ciox
Liturgist
- Joined
- Feb 9, 2016
- Messages
- 1,386
LTI also goes on cooldown.LTI! LTI-LTI-LTI*LtI^ltI(L#t#i!
LTI also goes on cooldown.LTI! LTI-LTI-LTI*LtI^ltI(L#t#i!
Given the across the board hate being shown for certain gameplay aspects of the expansion, I wonder how these weren't addressed during the testing phase where community members were giving feedback.
What exactly do you mean?
I thought it would be clear, but the past several days have been filled with people growing either insanely pissed or insanely bored of the xpack. Just look anywhere around the past 10 pages or maybe more, there it is, wherever you look.
Has anyone found blueprints for Hypercerebrix or Third Eye yet?
Nope. Like I said, I was there earlier, long before I got that quest. At that point, I talked to the warden, got access to the security room, disabled the cameras, etc. And just like last time the game decided to shit itself for seemingly no reason, I was never detected, and nobody ever turned hostile, either.Like has been pointed out, it seems the lockdown only happens if you used TNT/Jackhammer in the secret tunnel. If you haven't, then my guess is that you've been seen/detected, either by the cameras or by someone. You most likely gets detected by the camera, which explains why you're now outside the prison but have no way to enter. Should've cleared the camera footage, as pointed out by those symbols beneath the Zone Control icon, the prison is also a Security Camera Footage and Leave no Witnesses zone.How are you supposed to infiltrateafter it goes on lockdown? I was there once before, and everything was fine, I checked out the whole area, etc., nothing special, left, and now, much later, I have a quest to go there and infiltrate/exfiltrate, but now the alarm is on and there's guards standing right at the entrance, with no way to avoid them or even attempt to stealth. Everything leading up to the mission suggests it's supposed to be sneaky-breaky, but I show up and it's blaring sirens before I even start.the Foundry Prison
Did I hit another bug simply for exploring an area before I had a quest to go there?
Still, you don't really need to go sneaky-breaky here.I mean, you probably do, but only if you want to speak with Todor in his cells. If you have Persuasion, you can convince the jailor to let you meet with Todor and speak with him. After that, you could go find an abandoned sniper rifle somewhere in the roofs of the Foundry, then present it as a fake evidence to Chief Banner. You need to do some quest for him before he'll trust you, though.
The prison's on lockdown because some unknown person fucked with their cameras/looked around the cells. They don't know you did it so they're not hostile towards you, but they know someone did, so they're on lockdown while they try to figure it out. It's working as intended, not a bug. Kinda harsh, but not a bug.Nope. Like I said, I was there earlier, long before I got that quest. At that point, I talked to the warden, got access to the security room, disabled the cameras, etc. And just like last time the game decided to shit itself for seemingly no reason, I was never detected, and nobody ever turned hostile, either.
I ended up having to spoil the entire thing by consulting the wiki, at which point I was able to resolve the whole thing by vigorous cheating and teleporting, although I had to do it in an unplanned and suboptimal fashion, which really pisses me off. There's no excuse for this shit not working properly.
You disabled the cameras, but did you re-enabled it?Nope. Like I said, I was there earlier, long before I got that quest. At that point, I talked to the warden, got access to the security room, disabled the cameras, etc. And just like last time the game decided to shit itself for seemingly no reason, I was never detected, and nobody ever turned hostile, either.
Is there any indication whatsoever that suggests that this is even remotely true?The prison's on lockdown because some unknown person fucked with their cameras/looked around the cells. They don't know you did it so they're not hostile towards you, but they know someone did, so they're on lockdown while they try to figure it out. It's working as intended, not a bug. Kinda harsh, but not a bug.
You can't.You disabled the cameras, but did you re-enabled it?
Because I was exploring the prison and the cameras were in the way. It's what I do. I explore everything as thoroughly as I can when I get to it. Most of the time, the game even accounts for it - so often, in fact, that I react when it doesn't.why did you even do all that
That begs the question as to why there's no feedback whatsoever when that actually happens - alarms going off, guards going hostile or trying to keep you in the prison, lockdown happening, etc. Instead, it's ignored completely, only to suddenly become an issue later, without anything indicating that that is the reason? If that's "working as designed", that's just really fucking shitty design.Also, since you've read the wiki, it also stated that leaving any cells door open will also cause a lockdown in the prison. That is probably the likely reason why the prison is on a lockdown despite you never getting detected and nobody turned hostile.
