Pink Eye
Monk
Quick Fingers:
Are you absolutely certain? Nobody's reported it yet, not in the combat demo not in any EA version.In the current version the "unload" feature is bugged for me. Ammo is simply wasted. VERY annoying. Any console commands to give myself some free ammo and recoup what the game stole?
Are you absolutely certain? Nobody's reported it yet, not in the combat demo not in any EA version.In the current version the "unload" feature is bugged for me. Ammo is simply wasted. VERY annoying. Any console commands to give myself some free ammo and recoup what the game stole?
Vince pl0x. Make Smiles a companion.Is Smiles a possible party member? I hope she will be. SMG tank NPC sounds pretty useful. That and she looks cute.
It will.Nice mix of engagement distances, hope it remains so during the rest of the game.
We'll add more fights in the Outskirts, but I think you'll be able to do the fights in any order once you're more used to the combat system.The very early game needs more thugs/easy fights like the duo near the apartment. Right now it feels REALLY tight, to the point where I felt the need to go back and forth between armory, hydro, courthouse, outskirts and Control, carefully measuring enemy groups and trying to figure out an optimal "path". Once you get some upgrades things become smoother but until then it's VERY easy to run into several unwinnable fights.
No combat feats were removed.Were some feats removed? I remember there were a bunch of pistol feats that are now gone...? Not sure, but...
Not sure but let's ask Pink EyeCompanion survivability is a massive ass pain. It's easy to beef up the PC, but once you get the ball rolling enemy gunners will quickly start ignoring you and gunning down Faythe with burst fire from like 20 squares away. The evasion XP formula needs some tweaks. As it stands right now companions get stuck on a "not enough Evasion -> get hit -> don't get evasion XP to avoid hits -> keep getting hit -> die" loop. In short: you need evasion to get evasion, so if you don't have much evasion...
You'd have to 'dive' deeper for that. The current Mission Control content is nothing but intro.Mission control feels dry at the moment. All the in-game text led me to think Control would be full of long lost secrets of the ship, there is a dedicated Lore NPC at the entrance and...not much to be found.
They don't have much interest in the Pit.Isn't the Church a MAJOR faction in CSG? Then why are they completely ignored during the Braxton v Jonas thing?
We'll spice it up and add some color later on. Keep in mind that the Pit (or any other chapter 1 location) doesn't have any major faction presence.With so many major and minor factions around, I feel like flags, emblems and uniforms would be a welcome addition. In AoD every faction had a color scheme: Red IG, Purple Aurelianus, etc. In CSG you have MORE factions but everyone wears the same trenchcoats, so it all ends up blending together.
No. Scripting party members is a lot more painful than anticipated, so we'll stick with what was planned.Is Smiles a possible party member? I hope she will be. SMG tank NPC sounds pretty useful. That and she looks cute.
No world map at the moment.No map? I remember there was a map in previous versions, no? Currently I've no clue how MC and Factory connect to the pit, there doesn't seem to be a path other than teleporting. Lack of area connections make the world feel..."floaty"?
It's a bit of a problem, mainly tied to looting. So either we do what most RPGs do and limits drops to a potion and 5 coins or we keep the number of combatants low. It is mentioned that the Regulators patrol the area around the Pit and one of the alternative quests is to stop one of the patrols from entering the town.Factions need more manpower in general. Regulators have like...two dudes on each floor of Braxton's office and that's it? Maybe add some patrols, some dudes doing drills near the HQ, I dunno.
Oukay, finished the EA build. Random thoughts:
- Isn't the Church a MAJOR faction in CSG? Then why are they completely ignored during the Braxton v Jonas thing?
- Mercy should be introduced earlier. For someone locked inside her very own fort and with the forces capable of challenging either side, you'd expect her to be more connected to the world instead of being a mere plot point.
- The very early game needs more thugs/easy fights like the duo near the apartment. Right now it feels REALLY tight, to the point where I felt the need to go back and forth between armory, hydro, courthouse, outskirts and Control, carefully measuring enemy groups and trying to figure out an optimal "path". Once you get some upgrades things become smoother but until then it's VERY easy to run into several unwinnable fights.
Look at it this way, any Church is two very different things: your local preacher looking after his flock and a powerful institution wielding very real, non-spiritual power. Some small town priest can't speak for the Vatican and make deals on its behalf. Same here. You've met the preacher but not the institution.This gets to some feedback I gave Vault Dweller earlier re: The Pit feeling a bit half-baked in terms of world-building, especially Mercy. It may make sense for the Church to stay removed from overtly backing a side in the Pit, I get the feeling they're playing a long game, but I would expect some dialogue between yourself and the church preacher once it's clear that you're going to impact the fight for leadership.
That's fair, but I expect the Preacher also acts as an information gatherer for the Church, much like diplomats do for their respective country. In that regard, I would also expect the Preacher to at least have a very eager ear to hear your thoughts on the leadership struggle. It just seemed off-note for him not to recognize your role in this conflict, given how public it was with Braxton outside of Abe's shop.Look at it this way, any Church is two very different things: your local preacher looking after his flock and a powerful institution wielding very real, non-spiritual power. Some small town priest can't speak for the Vatican and make deals on its behalf. Same here. You've met the preacher but not the institution.This gets to some feedback I gave Vault Dweller earlier re: The Pit feeling a bit half-baked in terms of world-building, especially Mercy. It may make sense for the Church to stay removed from overtly backing a side in the Pit, I get the feeling they're playing a long game, but I would expect some dialogue between yourself and the church preacher once it's clear that you're going to impact the fight for leadership.
