCrown

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1
Suggestions / Re: Version 0.1.13.0 feedback
« on: March 16, 2015, 12:01:03 pm »
@epeli - It was on classic.  I tried the oddity system for a couple hours but didn't like it so reverted to classic. 

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Suggestions / Version 0.1.13.0 feedback
« on: March 16, 2015, 08:49:44 am »
Played through the majority of the content on this version with a guns/throwing/lockpicking/hacking a little persuasion/mechanics/tailoring/dodge/evasion.

I'll bullet point these for easier consumption.  I know some of these probably have been said but I think some points need reiteration.  Some of these are just very minor things but maybe it would help to know what some of the players are thinking.

-Extra content did not disappoint.  The game world is turning out very well.   The extra people, quests, and gear are working out well.

-The vendor list of items they buy is really clunky looking and kind of hard to read.  It almost looks like a massive blob of text and is an eyesore.   Maybe a nice neat list style would be better.   Or doing without it altogther and letting vendors buy everything that they would normally sell.  I'm beginning to see elhazzareds points on how the current system is a little broken.

-The mouse controls are really picky.  I know I've meant to shoot things several times only to see my character walking towards the enemy instead of shooting it so it's really frustrating.  Even when the indicator is blinkning that I'm about to shoot the mouse will move maybe 0.5mm and all of a sudden it changes and my character ends up walking towards the enemy completely frustrating combat.

-Riot armor doesn't seem to be that great.  I get that it's supposed to be effective against melee but it doesn't seem to work very well against melee and is weaker against bullets than a tactical vest.

-Experience and leveling seems more balanced than before.  I think it's about right. 

-Money scarcity seems about right.  I ran out a couple times and other times I was barely able to get by but it was enough to survive.

-Items seem to need to be repaired way too often and is annoying.  I'm ok with deteriorating weapons but it seems like I'm constantly repairing stuff and it just adds to tedium and breaks gameplay.  The rate of deterioration should probably be cut in half or quartered.

-A map or scanner of some sort would be nice.

-Carry weight seems almost right I would give the characters just a hair more.  Like maybe add in 10 more lbs to each STR point. 

-A slightly more polished game menu and inventory would be nice.  Maybe separate tabs for weapons/armor/misc./etc.

-For some reason energy shields just seem out of place in this game.  I'm not against having them but it just seems weird. 

-Didn't do a whole lot of crafting but from what I saw and experimented with it doesn't really seem worth it to invest points in it. 

-New enemies are pretty cool and somewhat unique. 

-Maybe have a quick creation and default "classes" for newer people (or anyone really) during character creation.

-More face pics available for character creation would be nice.  Also a lot of NPC's have the same face graphics.  I would only make key people have faces and have them all be unique and different from the ones available for the character to choose from.

-Persuasion doesn't seem that useful in most situations.  It seems like there are a lot more options for intimidation to get what you want. 

I think I covered most of my impressions.  Overall the game is enjoyable but it still needs that bit of polish to make it great.  Good job thus far and best wishes. 

3
You're probably right, I was just thinking aloud.  But I do believe having it be some sort of option at game start or tweak it to where it can more satisfy both types of players is the best way to do it.  More people happy with the game = more fans = more exposure = better reviews = better sales = more $$$$$

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After reading Elhazzareds last detailed recent post I must also agree with screeg that he brings up a lot of good points.    I like the idea of a more scarce and survival oriented atmosphere but I really think this needs to be a little more lenient and open to people with different playstyles.   Maybe this could even tie into the difficulty level somehow.  For easy have it where every vendor buys everything and  for normal have it to where it's about like it is now, and in hard maybe make it to where its even more strict for the die hard people.  Or go the other route and just try to balance the whole aspect between all difficulty levels, or just have it an option at game start.  Just a couple ideas but I do think Elhazzared is on to something.   I wouldn't say it's a deal breaker the way it is but I can see how it would turn off at least a few people and that few people later on can turn into hundreds or more. 

5
General / Re: Hi people of Underrail :)
« on: February 07, 2014, 07:48:12 pm »
Hey there Mac.  Welcome to the forum.  Thanks for helping out Styg.  I look forward to seeing your work and I'm glad you're a part of this great project. 

