It will open up around midgame iirc.Do we know if Expedition is going to be integrated in the main story game or if it's going to be an appendix at the end? I would like to continue with my campaign but don't want to miss on content.
It's going to be a midgame expansion that you can start at any point in the game. Think New Vegas DLCs. Recommended starting level is 15, but it's can be pretty challenging even for level 25 characters if you are on Hard/DOMINATING.Do we know if Expedition is going to be integrated in the main story game or if it's going to be an appendix at the end? I would like to continue with my campaign but don't want to miss on content.
Talking about characters/worldbuilding, Al Fabet is a great example of how UR nails it imo; Well-written, funny, a tad meta and fondly memorable even while being completely inconsequential. It's these kind of pips on the map that can really elevate a game if done well, UR does them well.Why don't the people herding Molerats want to buy hides and meat? Fuck if I know. What's the point of creating so many traders when they don't buy shit they should be buying? I have to run around all of the levels just to sell 2-3 items to some random person who is looking for those items. Everything else I am carrying is useless apparently.
Was bartering intentionally designed to be as shit as possible? Mission accomplished.
Shut up Al Fabet
The point of bartering being designed the way it is is that you don't end up hoarding huge amounts of money from looting every container in the game. It's the best way I've seen this problem solved in an RPG.
Exactly. This causes you to re-evaluate what you're carrying with you all the time, what's worth bringing back to your storage container (wherever that might be), or selling what you can and ditching the rest. It almost avoids that age-old terrible CRPG problem where you end up hording and having way too much money far too early in the game. "Almost" because you still end up filthy rich fairly early on if you're smart about managing your inventory. Either way, it ends up being a very fulfilling economy at the end of the day. It seems you always stumble on something you want to spring the big bucks for, leaving you wondering what the best course of action will be.
Makes me really excited to see how the Expedition expansion handles the economy as a whole. I'm sure it's been fully considered.
I don't understand what you mean by "ranged skillset". Guns skill increases damage and hit chance of guns, Crossbows skill increases damage and hit chance of crossbows, both of those skills are also affected by your Perception. It's as straightforward as it gets, what is there to be confused about?No idea why crossbow doesn't count as ranged, but whatever (I actually just noticed that, I've been using crossbow for few kills thinking it was in ranged skillset as well).
The system is designed to make you think what items are actually worth picking up based on factors like value to weight ratio, sellability, etc. instead of brainlessly hoarding everything that isn't nailed down. You are still free to hoard of course, but there's really no benefit to it.That makes no sense. I am already hoarding a shitload of stuff in my inventory. The game is just not letting me sell it. There isn't anything clever about it.
Why would it be better to basically force players to hoard everything they see? That sounds way more tedious than the "smart looting" system we have in the game right now.If "huge amounts of money" is such a problem, easier way is to just reduce the amount of credits you earn from selling items or increasing the price of items you need to buy, while letting the player unload all of the shit he's picking up.
You can easily come up with a plausible explanation for this. Apparently he has enough crossbows in stock as is, so why would he want to buy even more from some random guy? Casings on the other hand he can reload and sell, which is why he is willing to buy them from you for pennies.Better than going to an arms dealer and finding out he doesn't want to buy a crossbow but would buy fucking ammo cases.
You still collect loot and sell it to merchants, the only difference being that you don't need to pick everything you see.A lot of fun in RPG's comes from hoarding up stuff from your adventure and unloading it back at the town/base. This game doesn't improve anything, only makes it worse by making the whole process as annoying as possible.
But you can't buy anything with that stuff.That makes no sense. I am already hoarding a shitload of stuff in my inventory. The game is just not letting me sell it. There isn't anything clever about it.
That makes no sense. I am already hoarding a shitload of stuff in my inventory. The game is just not letting me sell it. There isn't anything clever about it.
If "huge amounts of money" is such a problem, easier way is to just reduce the amount of credits you earn from selling items or increasing the price of items you need to buy, while letting the player unload all of the shit he's picking up. Better than going to an arms dealer and finding out he doesn't want to buy a crossbow but would buy fucking ammo cases.
A lot of fun in RPG's comes from hoarding up stuff from your adventure and unloading it back at the town/base. This game doesn't improve anything, only makes it worse by making the whole process as annoying as possible.