You could share the design doc for it though. Even when skeletal just seeing the layout gives so much more connection to the world.No world map at the moment.
You can still add more people and kill them off-screen. Like when you go to attack HQ writing could mention how there are skirmishes all over the place, faction soldiers fighting in a street war. After you secure the HQ add some corpses in the pit and winning side standing over and looting the fallen (that way you can't do it).It's a bit of a problem, mainly tied to looting. So either we do what most RPGs do and limits drops to a potion and 5 coins or we keep the number of combatants low. It is mentioned that the Regulators patrol the area around the Pit and one of the alternative quests is to stop one of the patrols from entering the town.
We considered it but decided against it as it would make him an agent rather than a pure believer who tries to do the right thing for the town.That's fair, but I expect the Preacher also acts as an information gatherer for the Church, much like diplomats do for their respective country.
We can certainly add it but I don't think it will be a very interesting conversation since the conflict is between Jonas and Braxton, and Mercy makes her move at the very last minute. Braxton had a falling out with the Church so he wouldn't be a preferred candidate and the preacher shouldn't really meddle at this point. He will, however, play a much stronger role in chapter 2 if Mercy's in charge. That's his turn to shine.In that regard, I would also expect the Preacher to at least have a very eager ear to hear your thoughts on the leadership struggle. It just seemed off-note for him not to recognize your role in this conflict, given how public it was with Braxton outside of Abe's shop.
You could share the design doc for it though. Even when skeletal just seeing the layout gives so much more connection to the world.No world map at the moment.
I like it, we'll see what could be done (not now but when we do the visual improvements pass).You can still add more people and kill them off-screen. Like when you go to attack HQ writing could mention how there are skirmishes all over the place, faction soldiers fighting in a street war. After you secure the HQ add some corpses in the pit and winning side standing over and looting the fallen (that way you can't do it).
I totally understand that (1) it would not be an eventful conversation and that (2) your resources are spread incredibly thin, but this is why it gets back to world-building. Even an inconsequential conversation recognizing your role in the conflict makes The Pit more believable, and the game *feel* more reactive. That kind of recognition (Preacher talking to you about the conflict) coupled with other tweaks to the Pit that we discussed in my other thread would make the place feel more alive, less like a set piece. Fallout 1 was good at this, when you made decisions that impacted an area (killing Hightower in the Hub, replacing Killian with Gizmo or offing Gizmo), the town would react to your actions. In this case, it's an NPC that's forcing you to take a side, but the result is the same: everyone in the pit should know the position Braxton put you in, and it's weird they don't comment on it.We can certainly add it but I don't think it will be a very interesting conversation since the conflict is between Jonas and Braxton, and Mercy makes her move at the very last minute. Braxton had a falling out with the Church so he wouldn't be a preferred candidate and the preacher shouldn't really meddle at this point. He will, however, play a much stronger role in chapter 2 if Mercy's in charge. That's his turn to shine.In that regard, I would also expect the Preacher to at least have a very eager ear to hear your thoughts on the leadership struggle. It just seemed off-note for him not to recognize your role in this conflict, given how public it was with Braxton outside of Abe's shop.
Oooh. So that's what it looks like. Question. How does the party move from area to area? Do they walk? Or do they use some type of train system? That's never explained in game - if it was, I forgot - as the party just kinda teleports with no time wasted.
Rails are at the start of every location but trains on maps are repurposed/abandoned so people walk the tunnels most likely.Or do they use some type of train system?
What does that remind me ofNo. Scripting party members is a lot more painful than anticipated
While we did underestimate the scripting complexity, it's still nothing compared to AoD's parallel questlines. The main issue is that we're focused on the remaining content, so anything on top of that becomes the last straw. Hypothetically, adding Smiles as a party member *after* the game is released would be fairly easy as nothing else would be in the way.What does that remind me ofNo. Scripting party members is a lot more painful than anticipated
Yes, a modular cargo freighter with 4 detachable cargo holds. We want to do a proper map but right now it's not going to well. From another thread:Oooh. So that's what it looks like.
Walk. You'd be able to fix one of the trains to take the machine from the Armory into the Habitat, western-style, but that would come much later.Question. How does the party move from area to area? Do they walk? Or do they use some type of train system? That's never explained in game - if it was, I forgot - as the party just kinda teleports with no time wasted.
1st and 3rd are great suggestions.- make armor penetration more obvious in the combat UI. Maybe show enemy DR after Pen is factored and in red colors? Also, Aimed: Center should be 33%. 30 means it just fails to be useful at DR 3-6-9, unless the game is rounding numbers up under the hood (which would essentially turn it into a 33).
- add a big red text on Swords saying "won't work for stealth takedowns"
- Add text showing the current/maximum implants of every individual when clicking the Implant Machine.