6
Suggestions / Re: Concerning skills and crafting
« on: February 03, 2014, 05:43:33 pm »
I had gotten better armor.  I remember awhile back you would always start with cave hopper armor but now its rathound armor (that's probably the better armor he was referering to).  There was one time though my character started with a rathound leather with overcoat that had a little fire resistance.  The other times it was just basic rathound leather armor.  Probably a random seed that mostly does basic rathound with a slight chance of something a little better. 

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Suggestions / Re: Concerning skills and crafting
« on: February 03, 2014, 03:22:55 pm »
Man you two guys get around this forum!

@epeli - You're probably right about the INT score.  My guy has 6, maybe I should try it at 8 or something.  I think the blueprints are fine and make sense.  The issue I seem to be having are the components themselves.  They are rather scarce.  I still haven't found a carrier vest to make a tactical vest at all and I'm halfway done with Junkyard, been to all shops at SGS and Junkyard and got all shelves, boxes, etc. and still not a one, my goal was to make one before I got to GMS but nope. 

The other problem is components requiring too much crafting skill.  I can find rathound leathers with between needing 12-27 crafting skill which is fine but then other parts will need a lot more.  A black cloth needed 37 skill, and soft padding needed 31, a high density padding needed 36.  Now before I would be able to craft anything decent my character would need to be level 6 and that's considering I dumped 5 points each level into tailoring but by that time I would be at Junkyard or almost and could buy something better than what I would have been able to craft thus pretty much wasting the blueprint altogether.   I know eventually I could probably buy/find better quality leather, padding but then I would need even more crafting skill to make those and by the time I got it I would be even further and could just purchase better armor. 

I know I can save a little money doing crafting since blueprints are cheaper than buying armor straight out but if I can't craft anything decent I don't see much of a point.  I know others have success with this but I guess I don't see how.  The only thing I can see that might make this easier is dumping a lot of points into INT. 

@Elhazzared - I can see how my suggestions wouldn't work too well given your explanations.  I do know something even small should be done to make it a little easier to craft.  Your solutions are actually decent and I would be more in favor of the second solution although the first would probably work also if its not adjusted too much.  As I've stated its not too far off the mark but as it is crafting doesn't have much appeal IMO. 

8
Suggestions / Concerning skills and crafting
« on: February 03, 2014, 04:38:27 am »
Started a new character a few days ago to try and do a more stealthy and crafting based character since I really hadn't messed too much with either.  After playing this type for awhile I realized and observed something I think should be addressed.

-Crafting - More often than not I can't make any equipment because the prerequisites are almost always too high.  Some things require like 40-60 points in a certain technology for me to be able to use it and even if you put in the initial 15 points to a crafting skill and put 5 in each level you still need to be at level 6-10 to just to make some halfway decent items.  And by the time I get to that level I could have already bought something better.  I think I read somewhere that it's random on how high a certain crafting components level is.   Now here's a couple suggestions to make crafting a little more rewarding while still maintaining the idea you're going for.  It also seems crafting components for armor and weapons are a little scarce also.  Crafting although not horrible by any means in its current form as I still can craft SOME things I think it could use a little tweaking. 

Suggestion 1
Make it so you're allowed to put in 20 points initially in each skill and up to 10 at every level up.  This way if someone really wants to they can have a skill at 100 at level 9 if they really want to and this could make it where you can craft stuff better than what you can buy in most cases. 

Suggestion 2
Make it so the random craft components are generally lower at early parts of the game (maybe they are but they seem to still be too high in too many cases).  Maybe make a stop gap of 20-25 for parts up till Junkyard then maybe up to 40-45 till rail crossing and so on so the components can match the average crafting skill if 5 points were to be invested at each level up.

I know others probably have a little better success with crafting in its current form than I do.  Maybe I'm going about it wrong or something but to me as of now in its current form it doesn't seem too useful.  Thanks for reading.

9
Development Log / Re: Dev Log #28: Energy Shields
« on: February 03, 2014, 12:38:04 am »
Nice update on this one.  I think you addressed quite a few things that needed addressed.  Energy Shields sound interesting and should make battles a little more balanced in most cases.  Allowing the merchants to buy a little more I think was a huge necessity and I'm glad you implemented it.  And adding more quests will help with game length and immersion.  Looking forward to the next playable version. 

