Excidium II
Self-Ejected
it
That's all understandable, but the result is that there are SO MANY areas in the game that are SO BORING to walk through MULTIPLE TIMES as you backtrack. It's about how it adds up.
torpid already noted Rail Crossing. How pointless is it to require 2 extra map transitions after reaching the train station? And then, of course, everything useful (the mayor, the doc, the gunman) is in the other corners of that shitty little town.
junkyard -> rail crossing? that means in terms of maps junkyard docks -> SGS docks -> SGS level 9 -> SGS level 1 -> rail crossing station -> empty rail crossing -> rail crossing.
The L-shape in the Core City middle level is one of several others in that city. It looks even worse at first, and then you realise some of those areas at least have something connected to quests.
The Institute design is just broken from the start. Almost every area is 4 times as big as it needs to be, and could easily be folded into one. I mean, it looks very cool, but why do you need to go through something like 16 map transitions just to visit the 3 investigation questgivers/shops? All those huge stairs.
I don't mind something like the Drop Zone, or areas in lower Underrail / caves, being full of 'pointless' areas. You're meant to wander in those areas, and they're meant to be barren, and it's predictable if every area has some hotspot, like a multi-area version of Oblivion.
But consider the way these areas are then worked into quests. Discovering info about the Beast? Discounting the actual exploration inside the mines (which at least is quest-relevant gameplay), you're getting the quest from the Mayor (already 3 screen transitions from the train station); then you go to the mines to talk to the dudes (2); hen you go to SGS, ask about something, come back to the mines (~12 screens round trip); and then, if you don't have metaknowledge, you GO BACK to SGS, talk to some other guy, go back to the mines, get something else, go back to SGS again, then go back to the mayor (~24 screens). That's like 40 fucking screens for what could have been a mildly interesting investigation inside the mines.
Lost Train, similarly, if you want to pick one particular side, means 50+ map transitions to fully play it out, and again, the actual core encounter is interesting, it's just wrapped up in dozens of 'go there go back go there'.
Underrail has such good level design when it comes to specific 'dungeons', and the actual exploration in wilderness areas is cool, it's such a pity questing often involves "ugh not again".
Yes but you still use Snipe.That's why I said with alert enemiesYou can restealth if you incapacitate.You can't stealth with alert enemies and it rarely makes much of a difference to reposition one or two tiles unless you force them to come after you by breaking LoS or block each other on a narrow passage
So, I just returned to Ezra at level 18 to see if he was selling any good components, and found him selling a psionic mentor for Neurovisual Disruption. Is this just chance or does he always start selling it after some level?
So, I just returned to Ezra at level 18 to see if he was selling any good components, and found him selling a psionic mentor for Neurovisual Disruption. Is this just chance or does he always start selling it after some level?
A certain balance must be maintained, though, and there are extremes at either end of the scale.
For maximum convenience, all of Core City's merchants and quest-givers could be lined up on the metro platform, for example. This clearly destroys the fourth wall and would be exceptionally bad world-building, but I guarantee you that some minority of people even here on the Codex would prefer it.
The desire for convenience, speed, and minimal backtracking is a valid desire but taken to its ultimate extreme, would make for an absolute piece of trash of a game. What the ideal balance looks like probably depends on each individual's preferences.
How did we ever come back to this?Has anybody ever found anything unique with perception secret thingy?
Just wondering since people have been playing for longer at this point.How did we ever come back to this?Has anybody ever found anything unique with perception secret thingy?
I'm guessing you haven't made it to the deep caverns yet. Don't forget your vest.Meh... I liked this game from the start. Combat and exploration are amazing. Character system is pretty awesome too...BUT
BUT there are 2 things that I have to admit that are complete shit to me. Core City's billion mini areas that are making me transition through 7+ small-nothing-in-them maps to turn a quest in or buy some shit. I don't care what they add in atmosphere, the idea is bad. Second, the psi apparitions.
The game also freezes for a split second to load certain sound effects which is p. annoying.Theres no excuse not to make all small maps part of a bigger map, separate them with instant transitions, i dont care. But loading each map separately is what hurts, especially because loading times get longer and longer the longer you play the game, you need to quit it once every hour or so.
There's just no real excuse for the settlement areas.
Chemical and energy pistols are the only reasons to consider a pistol build. Eventually you get to a point where many enemies will have immense mechanical DR/DT and much weaker energy/heat/acid/cold/etc . The .44 hammerer is a poor man's sniper with lolrandom damage and inferior range and the peashooters are completely worthless. Depending on the RNG, the hammerer will either kill an enemy with a single shot when combined with the ambush and steadfast aim feats or barely wound them. As for silenced pistols, they become completely useless by the moment you receive your second quest and face psi beetles for the first time.
I wish there was a very powerful pistol feat that gave the high-powered pistols a more predictable and deterministic damage range but required complete specialization in pistols, something like this from a completely different game except for not being that overpowered.
Maybe it is not the fact pistol is underperforming, but the part where SMG is god amnogst men? I mean, I got a Steelcat with stats of your Jaguar off the wounded guy over burrower nest, which is pretty much first hour of the game.
In all the builds I tried - SMG+throwing stealth spec ops build certainly feels like the one that does control battlefield as well as rapes the shit out of oddity exploration.
Although some of the oddly-sized map segments may be vestiges of the game's development, I've never really noticed them one way or another and, upon reflection, feel that they add variety. Take the seemingly useless L-shaped balcony leading to the Arena and merchants in Core City: perhaps there's a catwalk to that particular level from the elevator because it used to lead two ways, but the other side collapsed and a new railing was erected; or perhaps there's some massive old machinery just out of sight, wrapped around the superstructure, restricting how the level can be built.