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Messages - hilf

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421
Bugs / Re: Taste for Blood: problem with description and killing blow
« on: March 08, 2015, 08:17:49 am »
Wow, thank You, man!

422
Development Log / Re: Dev Log #37: Institute of Tchort
« on: February 05, 2015, 08:50:55 am »
Those PSI changes are definitely something that needs to be tested. Looks like i'll be going back to my alpha tester duty.


I like how all the changes to crafting sound though it is a little sad to hear that disassemble is a feat rather than something available to all characters.
Totally Agree with this.

Yeah.

423
Bugs / Re: 0% encumberance and no Nimble bonus
« on: January 23, 2015, 07:22:54 pm »
Sent it via e-mail.

424
As for your example I cannot speak for your experience. Mine is, get to junkyard, get stuff much better than whatever you'll find on any quest around or exploring. With luck you can find something on the same level as what is available there... Also durabillity is not really much of a sign of superiority although better durabillity usually means better stats. But waht matters is the stats, durabillity, meh you can repair it anyway.

I mentioned durability because it's actually very good indicator of generated item's quality. Items with higher durability have higher stats, and not just 'usually' but pretty much always.
That's because quality of components in generated (as opposed to crafted) items seem to differ very little.

425
Perhaps you don't realise the full scope of this so let me explain.

Option one, merchant pays too much, too much money floating around.

Option two, merchant pays just about enough for you to always have enough equipment. Not too much money floating around but still no reason to go exploring and doing sidequests.

Option three, merchant doesn't pays enough, it still doesn't matters if you go do sidequests and explore because you are still limited to the quantity that the merchant buys and as such you still won't have enough money.

There isn't a way around this because the problem lies with the limits of merchant buying.

When you have no limits in how much they buy, it's only a matter of adjusting prices, but when you limit how much stuff they buy, you create a whole new problem with the economic system.

My idea was to reduce amount of charons merchants pay and at the same time increase amount of items they buy. Oh, and increase carry capacity as well.

For example: merchants would pay 3 times less than they do now (which would be 1/6 of item's value), buy 3 times as much items and player's carry cap would be 3 times larger.
We would be able to get same amount of charons from merchants as before but it would require 3 times as much loot (that's why carry capacity was boosted).
It could make players not have enough $ just for following main quest, exploration and side quests would become necessary.

Quote from: Elhazzared
You get more chances of droping something useful, which I can  get by going to town and just buying something a lot better.

That's not really true. Here's an example:

In version 0.1.12, that was limited to Core City, weapon shop in Core City could sell items with up to 1410 durability. If you joined one of the oligarch families you could by items with up to 1500 durability (from Preatorian Security at least). By killing lvl 20 enemies you could loot stuff with as much as 1860 durability.
As we can see looted equipment is better than from store.

426
Suggestions / Re: Change DT calculations for hybrid damage types.
« on: January 19, 2015, 03:37:00 pm »
he point that the DT wouldn't be halved is for the case of say 8 slashing DT, 2 blunt 2 pierce
where the longsword does 10 - 8 = 2 damage and the morning star does 5 - (2 / 2) + 5 - (2 / 2) = 8 damage
it just would be so off balanace.
Seems fair to me. Slashing DT is high so longsword does little damage, blunt and piercing DT are low so morning star does good damage.

427
Bugs / Re: Quick Tinkering takes AP in combat
« on: January 18, 2015, 08:05:53 am »
Still applies in 0.1.13.3.

428
Bugs / Re: 0% encumberance and no Nimble bonus
« on: January 18, 2015, 08:05:44 am »
Bug still appears if you wear multiple body parts that together have 15%. I have siphoner leather armor with 10% and bladed siphoner boots with 5%. That gives me red 0%.

Still applies in 0.1.13.3.

429
Bugs / Re: Taste for Blood: problem with description and killing blow
« on: January 18, 2015, 08:03:23 am »
Because Taste for Blood got nerfed badly recently, it's even more important to do something about this bug.
I'm bumping my previous suggestion:

Maybe we could get 1 stack every time we kill living target? Until you find a way to fix this.

It should be easy to do because it would use same mechanism as Run and Gun Hit and Run.

430
In Update 34 we can read
Quote
In other news, I've taken the time to do some UI improvements. This is probably the definitive list of the UI changes as I have tons of other stuff to get done before we release the game so I hope I answered most of your complaints/suggestions:
so it's unlikely to happen.

But it's always good to discuss game design, isn't it?

I have a different idea, actually it's opposite to yours. I'd like to mark my items as 'precious' and be able to see them under separate filter. Or better - if i could use 'precious' filter together with existing filter, so I could see items that are both, for example, 'precious' and 'armor'.
But most importantly it could enable options like 'dump all not precious items to container'.

431
150? No, you get 166 skill with 10 supporting base ability. 110 base skill at level 20 and 8.5% bonus per base ability point above 5. So if we're counting +2 Junkyard Surprise, you can get up to 166 crafting (or any other) skill with 8 int (or other base ability).
Oh F*ck! Wiki "Every point in base ability above 4 increases the effective value of dependent skills by 10%, while every point below 4 decreases it by 8.5%." is Wrong!

True formula(calculated with help of my chars): 8.5(not 10)% bonus per base ability point above 4(not 5!).

I can confirm it's less than 10%. 10 in an attribute gives 50% increase, not 60%.

432
Taking into account that you can chose a max of 8 skills (divide starting points by 15) and you stick 5 crafting skills and 3 psionic skills, I don't see where you get enough for lockpicking, hacking and a social skill of your liking. That would requir you to have 45 extra starting skill points and 15 extra skill points per level.

But you can put skill points into other skills as you level up. You don't need to max every starter skill every level, especially if you're in a position where that's not required to progress or in need of those skill points. I usually never pick biology when I start out, but I put 20 points into it when I first level up just so that I can get the doctor feat, but that leaves me with not having maxed one or two of my starter skill, but I make sure I sacrifice the skills I don't need to have a high level at the moment, relative to my character level of course.
I was about to reply with something like this.

Underrail even supports this kind of character progression. You can't do this at the beginning of the game but on higher levels you'll be able to pick more skills. The reason is attribute scores add % to your skills. For example:
With 10 points invested in a skill and +50% attribute bonus your effective skill is 15. Bonus is worth one more character level.
With 100 points invested in a skill and +50% attribute bonus your effective skill is 150. Bonus is worth 10 more character levels.
Your attribute scores will also rise so you're gonna get even more skill point bonus.

Int governs all crafting skills + hacking + mercantile. If you are taking many of those skills Int can be a great skill point saver.

433
General / Re: Pistol Build - Insanely High Damage
« on: January 11, 2015, 12:47:37 pm »
Pre nerf Eviscerate and TfB in action:
Nice but useless in real hard combat. =P
Hehe, couldn't agree more.

434
General / Re: Pistol Build - Insanely High Damage
« on: January 02, 2015, 08:57:12 am »
Pre nerf Eviscerate and TfB in action:

http://steamcommunity.com/sharedfiles/filedetails/?id=335590713

And it wasn't even a crit (Bladelings are immune, apparently).

435
That auto detection could be caused by Motion Tracking Googles.
I had a character at lvl 17, agi 5 and maxed stealth. I equipped my 'combat gear' that gives me less stealth than my 'stealth gear' but easily enough to sneak up on targets of my lvl or lower. Then i approached lvl 15 bandits (train hijackers). I was  :o after getting auto detected by one of them. After I dealt with them, I discovered one of them had Motion Tracking Googles with +91% detection bonus ...

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