10
Suggestions / Re: Ideas for new weapons, armors, items, feats, and psionics
« on: February 02, 2014, 05:07:41 am »
A couple more ideas...

Metathermics Psi
Wall of fire - Makes a circular wall of fire 2 spaces out from the player and surrounds the player for 2-3 rounds.  Any enemy crossing over the fire will take damage and have a 50% chance of catching on fire.  Could be useful for fighting melee enemies.
(Alternate) Wall of ice - Similar to fire but enemy can become frozen instead of catching on fire.

Fever - Makes the enemies temperature rise giving them a bad fever.  The enemy loses half of their hit/evasion/dodge and resistance rates for several rounds.

Thought Control Psi
Psi Apathy - Destroys the Psi power of one target enemy.  Either does PSI point damage or prevents enemy from using PSI for a select number of rounds.

FEATS

-Strongman - Adds 20 to carry weight and reduces mechanical damage by 5%.
-Battle Savvy - Reduces AP cost of all attacks by 1-2 points.

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Development Log / Re: Dev Log #25: Game Economy Changes
« on: February 02, 2014, 04:50:13 am »
@LazyMonk - Well to be fair I think joejoe has some decent points.  The player should have some feeling of progression or even over-empowerment and/or an opportunity to excel in some gaming aspect instead of the feeling of barely scraping by at all times.   Not saying the game should be a cake walk and being able to one-shot everything to boost the ego or something. 

@joejoe - The economy does need some tweaking (and Styg knows this also) in the players favor but not too much where it takes away from that survival aspect Styg is trying to encourage in the game and which I and several others seem to like at least to an extent (I'll admit I'm not as die-hard about it as some others but it does make an interesting game for the most part.  Remember the game is still in Alpha so I'm sure some of these issues will be addressed.  Even for an Alpha the game is better than some finished games I've played!  So you can be pretty certain the game will be well polished in all aspects before its release and encourage you to keep trying it out upon further releases.  But any feedback at all as long as its given constructively I think in the long run will help the game be better.  Thanks for contributing. 

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Thanks for the feedback guys. 

@epeli - My main thing about the armor was from the Bio Suit that has 25% resistance to bio based attacks.  My main thought was to make other armor that just specializes in reducing those things like the bio suit does with bio based attacks.  I know you can craft certain qualities in the armor or buy armor with those qualities but it isn't specialized like a straight specialized armor would be. 

Yeah I should have looked at the wiki better for some of those perks that I named.  Thanks for pointing those out.  I did run across deflection during my playthrough but not the other two. 

The toggle is a good idea for the metathermics psionic.  I could see that working better than my original idea. 

@elhazzared - Thanks.  My idea with the auto-kill was to have the accuracy reduced to 50% of what the normal hit rate would be.  So 47% if hit rate is normally 95%.  So there would be some risk in using it.  I do see the logic of it possibly being broken though.  And as epeli pointed out there is a feat that does something similar already so probably no need to implement this feat.  Vampirism idea was just kind of thrown out there.  I think it could be a neat alternative to restore HP though. 

And yeah skill bonus feats are kind of a toss up.  Some people like them and some don't.  When playing similar games I would occasionally choose them but not very often.  Just thought they might be nice alternatives for people who want a less combat intensive game. 

NEW IDEAS

Psychokinesis Psi
-Centripital Force, Blowback, Repulsion for possible names - Forces any enemies surrounding the player to be pushed back 4-6 panels, and if they are pushed into a wall, or another enemy they will receive damage. 

-Repel, Energy Bounce, Forcefield for possible names - While activated will reflect any bullets directed at player in forcefield back to the shooter.  Can last up to 3 rounds but has a slight chance (maybe 10-15%) each time it is struck to dissipate.

Items
-Health Hypo MK2 - Restores 150 HP but player also loses 1 Perception for a certain amount of time.
-Energy Booster MK2 - Restores 80 PSI and 30 every 5 secs but player loses 1 Constitution for a certain amount of time.
-Flashlight, Lantern - Uses Energy Cells.  Lights up area ahead of where player is facing and while activated increases perception by 1.  Also shows stealthed targets.

