Excidium II
Self-Ejected
You forgot to mention how this game's economy goes bonkers really fast. I arrived in junktown with ~3k and left with ~150k.
You forgot to mention how this game's economy goes bonkers really fast. I arrived in junktown with ~3k and left with ~150k.
I mean in actual $. 5k charons.You forgot to mention how this game's economy goes bonkers really fast. I arrived in junktown with ~3k and left with ~150k.
Charons? or SSG cred. SSG cred I am more inclined to believe you.
Because it is not a professional game by a team professional programmers being paid full work hours, be thankful it exists at allCan anyone explain why a game that is in all aspects worse looking, with more rudimentary animations than 20year old Jagged Alliance 2 is such a resource hog? Transitioning between areas and save/load times are ridiculous. Even TEH YUGE GRAFIXX tripla-A blockbusters are more seamless with saving in the background on my shitty 6 year old laptop i3/4gb/gt630 than this little thing. Seems like a nice game, but this is somewhat off putting.
Can anyone explain why a game that is in all aspects worse looking, with more rudimentary animations than 20year old Jagged Alliance 2 is such a resource hog? Transitioning between areas and save/load times are ridiculous. Even TEH YUGE GRAFIXX tripla-A blockbusters are more seamless with saving in the background on my shitty 6 year old laptop i3/4gb/gt630 than this little thing. Seems like a nice game, but this is somewhat off putting.
Base of Libruls was hard in fun way; my char pretty much relied on shield for defense... and they throwed grenade to strip it from me the first turn; this and the gas timer made it into the best and most intense fight in whole game... I do agree game had impression of being half cooked though especially at story and quests part; the throw faceless captive to pit/set him free choice for example; no option to incacipate him and turn to authorities for civic duty/bounty? And why should I care about SGS after becoming the Bonzo in Core City? I was not even raised here and people treated me like pawn/guy to do dirty and dangerous work whole time... Also the fact that Dreadnaught armor you found sucked so much and was one mission only... Come on Doors prevents me to drive it out? This thing has Diamont covered adamantium drill for throne sake... And so on but the clue Underrail was never even advertised as storyfag game and the exploration part was still superb.
I actually enjoyed this "bare bones" writing. Rarely you don't find a game where while reading you know writers would rather be world known novelists but alas they write shit for shit games. In Underrail, writing often felt like real people instead of characters made by wanna be novelists.As for the feel of the game, the writing isn't good and is very bare bones, but the game is very atmospheric and that was good enough to work for me. As a first time game, it makes me expect more things from Styg, but he'll have to do more than just more of the same. Is the expack out yet? I was hoping to see what feel that would give to see what the future holds.
I actually enjoyed this "bare bones" writing. Rarely you find a game where while reading you know writers would rather be world known novelists but alas they write shit for shit games. In Underrail, writing often felt like real people instead of characters made by wanna be novelists.As for the feel of the game, the writing isn't good and is very bare bones, but the game is very atmospheric and that was good enough to work for me. As a first time game, it makes me expect more things from Styg, but he'll have to do more than just more of the same. Is the expack out yet? I was hoping to see what feel that would give to see what the future holds.
If not for cooldowns he would have had to *gasps* balance the skills accordingly so that they are all useful! ye gods, dodged a bullet there.I actually don't mind the cooldowns because they force you to do something else rather than just spamming the awesome button.
I'm playing pure-psi and a big part of it is having to juggle the cool-downs, psi energy level, use the right ability, mind enemy placement, make head calculations towards the optimal target, etc.
If not for cooldowns, I would probably just spam Telekinetic Fist + Cause Fear over and over while gorging on psi boosters. Maybe fire off some chain lighting and fields.
Ok, so now playing the game on hard with a non-gimped build, and I have the following observations:
1. It's too damn easy. There is absolutely no challenge or difficulty at all. My knife build steamrolled through the bots, the mutants in the depots, through Carnifex and rathoound king. I haven't cleared out all the lurkers and ironheads yet, but doubt it would be a problem because thus far human groups have not been an issue.
2. Knife build is kinda boring as it is literally just click to kill. Which is actually much better than playing the "cycle through a bunch of cooldown abilities" game.
3. The most I've had to do as far as something special for battles is in a couple of them I've had to take adrenaline shots or switch to a knife with electricity damage. Otherwise, all of the game's other systems are still useless and superfluous due to how extremely easy it is.
4. I will never play a pickpocketing build again. The entire process of pickpocketing is actually well done enough but it is a huge, massive, wasteful timesink. (This game was without pickpocket and much more fun as a result) But I don't know how oddity mode or a gun build would function without pickpocket as it's a major source of both oddities and ammo.
