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Messages - Styg

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1426
General / Re: XP scaling on classic mode
« on: January 23, 2014, 09:10:15 pm »
The are not diminishing return on kills. The amount of XP you get per kill is only dependent on the yours and target's level.

1427
Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 23, 2014, 03:27:43 pm »
I found another one, but i don't know what to create with it.any sugestions?

High level grenades.

1428
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 23, 2014, 07:22:33 am »
Yeah, merchants need some more tweaking. I will be going though the categories to make sure all are included somewhere (not necessarily all the time) and I'll probably increase the number of item types that all merchants buy per reset by one, to reduce the random factor.

Pack rat feat is a good idea. Mercantile feats also sound like something that might be cool.

1429
General / Re: Abram
« on: January 22, 2014, 09:57:32 pm »
Telling him that there are no dogs and that you can go back in is the critical part.

However, if you already completed the cybernetic spawn thing and you're waiting for the Maura quest - if I recall correctly about an hour or so needs to pass and there are only certain NPCs that will give you the message to meet with Abram. I know there's one at the entrance to Junkyard.

1430
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 22, 2014, 04:30:38 pm »
@LazyMonk That's how it works already. What Elhazzared is complaining about, I imagine, is that it has combat penalties as well.

@Elhazzared
Actually, as far as I can tell most people are ok with the new system and are happily playing the game, so don't assume you speak for everyone or most of them. There are complaints here and there and there always will be. I cannot please everyone, nor do I want to.

1431
Bugs / Re: Trader item types
« on: January 22, 2014, 07:42:06 am »
Traders buy mine/grenade cases as medicine components. (only tested it with items from old saves though)

Fixed.

Btw, components with quality are still considered static items as the quality is a property of an instance and not the definition. In contrast to generated weapons and armor which have a dynamic definition. Basically if there's a file for it in Items folder, it's static.

1432
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 22, 2014, 07:36:51 am »
Crafting should always be keeping you ahead of the curve since you are investing your points into it.

This isn't my intention with crafting.

In most of my playthroughs I have similar experience as LazyMonk. If I take crafting I usually end up crafting gear myself because it's cheaper or I cannot find what I need specifically. Also because the level of merchant gear is in certain range (say, 6-10) and not fix, it's only sometimes that you get higher level gear there than you can craft at that moment.

If I end up not using what I craft it's usually because I manage to kill a high level NPC for their stuff.

We could go around the topic of how you don't like weight limit all day, but it's rather pointless as your reasons for not liking it seem to be mostly irrational and not having anything to do with game economy. But tell me, I'm curious, which RPGs -can- you play? Almost all of them employ some manner of inventory limitation and even if they have fast travel it's usually not convenient enough to quickly haul stuff.

1433
Suggestions / Re: Shroomhead alternative?
« on: January 21, 2014, 04:06:18 pm »
I never said I went low Will with my character, it was 10. I had enough psi boosters since I returned from retaking the outposts, never ran out. Which was also possible in the old economy.

Quote
Please assume a full psi user needs all the 3 psi abillities, it needs 10 will to star

Quote
I'm fairly confident that the new system will not allow you to do this and eliminate the psi user based form of combat early on making full psi users not being worth much...

Neither of these are true. Elhazzared, you should actually test something before making these claims of what works and what doesn't.

Anyway, didn't we have this argument about PSI users being unviable before and then Volgair did an actual breakdown of different builds: http://underrail.com/forums/index.php?topic=694.0

1434
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 21, 2014, 03:51:08 pm »
I think you are missing te point. Let's say I've just reached the junkyard after getting the quest to go there. I get there, find the components to make a gun... They are all much higher skill than I can use. Now let's say I have all teh components and they are exactly of the skill level that I have in crafting. Whatever I craft the merchant will have much better version. In fact so much better there isn't even a base for comparison... That is were we are getting here. If we grab on components of the exact level we can craft nd then go to the merchant, the merchant just sells better weapons or armor altogether. Even if you add something rare that gives it some sort of bonus. The weapon base damage or the armor base defense is still going to be much lesser than what you can buy relativelly to what you can craft even if the components you have are exactly on the same skill level as you are.

Merchants have a certain level range for items they sell. In case of Junkyard merchants it's typically 6-10 for most categories. Depending when you arrive in Junkyard you might not be able to craft gear as high level as that immediately (or you might, depending on intelligence stat). But by the time you're done with quests there and the Old Junkyard you will be able to AND you're probably going to pick up some higher level components from there (final areas of Old Junkyard give items of up to level 12) to craft something even better.

1435
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 21, 2014, 02:50:59 pm »
I can understand that Styg but let me put it in this perspective. How worth is it going to be to add a very rare component to a gun (assuming you even have the skill to put it on the gun if it's something that rare) if at the end of the day the gun's damage is going to be that much inferior to the damage of a gun that the merchant sells me?