Hahaha, oh wow, the delusion is real. The games have psychic enemies and scripted events, there's nothing intricate about it.The game already has an intricate mechanics of tracing deeds back to the player's character
The game's already put a big ass Security Camera Footage zone control on the screen. This means they'll definitely check out their camera footage to see if there's anything wrong. Did you think they won't notice the camera being disabled?Is there any indication whatsoever that suggests that this is even remotely true?
Then this is just good ol' plain choice and consequence. You do stuff, the game reacts to it. It could've been done better, but as far as the devs intended, they're working.Because I was exploring the prison and the cameras were in the way. It's what I do. I explore everything as thoroughly as I can when I get to it. Most of the time, the game even accounts for it - so often, in fact, that I react when it doesn't.Notably, Gorsky's quests in Core City doesn't - you have to take the quests and then immediately start conversation with him again, rather than just being able to tell him "I've already done that".
You're in stealth, you disabled the cameras, you weren't detected by anybody the whole time. The reaction goes later when you leave the prison, when it's time for the guards to check on the camera footage, and also checking if there's any cell doors open.That begs the question as to why there's no feedback whatsoever when that actually happens - alarms going off, guards going hostile or trying to keep you in the prison, lockdown happening, etc. Instead, it's ignored completely, only to suddenly become an issue later, without anything indicating that that is the reason? If that's "working as designed", that's just really fucking shitty design.
https://www.underrail.com/wiki/index.php?title=Zone_ControlHahaha, oh wow, the delusion is real. The games have psychic enemies and scripted events, there's nothing intricate about it.
Consistent with the rest of the game, yeah, no, especially not when the cameras still work, it just doesn't record. Expecting things to operate one a "make sense" game-logic one moment and on a "rules-bound" explicit game-logic the next is either delusion or hypocrisy.The game's already put a big ass Security Camera Footage zone control on the screen. This means they'll definitely check out their camera footage to see if there's anything wrong. Did you think they won't notice the camera being disabled?
That'd just mean that the devs are shit. At least I gave them the benefit of the doubt and assumed that this was just another bug, which would make a whole lot more sense.as the devs intended, they're working.
There's countless of different ways to handle this better. There's actual guards walking around those cells that would notice if doors are open - but they never react to them. If they'd do, then that'd make sense, but they don't. Trying to come up with post-hoc rationalizations how something nonsensical makes sense because of unrelated circumstances that are not actually expressed to the player in any way just reeks of grasping at straws out of some misguided fanboyism.You're in stealth, you disabled the cameras, you weren't detected by anybody the whole time. The reaction goes later when you leave the prison, when it's time for the guards to check on the camera footage, and also checking if there's any cell doors open.
Bullshit - I was very surprised when the doors didn't actually have alarms on them at all, precisely because that'd "make sense".Also, if the game actually make the alarm goes off and guards becoming hostile the very exact moment you disabled the cameras/opened a cell door, I bet your ass you're going to complain anyway.
Because the doors actually have alarms? It's not a novel concept. Hell, it's weird that they aren't all opened remotely at all. Again, the cameras aren't actually disabled. They're just not recording.And so does anyone else, because why the fuck would the alarm goes off just because a cell door is opened while the cameras are disabled?
I doubt it, I think you're just trying to come up with bullshit as to why the game could possibly be working as intended, even though none of this is actually articulated by the game in any way other than to render a quest practically impossible to resolve long after the fact.But when you leave a cell door open, and worst, you disabled the camera just because you want to lollygag around even though there's no particular importance for you to do so at the moment, then the game better react to it. Once again, good ol' plain choice and consequence, with the system working as intended.
Yes, exactly. There's nothing "intricate" about Zone Control, and most of the time it's entirely arbitrary. The game never operates on a "makes sense" basis, except, of course, when you need an inconvenient excuse to explain away why something is fucked.https://www.underrail.com/wiki/index.php?title=Zone_ControlHahaha, oh wow, the delusion is real. The games have psychic enemies and scripted events, there's nothing intricate about it.