Shut up Al Fabet
I agree there could be sprinting out of combat or something.
you can disable between-area autosaves to quick up the movement between areas.
The speedhack doesn't touch your saves, you'd have to be editing values for any risk.
light-armor stealth hammer intimidating shout
I kind of didn't mind the loot mechanics myself. You do have a locker btw in your room at SGS where you can dump stuff. And it really doesn't make a lot of sense for these fairly hard-done-by underground settlers to want to buy every piece of junk you pick up, of which there are hundreds. They also do reset the things they will buy after awhile, IIRC. So you can store something in your locker and sell it when they refresh.
On a more serious note, "it makes no sense" is a completely backwards complaint. It DOES make sense, and the only reason why one would think it doesn't is years of conditioning from similar games. I doubt there are many people in real life scavenging abandoned military facilities, but say you're rummaging around a deceased relative's attic -- it would be a waste of time to bring everything you find to your local pawn shop, but say you spot a vintage radio, and old box of comic books, something you suspect could fetch a decent price. Underrail "cheats," of course, by showing you the value of all the items in the gameworld, greatly simplifying the process, but that's the mindset you should have when considering what to bring with you and what to leave behind.
Except Underrail isn't an "apocalyptic" society. If it is, how the fuck does settlements like South Gate Station seemed like they've been running for decades, or even close to a hundred years? It has hydroponics, it has its own research department, even a fully functioning medical facility, what part of those are "apocalyptic"? And wait until you get to Core City, and oh, not to mention bloody trains coming and going across the South Underrail. No way an "apocalyptic" society can run and maintain trains and its tracks.That makes more sense in a "apocalyptic" society than just "NO WE ONLY WANT 2 MUSSHROOMS, FUCK ALL THAT STUFF THAT CAN MAKE ME MORE MONEH!".
Except Underrail isn't an "apocalyptic" society. If it is, how the fuck does settlements like South Gate Station seemed like they've been running for decades, or even close to a hundred years? It has hydroponics, it has its own research department, even a fully functioning medical facility, what part of those are "apocalyptic"? And wait until you get to Core City, and oh, not to mention bloody trains coming and going across the South Underrail. No way an "apocalyptic" society can run and maintain trains and its tracks.That makes more sense in a "apocalyptic" society than just "NO WE ONLY WANT 2 MUSSHROOMS, FUCK ALL THAT STUFF THAT CAN MAKE ME MORE MONEH!".
The only part of Underrail that can be deemed as "apocalyptic" society is the Junkyard.
Also,in Arcanum, merchants also only accept certain items, instead of ALL the junks, except in Underrail we're literally being told what kind of items the merchants are looking for, while in Arcanum we have to guess what kind of items a merchant would be willing to buy. Even the Junk Dealers won't accept just about any junks. Though, iirc, at least a Master of Haggle can sell literally anything, so Arcanum had that going for it.
Except Underrail isn't an "apocalyptic" society. If it is, how the fuck does settlements like South Gate Station seemed like they've been running for decades, or even close to a hundred years? It has hydroponics, it has its own research department, even a fully functioning medical facility, what part of those are "apocalyptic"? And wait until you get to Core City, and oh, not to mention bloody trains coming and going across the South Underrail. No way an "apocalyptic" society can run and maintain trains and its tracks.That makes more sense in a "apocalyptic" society than just "NO WE ONLY WANT 2 MUSSHROOMS, FUCK ALL THAT STUFF THAT CAN MAKE ME MORE MONEH!".
The only part of Underrail that can be deemed as "apocalyptic" society is the Junkyard.
So according to you, Fallout society isn't apocalyptic as well? They have working nuclear reactors, power armors and freakin lasers..
Also,in Arcanum, merchants also only accept certain items, instead of ALL the junks, except in Underrail we're literally being told what kind of items the merchants are looking for, while in Arcanum we have to guess what kind of items a merchant would be willing to buy. Even the Junk Dealers won't accept just about any junks. Though, iirc, at least a Master of Haggle can sell literally anything, so Arcanum had that going for it.
