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- Jan 28, 2011
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This is a new game, not an update for Underrail.What dirt did Sawyer dig up on Styg to force these changes to the game? Is he holding you at gunpoint? Blink twice for yes.
This is a new game, not an update for Underrail.What dirt did Sawyer dig up on Styg to force these changes to the game? Is he holding you at gunpoint? Blink twice for yes.
sneaky stealth chads just can't stop winningso not getting hit in first place will be even more important!
My guess is Styg doesn't want to deal with balancing around the old fallout strategy of "stick barrel in enemy eye, pull trigger".Why?For now, I have no intention to allow the player to choose which part of the target's body they're attacking
Seems like an academic concern. You’ll know how well a piece performs based on combat. If it performs well, that number(s) for protection is good, lower is worse. Performs poorly? You want higher.Look pretty good, though the formula makes me worry you won't ever really know just how effective an armor is save that higher number equals better (because who has the time to run the formula for each damage number?). Would be nice to have a tooltip describing just how good the armor is somehow
It more about when comparing two pieces of gear and they have pros and cons. I see one had 10 defence more, but lacks some cool effect. Is 10 a lot, or only a little? Obviously you don't want to have to test both the pieces in combat just to pick one.Seems like an academic concern. You’ll know how well a piece performs based on combat. If it performs well, that number(s) for protection is good, lower is worse. Performs poorly? You want higher.
You’ll have a sense of that already, because that piece with a 10 likely superseded a piece rated at 8, which superseded one with a lower ranking…It more about when comparing two pieces of gear and they have pros and cons. I see one had 10 defence more, but lacks some cool effect. Is 10 a lot, or only a little? Obviously you don't want to have to test both the pieces in combat just to pick one.Seems like an academic concern. You’ll know how well a piece performs based on combat. If it performs well, that number(s) for protection is good, lower is worse. Performs poorly? You want higher.
He should do something about it, since the game would feel extremely incongruous when you have detailed layered armor and coverage but no way to aim at body parts without using stances or special attacks. This is a salient problem in games like CDDA where some parts of the game are extremely detailed while other closely related parts are perfunctory at best. The games end up feeling arbitrarily designed, which hinders roleplaying and how players learn the games.My guess is Styg doesn't want to deal with balancing around the old fallout strategy of "stick barrel in enemy eye, pull trigger".Why?For now, I have no intention to allow the player to choose which part of the target's body they're attacking
But stances and special attacks are ways to aim at specific body parts, so having “no way to aim at body parts” isn’t really the caseHe should do something about it, since the game would feel extremely incongruous when you have detailed layered armor and coverage but no way to aim at body parts without using stances or special attacks.My guess is Styg doesn't want to deal with balancing around the old fallout strategy of "stick barrel in enemy eye, pull trigger".Why?For now, I have no intention to allow the player to choose which part of the target's body they're attacking
I said "no way to aim... without using stances or special attacks"But stances and special attacks are ways to aim at specific body parts, so having “no way to aim at body parts” isn’t really the caseHe should do something about it, since the game would feel extremely incongruous when you have detailed layered armor and coverage but no way to aim at body parts without using stances or special attacks.My guess is Styg doesn't want to deal with balancing around the old fallout strategy of "stick barrel in enemy eye, pull trigger".Why?For now, I have no intention to allow the player to choose which part of the target's body they're attacking
Couldn't "normal" attacks also have a change to hit different bodyparts?But stances and special attacks are ways to aim at specific body parts, so having “no way to aim at body parts” isn’t really the caseHe should do something about it, since the game would feel extremely incongruous when you have detailed layered armor and coverage but no way to aim at body parts without using stances or special attacks.My guess is Styg doesn't want to deal with balancing around the old fallout strategy of "stick barrel in enemy eye, pull trigger".Why?For now, I have no intention to allow the player to choose which part of the target's body they're attacking
That’s exactly what Styg lays out at the top of his postCouldn't "normal" attacks also have a change to hit different bodyparts?But stances and special attacks are ways to aim at specific body parts, so having “no way to aim at body parts” isn’t really the caseHe should do something about it, since the game would feel extremely incongruous when you have detailed layered armor and coverage but no way to aim at body parts without using stances or special attacks.My guess is Styg doesn't want to deal with balancing around the old fallout strategy of "stick barrel in enemy eye, pull trigger".Why?For now, I have no intention to allow the player to choose which part of the target's body they're attacking
I hate it when locational damage is treated just as a magic special button.
Head (5%), Torso (55%), Arms (10%), Legs (including the pelvis) (25%), Feet (5%). The number in brackets is the current working chance to hit distribution for a generic ranged attack.
I missed that bit when skimmign OP.That’s exactly what Styg lays out at the top of his postCouldn't "normal" attacks also have a change to hit different bodyparts?But stances and special attacks are ways to aim at specific body parts, so having “no way to aim at body parts” isn’t really the caseHe should do something about it, since the game would feel extremely incongruous when you have detailed layered armor and coverage but no way to aim at body parts without using stances or special attacks.My guess is Styg doesn't want to deal with balancing around the old fallout strategy of "stick barrel in enemy eye, pull trigger".Why?For now, I have no intention to allow the player to choose which part of the target's body they're attacking
I hate it when locational damage is treated just as a magic special button.
Head (5%), Torso (55%), Arms (10%), Legs (including the pelvis) (25%), Feet (5%). The number in brackets is the current working chance to hit distribution for a generic ranged attack.
I said "no way to aim... without using stances or special attacks"But stances and special attacks are ways to aim at specific body parts, so having “no way to aim at body parts” isn’t really the caseHe should do something about it, since the game would feel extremely incongruous when you have detailed layered armor and coverage but no way to aim at body parts without using stances or special attacks.
Why shouldn't you be able to aim at specific areas without special attacks? Is your character supposed to be retarded?
Buddy, I clearly stated that I have problems with not being able to aim at body parts except with specific special moves. You are just repeating what I said, omitting a part of it, and pretending as if I'm contradicting myself. I'm not going to read the rest of your post predicated on this retarded debating tactic.You said that there's no way to do something, other than the ways to do it.
Perhaps it could be mutually exclusive choice of "aim high" or "aim low" as a passive?Maybe Styg will put in a special feat that allows a special aimed shot, and give a cooldown so it can't be used every shot.
Additionally, each body part has its innate damage taken modifier and they are currently set to these values: head - 150%, torso - 100%, arms - 40%, legs - 60%, feet - 25%. So the armor value of your footwear is not nearly as important as your body armor, while if you don't wear a helmet to a gun fight, you're taking quite a risk.
If you're going to do this, maybe just go all out:
What do you think dmg range on weapons is abstraction of? With this system I hope it becomes constant?