 

13
Suggestions / Ideas for new weapons, armors, items, feats, and psionics
« on: January 29, 2014, 03:24:41 am »
Thought I would make this topic since I had some ideas for some of these things.  Anyone else feel free to ad your ideas as well.  Maybe we can use this topic to put all ideas for these things to keep it organized and in one topic. 

Not sure if any of these things I name are planned but thought I would mention them anyway.

New weapon ideas
-Shotguns - Something I think is missing from the game and could add an extra layer and option for gun users.  In theory they might be overpowered compared to handguns and machine guns but this could be offset by having them be more expensive, have lower accuracy, or higher AP cost.  Maybe if not too difficult to implement have a feature where it spreads over a certain distance and can attack multiple targets at lessened damage.  For instance bewteen 1-3 panels have it hit main target for full damage but at distance of 4-5 panels have it able to hit main target and any target 1 panel adjacent for 50% damage and for a distance of 6-7 panels 2 panels adjacent to main target at 25% damage or something like that.  Also have standard and specialized shotgun shells (electric, armor piercing, etc.) 

-Rocket or grenade launchers -  Should have high Gun, Str, and possibly mechanic prerequisite since they should be powerful and hard to use.  Yeah you can just put points on throwing and use grenades but the launcher can provide further distances and not have that cooldown that throwing grenades require.  Can also have specialized missiles that can cause different effects (for instance a rocket that explodes toxins on impact poisoning anyone it impacts along with bio damage.)

-Swords - A melee weapon I would like to see and could give a couple more unique character and enemy types.  Having that bushido/samurai type or even the knight in not so shiny armor type.  Similar to daggers but a little stronger and have a slightly higher AP cost.   Maybe even have a perk or two designed for sword users. 

-Axes - Another melee weapon that can function similar to a sledgehammer but that can also cause bleeding wounds and do a little more damage maybe at the cost of more AP.   

-Spears - Another melee weapon that can pierce more armored enemies and have a distance of 2 for striking.  Is 2 handed so cannot wield two weapons or shield. 


New Armor ideas (these could also be implemented as armor craft parts to give desired effects to current existing armor)

-Mirror or rubber armor - Armor or armor craft part that has anti-electric properties.

-Blast suit - Armor or armor craft part that is resistant to explosive type attacks.

-Asbestos - Resistant to fire based attacks.

New feats ideas

If swords or axes or implemented
-Behead, decapitate, or executioner for name.
At the cost of double or 1.5x AP can attempt to auto-kill an enemy who is not wearing a helmet.

Others
- Scavenger -  Finds 20% more loot and any currency based loot is 10% higher.
- Silver tongue - A 10 point bonus to persuasion and mercantile (maybe intimidation also)
- Vampire - Able to restore 5% of health of dead human enemy based on the enemies max HP. 
- Scientist - A 10 point bonus to chemistry and biology skills.
- Engineer - A 10 point bonus to mechanic and electronic skills.
 -Block - Melee skill that when turned on can block and unarmed attack at 75% or other melee attack at 50%.

New Psionic ideas

Thought Control
-Mindflay, Chaos, Mindstorm for name - When used on an enemy causes confusion and causes the enemy to attack his friends for 2-4 rounds. 

Psychokinesis
-Biokinetic Chain, Biokinetic Levitation - Can move an enemy up to 6 tiles away from their current location and can smash them into the ground for maximum damage or into another enemy at 50% damage to each.

Metathermics
-Boiling blood, Magnus Fever for name - Causes an enemies internal temperature to keep rising causing increased damage each round up to 5 rounds, if the enemy dies during that time they expode and lightly damage any surrounding enemies.   

These are just a few ideas for now.  I tend to come up with things on the fly sometimes so if I think of anything else I will keep adding ideas to this topic.

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Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 29, 2014, 02:07:56 am »
@epili & Styg - Ok then.  I will start posting ideas for weapons, armor, feats, and psionics in the suggestion forums.  Thanks to both of you for the reply.

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Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 28, 2014, 03:04:40 am »
This is the first alpha I've played since 0.1.6.0 and I must say its starting to get better.  I played through the vast majority of this version and I want to break it down for you and give you the details on what my impressions are and any issues that I think could be addressed to make the game even better.  I always try to take an unbiased approach to this and focus on what would make the game better for the majority and thus gain the game more popularity and sales.   I've been behind this project since the beginning and am glad someone decided to make a game that I think has the potential to be even better than Fallout 1/2 and in some ways it already is. 