If you found some low quality component early game, crafted a gun out of it and then traveled to say Junkyard and compared it to the higher level gear there, that's not enough to draw a conclusion that all crafted gear is inherently worse than what's available for purchase.

The equipment that the merchant sells is typically of the same level as the components the merchant sells. The equipment that the merchant sells is generated by using the same blueprints that the player uses when crafting and is crafted out of components of the appropriate level. So you see, the crafted equipment is not inferior in stats, it's actually, on average, the same level. Same goes for loot you find.

That about puts the crafting and purchasing on the same level power wise. The reason why it would be beneficial to a character to spend points on tech skills is as I stated in the previous posts - blueprints and components that are exclusive for crafting, or just very rarely found in a finished product. Not to mention that the crafting is both a cheaper way to obtain gear, can create profit when selling and can be used to craft consumables and such.

1436
Suggestions / Re: Shroomhead alternative?
« on: January 21, 2014, 08:20:44 am »
Melle + heavy armor doesn't goes well with psi, it's uust a grab that specific psi to use mellee at 3 squares distance. That isn't what I'd call a psi build, it has a minimal psi assistence and it isn't even because the abillity is that good, it's mostly flavor as the abillity only gives you a little bit of range in punches but gives you no bonus to damage or anything else. then again wouldn't make sense to give bonus because for that it would be dependent on your psi skill and if you're going heavy str based forget having a high psi bonus.

As for most builds having a limited amount of resources at the start... well true, but here's the thing. If I build a mellee guy, money won't be too much of an issue early on. If I buld a guy that uses guns, money will be an issue early one, but it will allow me to keep up with the expenses on bullets. If I make a psi guy I just will not have enough psi early on to get me through all battles because the boosters are very expensive and the psi reserves are incredibly small and non regenerative. You just hurt a lot in the beggining to make a psi based character because you nearly cannot use psi at all and instead have to use whatever secondary weapon you are okish at. You can still get through it I have no doubt, but you are severelly gimped by comparison to any other kind of build.

Not really. Matter of fact, during the internal testing I played a psi character that wore a metal armor and used a sledgehammer. It IS a psi build as most of my feats were psi feats and most of my damage came from there. It worked very well. The only problem that I had is low movement points so ultimately I think having a high agility psionic is better.

I had no trouble purchasing psi boosters. I even forced myself to skip biology, which I almost always take, just to see how much of a problems psi boosters are. And they are not, especially in the new economy.

I think what you're having problems with is that you cannot be a 'spell caster' from the get go and just kill everything with psi. This is intended. Psi takes a bit of time to get rolling.

1437
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 21, 2014, 08:13:41 am »
In the future I will introduce crafting components that will not be available for merchant generated items or are very rare. Actually, I already started with this process in the current patch - for instance crawler poison caltrops and bear traps (which are very useful, btw) are very rarely found on merchants.

1438
Bugs / Re: Thugs preferring hand to hand combat?
« on: January 20, 2014, 01:57:33 pm »
Yeah, there was a bug that prevented them from equipping/switching weapons. Fixed it. Thanks.

1439
Bugs / Re: Corrupted saves
« on: January 18, 2014, 11:29:01 pm »
1st post :D

Died. I picked load menu to pick one of previous saves (I was obviosly lost looking for GMG compound) and all had black preview screens. Look kinda strange so I picked one of them and dang... error, save corrupted. Luckly last save load worked and I was back in the game. Unfortunately during area transition I had error with autosaving.
I think I will wait with next playthrough.
Cheers!

EDIT: To precise things: Game on steam with y-day update.
EDIT2: New update I saw is on steam. Is it safe to start game? Maybe my saves are needed? And I have noticed transitionerror*.log in saves folder.

As far as I understand, the save corruption can sometime occurs due to process running out of memory (even if you computer has enough memory, the game is limited by the address space of a 32 bit application). I'm currently unsure what I'm going to do about this, as controlling .NET application's memory is something I've attempted in the past without much result.

All I can tell you is save often and in different slots and you should be fine.

1440
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 18, 2014, 11:26:24 pm »
What Unlimited is trying to say (and what I agree with wholeheartedly) is that it's not players responsibility to balance how challenging the game is.

If a certain game mechanic is available in the game which grants the player a certain advantage if used correctly, it should be used by the player without them fearing it will unbalance the game to the point where it won't be challenging anymore. The players fun should come from figuring out how to best utilize and combine different mechanics to overcome a challenge. The player should not have to worry about which mechanics he should avoid in order for the game to still be challenging.

That said, what I might consider doing is allowing players to lift various restrains for a particular play-through. I'm not convinced there's value in this though.

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