I never had to guess what a merchant in Arcanum wanted. You go and sell shit. They didn't turn you down for not having what THEY wanted more. A proper way to design Underrail like "needs" for traders is to make them pay extra for items THEY want while still buying other shit you sell for reduced prices. On top of that, any merchant can buy anything you want to sell, except if the merchant doesn't specialize in those items (let's say, an armorer), they'll pay you less for those items than a merchant who deals in the stuff you're selling.
I'm enjoying the game but when it comes to trading, it's terrible. I enjoy trading in RPG's, I'm a hoarder. This game took the fun part out of trading and made it pointlessly complicated. Not a fan of "Radiant Trading", not playing Underrail 76 here.
What constitute an "apocalyptic" society? Scavenging for literally every kind of shit, all the way to scrapping the bottom of a barrel? If so, then I wouldn't consider the society of Fallout 2 "apocalyptic" at all. In fact, by the time of Fallout 1, they're mostly proper post-apocalyptic society thanks to the fact that there are trading routes up and running to and from The Hub.So according to you, Fallout society isn't apocalyptic as well? They have working nuclear reactors, power armors and freakin lasers..
Then you'd better replay the game, and see for yourself because phrases like, "Definitely a classy item, but I'm not interested in that." are things you'll encounter many times when you try to sell shit at a merchant in ArcanumI never had to guess what a merchant in Arcanum wanted. You go and sell shit.
Does explanations like what Tygrende brought up not suffice for you? Again, WHY would traders be willing to buy your shit, even at reduced prices, WHEN they have those shit in stock?They didn't turn you down for not having what THEY wanted more. A proper way to design Underrail like "needs" for traders is to make them pay extra for items THEY want while still buying other shit you sell for reduced prices.
Even Arcanum doesn't do any kind of this bullshit. For example, go ahead bringing a an Elephant Gun to a magick shop, and they will NOT buy it, unless you're a trained in Haggle.On top of that, any merchant can buy anything you want to sell, except if the merchant doesn't specialize in those items (let's say, an armorer), they'll pay you less for those items than a merchant who deals in the stuff you're selling.
fucking storyfags. When a game with gameplay mechanics has some plausible narrative explanation, they suddenly lose interest in those kinds of games.I'm enjoying the game but when it comes to trading, it's terrible. I enjoy trading in RPG's, I'm a hoarder. This game took the fun part out of trading and made it pointlessly complicated. Not a fan of "Radiant Trading", not playing Underrail 76 here.
I'm not sure how having nuclear reactors, power armors and lasers makes society "apocalyptic". We have all of those things in real life right now more or less, do we live in an apocalyptic society?So according to you, Fallout society isn't apocalyptic as well? They have working nuclear reactors, power armors and freakin lasers..
The point of bartering being designed the way it is is that you don't end up hoarding huge amounts of money from looting every container in the game. It's the best way I've seen this problem solved in an RPG.
Exactly. This causes you to re-evaluate what you're carrying with you all the time, what's worth bringing back to your storage container (wherever that might be), or selling what you can and ditching the rest. It almost avoids that age-old terrible CRPG problem where you end up hording and having way too much money far too early in the game. "Almost" because you still end up filthy rich fairly early on if you're smart about managing your inventory. Either way, it ends up being a very fulfilling economy at the end of the day. It seems you always stumble on something you want to spring the big bucks for, leaving you wondering what the best course of action will be.
Makes me really excited to see how the Expedition expansion handles the economy as a whole. I'm sure it's been fully considered.
It causes you to dump loot at the feet of merchants, selling it bit by bit every time you happen to pass by them.
Still a step above most games though.
The game's actually telling you the exact opposite --don't hang on to useless shit. If you can't use it, leave it be. You can't be a hoarder in this game, I'm afraid. As for what items merchants are willing to buy, it was never a matter of guesswork for me. It follows a straightforward pattern: gun traders buy guns/ammo, chemists buy chemicals, doctors buy healing items/drugs, etc. You'll get a feel for it soon enough. Besides which, there's not much of a benefit to obsessively exhausting the merchants' buy lists past the very early game.At this point, the game is just telling you to focus on crafting or keep hanging on to the useless shit you pick up or focus on trading with that Bethesda style "Radiant Quest" mini-game system, where you hunt for random shit traders want every few days.