So anyway I played on normal difficulty and classic exp. gain.  In all honesty I personally don't care for the idea of the oddity system but I can see how you would extend to more players this way and think it was a good idea and having an option to choose is very player friendly.  Nice work here.  The normal difficulty seemed rough at times and had to reload many times in several situations.  The difficulty is a lot more balanced than it was in the earlier versions.  I still think it could use a little tweaking mostly in enemy HP.  They seem to have a ton of it and the fact that most human enemies use stimpaks raises that even more.  I suggest cutting HP down on all enemies with the exception of rathounds by a slight amount.  Maybe 5-10%.   It's not very fun to have to reload several times for one battle even with the best gear up to that point because it takes 3-5 rounds to kill one enemy and most of the outcome is seemingly based on the luck of the dice roll more so than tactics and gear.  I understand I could try easy mode and it would avoid that and during my next playthrough I probably will to see the difference.  Overall definitely better but could use some tweaking (very small) I think to make it more balanced in the players favor.

Amount of gained skill points, perks, and stats per level seems pretty good now.  It went too much in the players favor last time but now it makes it seem like you have to really think about what perk you're going to pick and where your skill points are going to go.  Very nice improvement here.  I would suggest and I think I read this somewhere to make the max level cap at 30-40 instead of 20.  Also suggest more perks, psionics, weapons, armor, and items which I assume will be added to eventually.  I can try to help you come up with some if you want and have a few in mind that I think would fit well in the game.  PM me if you want and we can discuss this. 

Didn't mess with crafting much in either playthrough but when I did mess with it it seemed like it went well.  The only drawback I saw was a slight discrepency between what could be crafted and crafting skill.  You really need to put buckets of points into the 5 disciplines of crafting to make any decent gear.  I think this needs a slight modification to make it a bit easier to craft better items.  Again haven't experimented with this much but that's what I could see when I did mess with it.

The new economy and barter system wasn't as bad as I thought it was on paper.  Trying it out it still felt pretty balanced for the most part.  My suggestion here is to make sure that more items are able to be sold.  There are some items that NO SHOPKEEPER ever wanted.  I think the vast majority of items should be able to be sold to someone at some point.  I do feel the system is still a little too restrictive in the sense that most shopkeepers buy very little.  Maybe instead of having a guy buying for example...3 firearms...2 vests....3 blueprints....Have that same guy buy 4 ranged weapons.....3 armors.....4 blueprints instead of restricting it to a strict type you can restrict it to a general type and slightly increase the number they want to buy.  I do feel the system is more tactical and I see why you implemented it but I think it could be a tad less restrictive while still keeping the idea you're going for with it.

I think the amount of quests could be increased slightly.  Not even much but maybe from beginning of Alpha to end maybe 3-4 more would have been about right.  This would increase the immersion in certain areas and increase play time in these areas. 

I think a map of some sort should be implemented.  Maybe even something simple like a radar type thing.  Have a special item that either has a rough sketch of surrounding areas you can download into another item or the notelog or have a radar type weapon that can read surrounding areas somehow.  Doesn't have to be a hand holding auto-map but something simple to track progress and locate areas you may have missed.

Graphics are good for what the game is and has that dark gritty feel.  Great atmosphere. 

Is the loot you get from boxes and shelves and such random?  If not I think it should be at least in most cases.  I also think every locked box etc. should have at least SOMETHING in them even if its 1 stygian coin.  Kind of disappointing to open locked stuff up and get nothing (well I guess you technically get the EXP it took to open it up).  I also think the amount of good items you get from boxes, shelves, etc. locked or not is abysmal.  Seems like you get more crafting parts and stuff that has little or no us instead of fully functioning things.  Upping quality find a bit I think would make it a little more exciting to get loot.  Seems most of the best stuff is had from killing human enemies and even then that's not always the case.

Can't think of anything else for the moment.  Overall the quality is definitely rising and is shaping up to being a very good game.  Keep at it and I wish you the best.  And congrats on the progress thus far. 

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