cyborgboy95
News Cyborg
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The entire jail mechanics and time/resources spent on it are so dumb.
Unordinary ways of dealing with ordinary situationsCRONUS Weekly
Dear subscribers! Once again, the latest issue of the post-apocalyptic CRONUS Weekly is on your screens. Can anyone hear us?
Today we want to talk about how you can solve standard situations ih non-standard ways in Encased.
Jail
Have you been caught red-handed and put in jail? You don't have to wait until the end of your prison sentence! Find a lockpick, unlock the door, and sneak past the guards! Freedom is yours! Also don't forget that only one member of your team is going to jail. The rest of the squad can also try to get their companion out.
Closed Doors
You have a locked door in front of you and you don't know where the key is? Don't be in a hurry to reach for the lockpick, it might be much easier to just blow it up.
Tutorial
This is the tenth time you've created a character and you don't want to go through the training again? We get it. Spice up your walkthrough and kill all the instructors! They can't give you tutorials if they're dead.
So game is rich mechanically wise or casual shite? You contradict yourself, unless you trying to say that game is full of useless/fake mechanics - in this case words "mechanically rich" isn't right description.So, I've played the last build for almost 30 hours, my impressions:
Tl;dr: rich mechanical wise but is too wonky and too easy to offer decent RPG experience. In two words: casual shite.
So (according to your words) this game remind you a Fallout/Wasteland, has proper sneaking, has hardcore survival mechanics, upgrade system for weapons and armor and somehow it's casual shite "cuz shitty mail boxes and glowing animations"? You are not making any sense right now. Have you ever played any causal game in your life? Or this is attempt to insult old Fallouts?- Fallout/Wasteland resemblance is very strong. There's bunch of fresh ideas as well but the game still feels too derivative. Another attempt at improving the old formula instead of building something actually new, even if heavily inspired by the good old Fallout.
- For some reason (as many other devs), they have decided to add survival mechanic into a non-survival game. Similiar to the New Vegas - hardcore level (i.e. it's there but not too annoying) except for fatigue which serves as a resource pool for various actions including lockpicking, active combat or psy-abilities etc.
- They have implemented a proper sneak mechanic. How couldn't they, right? But in practice sneaking in combat might cheese the entire game because most of the balancing and rules are meant for actual turn-based combat while shooting from stealth doesn't start it, getting caught does.
- To understand just how far casual pandering go: you can rent/buy (or simply break-in) a house, store some stuff in the "your box" there and then got access to it from another rented "living room" on a different station.
- Weapons has tier-system i.e every weapon can be upgraded up to 10 (the highest I've seen, maybe even higher) "tier" with the right skill level and junk. Some alternative to fishing for it from local traders but you cannot upgrade or mode beyond that so it seems week.
- Of course, Encased features upgradable power armor, the cool thing about it is that you can't sneak in it at all. Something ATOM team could adopt instead of tentatively label some not too major penalties to it.
- Every combat skill unlocks at certain thresholds aforementioned active abilities like "punch with applying a debuff", "shot with increased thc", "special area attack" etc etc. The problem with them aside from overal wonkiness of a high order is that they all use the absolute retarded glowed animations a la Divinity: OS. Now, I get that this is not some grim-looking game in the first place but they just seem awful anyway.
- The writing even if amateurish at times is quite decent overall compared to similiar games like UnderRail/Wasteland 2-3/ATOM RPG or classic Fallout games themselves. Same can be said about quest design as far as I'm concerned.
- The amount of boxes to loot might put even UnderRail to shame if we consider uh, the dencity (boxes/locations) in comparison. What's more insane is that looting gives you XP in this game (according to loot's value). Yeah, they overdid this basic gameplay trope I'd say.
I'll try the release version for sure but something tells me instead of smoothing things up and cutting stuff they will introduce even more features not to mention the promised factions, the car and whatnot (wasn't watching the development closely). At its current state it looks like a game for people who grew up on classic Fallout games, stopped playing games in general at some point maybe but don't mind play something new and yet recognizable now. It's for people who liked Wasteland 3 a lot for example.
I meant "easy" first and foremost. "Casual" as opposed to "hardcore" not to describe this as casual game like Candy Crush or something. Yes, there're many mechanics but since the overall difficulty is so low they're all meaningless. And it'll hardly change with the release version judging by the in-game descriptions and rumors about the game development.So game is rich mechanically wise or casual shite? You contradict yourself, unless you trying to say that game is full of useless/fake mechanics - in this case words "mechanically rich" isn't right description.
"Hardcore" survival as it was named so in New Vegas, not because it's a "hardcore mechanic" here. And calm your tits, I wasn't going to insult classic Fallout games - it wouldn't be fair to judge them by today's standarts.So (according to your words) this game remind you a Fallout/Wasteland, has proper sneaking, has hardcore survival mechanics, upgrade system for weapons and armor and somehow it's casual shite "cuz shitty mail boxes and glowing animations"? You are not making any sense right now. Have you ever played any causal game in your life? Or this is attempt to insult old Fallouts?
In just a few years, the organization became so powerful that it could easily create its own country if it wanted to, but the board of directors of Cronus prefers to play other games...
Lol, it would be highly retarded of me to complain about difficulty while playing on non-highest level. I thought that much was obvious. There's 4 levels and only the highest doesn't have insane bonuses to the player and/or huge penalties to the enemies. The description says that all combat encounters balanced around full party on it (prot + 2 companions) but guess what: a minmaxed char can handle it all solo even in a fair fight without sneak. Solo char can only take a special perk for +75% XP, no other bonuses btw.I wish people would state on which difficulty they played the game when critiquing it.
Fuck Pozfinder: Wrath of the Woke, give me Encased.
and Wulfric Pinewood pretty sure they did say September in a recent update, either on Steam or on KS...
It's gonna hurt their sales regardless if you think WotR will be shit or not. That game is way more popular and will completely swallow Encased's target audience at launch.
It would be a dumb decision tbh.
Dear subscribers! Once again, the latest issue of the post-apocalyptic CRONUS Weekly is on your screens. Can anyone hear us?
Today we want to talk about how feedback and creativity from players has changed our game.
Settlers under the Dome
In Encased, players will choose between six unique companions, but did you know that Crump was created by one of the players? Crump is one of the profiles that players sent us through a special site right after the kickstarter campaign. Engineer Yuki Tetsunai was also added to the game this way.
Character creation and leveling up
Balance is a tricky thing, so every content patch we monitored player feedback and made the changes we thought were necessary. There's probably not a single skill left in the game that hasn't been affected in one way or another by player feedback. We hope that our combined efforts will be noticeable at release, and that new players will have a much more balanced game to look forward to.
UI
A user-friendly interface is one of the keys to success of any game. Players should intuitively understand what, where, and how to click for a particular action. Encased is a tribute to Fallout, but the interface doesn't have to stay the same as it was decades ago. Thanks to player feedback and gameplay clips, we've greatly improved the usability. Players no longer have to spend hours looking for the right button.