5. Got bored around core city and just quit playing.
It's kinda sad that this game has so much wasted potential because of how it's too scared of challenging players. The radical nerf of the mutants in the depot just shows that the developers are a bunch of massive pussies.
If not for cooldowns he would have had to *gasps* balance the skills accordingly so that they are all useful! ye gods, dodged a bullet there.I actually don't mind the cooldowns because they force you to do something else rather than just spamming the awesome button.
I'm playing pure-psi and a big part of it is having to juggle the cool-downs, psi energy level, use the right ability, mind enemy placement, make head calculations towards the optimal target, etc.
If not for cooldowns, I would probably just spam Telekinetic Fist + Cause Fear over and over while gorging on psi boosters. Maybe fire off some chain lighting and fields.
Do i suck a vidyas or what, because i don't find this game piss easy at all. Not in the early levels at least. And i'm on normal.
We didnt always have cooldowns and games managed just fine back then. There are other kinds of resources.I have yet to see a developer who has developed a game like this and who could balance abilities without CDs. All of those games without CDs devolve into spamming the most efficient/powerful ability over and over, turning the game into a snorefest.
Yes they do.You might not like CDs and disagree with them being used as a balancing tool, but that does not neccessarily make a game worse.
I prefer a balanced game without shitty CDs.In fact, I prefer a well balanced game with CDs than a game without and shitty balance, which most are anyway.
If not for cooldowns he would have had to *gasps* balance the skills accordingly so that they are all useful! ye gods, dodged a bullet there.I actually don't mind the cooldowns because they force you to do something else rather than just spamming the awesome button.
I'm playing pure-psi and a big part of it is having to juggle the cool-downs, psi energy level, use the right ability, mind enemy placement, make head calculations towards the optimal target, etc.
If not for cooldowns, I would probably just spam Telekinetic Fist + Cause Fear over and over while gorging on psi boosters. Maybe fire off some chain lighting and fields.
I have yet to see a developer who has developed a game like this and who could balance abilities without CDs. All of those games without CDs devolve into spamming the most efficient/powerful ability over and over, turning the game into a snorefest.
You might not like CDs and disagree with them being used as a balancing tool, but that does not neccessarily make a game worse. In fact, I prefer a well balanced game with CDs than a game without and shitty balance, which most are anyway.
If not for cooldowns he would have had to *gasps* balance the skills accordingly so that they are all useful! ye gods, dodged a bullet there.I actually don't mind the cooldowns because they force you to do something else rather than just spamming the awesome button.
I'm playing pure-psi and a big part of it is having to juggle the cool-downs, psi energy level, use the right ability, mind enemy placement, make head calculations towards the optimal target, etc.
If not for cooldowns, I would probably just spam Telekinetic Fist + Cause Fear over and over while gorging on psi boosters. Maybe fire off some chain lighting and fields.
I have yet to see a developer who has developed a game like this and who could balance abilities without CDs. All of those games without CDs devolve into spamming the most efficient/powerful ability over and over, turning the game into a snorefest.
You might not like CDs and disagree with them being used as a balancing tool, but that does not neccessarily make a game worse. In fact, I prefer a well balanced game with CDs than a game without and shitty balance, which most are anyway.
"Spamming the most efficient/powerful ability over and over" is the very definition of cooldown gameplay. That's why Underrail, Pillars of Shitternity, Tranny, The Shadowruns, etc. are so shitty, combatwise. You just wait till your ability refreshes and then spam it. Basically you spend all of combat cycling through the same 5 or so abilities. There's no thought process to it, it's not at all involving, it's just useless and pointless busywork.
Hm, actually as far as i remember in shadowrun the only cooldown powers my character used were self buffs, on underrail i picked no cooldown powers. Pillars of eternity does not have cooldowns as far as i remember."Spamming the most efficient/powerful ability over and over" is the very definition of cooldown gameplay. That's why Underrail, Pillars of Shitternity, Tranny, The Shadowruns, etc. are so shitty, combatwise. You just wait till your ability refreshes and then spam it. Basically you spend all of combat cycling through the same 5 or so abilities. There's no thought process to it, it's not at all involving, it's just useless and pointless busywork.
That's why Underrail ....... so shitty, combatwise.
Well I haven't played the game since... early last year maybe? I've been trying to again but the new font doesn't agree with me and I think I tried every possible build there was and boredom set in. Anyway, it doesn't take much for it to be that though [walk in park]. I mean, get about half a dozen well picked perks, get some decent weapon/body armor from that smuggler island, and you're good to go. I had no issues with mutant factory before nerf after a while, only had to reload a bunch for Carnifex with some builds. Throw in a good shield, some nades, and you don't really have to do much tactical thinking.No you are fine. Despite what people are claiming, this game is not a walk in the park early on.