The oddity system is fresh for the first time and indeed encourages exploration. Trying to replay or optimize your gain is indeed tiresome but that is an acceptable evil.How does the oddity system prevent this grinding thing?
Oddities drop from mobs too, so to be sure you get them, you still have to kill a lot of shit. But instead of just grinding fights you also have to grind every garbage can because you don't know where you might find one.
Similar to how no combat XP doesn't actually remove grinding, just moves it to grinding quests and any other source of XP, the oddity system, if anything, increases grinding.
Pics of build/gear? Your perception should be way above 10 for one.Oddity is great, I am just wondering if I could switch to classic for a 2nd run and makes my life easier... Just a little bit :D
Sincerely, Depot A was tough but the last zone is just horrible. I have issues to kill 1 enemy with the crossbow and the fact that the aliens (don't remember their name) try to kill me as soon as they see me does not help
Pics of build/gear? Your perception should be way above 10 for one.Oddity is great, I am just wondering if I could switch to classic for a 2nd run and makes my life easier... Just a little bit :D
Sincerely, Depot A was tough but the last zone is just horrible. I have issues to kill 1 enemy with the crossbow and the fact that the aliens (don't remember their name) try to kill me as soon as they see me does not help
Like I said, I did not know you were able to increase more than 10 a perk so I think the max I had for my character is 9... Yeah, I know, I did bad but I did not want to read anything about this ^^. Guess I will more optimize my second build . Psy seems fun to play, really fun.
The oddity system is fresh for the first time and indeed encourages exploration.
I don't think it makes a huge difference in terms of grinding, but I do like the small shift where I don't have to look at a mob and think of it as walking XP, and instead see it as an obstacle to be overcome in a variety of ways.
With Oddity, remember that you don't really have to search every single trash-can. You usually max out a lot of the oddity types in an area long before you kill or search everything. After that, you are free to search more containers for any kind of loot as much as you want.
Primarily, I like Oddities because they help make looting more exciting, while not really hurting the combat experience - I'm still going to be fighting most enemies in order to get through the game, and also because I am playing for the challenge, not the XP.
The oddity system is fresh for the first time and indeed encourages exploration.
I don't think it makes a huge difference in terms of grinding, but I do like the small shift where I don't have to look at a mob and think of it as walking XP, and instead see it as an obstacle to be overcome in a variety of ways.
With Oddity, remember that you don't really have to search every single trash-can. You usually max out a lot of the oddity types in an area long before you kill or search everything. After that, you are free to search more containers for any kind of loot as much as you want.
Primarily, I like Oddities because they help make looting more exciting, while not really hurting the combat experience - I'm still going to be fighting most enemies in order to get through the game, and also because I am playing for the challenge, not the XP.
I disagree. Especially for a first play when you don't know exactly how it works and where you might find them or who might drop them it gives a greater incentive to search everything and kill everything... only to end up disappointed when you wasted your time to get nothing but some shitty loot or nothing at all.
For future playthroughs, with meta knowledge, I'd imagine it makes the game more linear since you can just go straight for the spots where you know they are.
If you want to remove grinding (at least combat grinding since apparently only that's considered grinding ) then don't have optional fights. Nothing to grind then. Seems more reasonable that filling the world with obstacles that don't give any fucking thing for overcoming them.
I don't understand this stupid hate some have for getting XP from combat. How in the fuck is it different than getting it from anything else? It's like getting XP from combat is for the plebs while getting XP from quests is for monocled gentlemen. Fuck off, you're still pushing buttons to get rewards. That's all there is to it. To completely remove that "pavlovian conditioning" (term which I've seen some no combat-XP dumbfucks use) then just level up your character at fixed points where the developers decide. Then you can explore and do whatever the fuck you want, not being "forced" to actually do anything.
People opposing character advancement through combat isn't actually against the concept but what often attached with it: the underexplored subsystems and alternatives aside from combat and the monotony and hassle of unexciting but mechanically rewarding combat, i.e. trash fights.The oddity system is fresh for the first time and indeed encourages exploration.
I don't think it makes a huge difference in terms of grinding, but I do like the small shift where I don't have to look at a mob and think of it as walking XP, and instead see it as an obstacle to be overcome in a variety of ways.
With Oddity, remember that you don't really have to search every single trash-can. You usually max out a lot of the oddity types in an area long before you kill or search everything. After that, you are free to search more containers for any kind of loot as much as you want.
Primarily, I like Oddities because they help make looting more exciting, while not really hurting the combat experience - I'm still going to be fighting most enemies in order to get through the game, and also because I am playing for the challenge, not the XP.
I disagree. Especially for a first play when you don't know exactly how it works and where you might find them or who might drop them it gives a greater incentive to search everything and kill everything... only to end up disappointed when you wasted your time to get nothing but some shitty loot or nothing at all.
For future playthroughs, with meta knowledge, I'd imagine it makes the game more linear since you can just go straight for the spots where you know they are.
If you want to remove grinding (at least combat grinding since apparently only that's considered grinding ) then don't have optional fights. Nothing to grind then. Seems more reasonable that filling the world with obstacles that don't give any fucking thing for overcoming them.
I don't understand this stupid hate some have for getting XP from combat. How in the fuck is it different than getting it from anything else? It's like getting XP from combat is for the plebs while getting XP from quests is for monocled gentlemen. Fuck off, you're still pushing buttons to get rewards. That's all there is to it. To completely remove that "pavlovian conditioning" (term which I've seen some no combat-XP dumbfucks use) then just level up your character at fixed points where the developers decide. Then you can explore and do whatever the fuck you want, not being "forced" to actually do anything.
Thanks for your answer. My original question was: "for a 2nd run, what should I choose?"
Advancement at nodes only has been done before and it is an option especially worth considering at this age.
The oddity system is just great, exploring instead of grinding is a big fucking YES!
Oddities drop from mobs too, so to be sure you get them, you still have to kill a lot of shit.
Well... tldr version - I don't feel pressed that I need to eliminate them, because I won't get oddities every time for.
For me it's greend-free basically.
Oddities do not fix griding, but they are more interesting in Underrail than traditional XP since they contain little bits of information about the game world, sometimes they are funny, etc.
my first crossbow build also had bad perception
crossbow build ... bad perception
The game should be able to track whether you already achieved your maximal learning of each oddity and stop producing them. It's a pain in the ass to gather more uselless (and known) oddities and goes against the freshness that oddities bring in the first place.Some oddities have low limits, or are too common without others to complement them. It's less fun exploring if you've exhausted each available oddity type in the general area. They're also reliant on placement according to the map's designer which is arbitrary in itself.
Hi everyone,
I am sorry that the conversation just switched to grinding. When I was asking if classic mode would be good for a 2nd mod, I just wanted to be sure that at the end "oddity" and "classic" are balanced. Clearly, Underrail is not a game where "grinding" is necessary. You explore, you discover, you try new stuff, you take some risks.
I would be willing to play oddity mode again but I just don't know if both are well balanced.
my first crossbow build also had bad perception
crossbow build ... bad perception
Looks like you also had bad perception indeed.