Eh, I'm fine with that, and had the game not bugged out on me, I would probably not have resolved it the diplomatic way, because that's not the kind of character I'm playing. I consider the choice of resolution to be very much a matter of choices and consequences, and it makes sense that exonerating the guy would carry a better long-term reward than just breaking him out (or killing him).The bigger issue is you miss out bigly unless do it the diplomatic way.
The bigger issue is you miss out bigly unless do it the diplomatic way.
You know, I think I'll agree with ItsChon. People probably had way too high expectation considering this expansion took 4 years. The swarms definitely need to be toned down, but other than that, I don't get people's problems with other aspect of the DLC.
- The map being the way it is, is due to the geography of the Black Sea. It isn't like the rivers of Underrail, and I imagine if they put bigger individual zones you probably gonna have more swarms trouble, hence the separation of each zones to same sizes. If you haven't noticed it yet, you can actually travel the water zones diagonally, whether it's Black Sea or Underrail rivers, which is useful to quickly get to where you want and to sneak past pirates, natives, and swarms.
- toro pointed out that stealth is mandatory, and yet Tigranes said he went back to the Black Sea after rerolling as a sniper (which I'd assume would have stealth) and still got bored of it. I personally finished and enjoyed the majority of the Black Sea as a stealth character, but I also had Persuasion and big brain 7-8 INT (and in some cases, Hypercerebrix) which probably helped me enjoy all Black Sea content, including the Deep Lore™. Again, I think this is a matter of expectation. Not sure what you guys expect, I went in expecting whatever and came out enjoying nearly everything the Black Sea had to offer.
- Once again, the Deep Lore™ stuff are completely optional, I don't get why people even had this problem. It's not like the game forced you to read them, and it's not like it's mandatory to proceed through the expansion. You're only told to collect them and register them to Seeger, that's it. You don't even need to bother interacting with his PC if you don't feel like reading some dead person's ramblings. As for stuff in computer consoles found in the facilities itself, I really don't remember any big reading other than for the music puzzle. There are no Deep Lore™ there.
- I don't get the thing about the places being identical. I mean, they're constructed by the exact same civilization. It's like complaining that the Hecate Research Outpost is identical to Panacea Lab. Each of the facilities also had its moments.
Horticultural Center has those swarms (which is easily the worst part of the DLC), but then you also need to figure out how to get rid of the overgrown vines in that console (which you wouldn't be able to if you fail a [Reading Comprehension] check). The Nexus of Technology has its music puzzle, though it's not for everyone. It also has the crucial information regarding a McGuffin and another coordinates (and that's it, no Deep Lore™). BSRF has the submarine, Health Center has them spooky moments (need to tone down the swarms, though), LEMCO has some unique goodies, though depending on how much you care about exploring abandoned facilities and following the main quest, you either visit this place earlier or as the very last. Joint Security Headquarter has the coordinates to the last dungeon of the DLC, though there's something that needs to be done about the Nagas. And the Abyssal Zero Substation. Oh, God, I don't think I could ever express how much I love that place. It's the last chunk of content of the DLC, and yet it's easily THE best part of the entire DLC, if not the rest of the game.
Fetid Marsh can go fuck itself, though.- But yeah, the swarm is a problem, yes. Once again, I feel like the swarms need to be toned down. Or at least made their behavior more clear. Or, make it so TNT and high AoE damage that could instant kill the hive, ALSO instantly kills the swarm. I don't get why can ANY of the locusts jumped out unscathed after their hive got blasted by a TNT charge. Swarms like crabs, creepers, and those statues also needs to be toned down. In moderation, they're challenging enemies like any other and I'm sure anybody wouldn't mind fighting them in great encounter design. But as it is... it's just obnoxious.
The bigger issue is you miss out bigly unless do it the diplomatic way.
I don't think so. What's the stealthiest, cleverest thing you can do? Break into prison and cause a huge disturbance and lockdown?
Or is it working within the justice system to get that guy out, so that by the time you're done no one even knows anything weird has happened?
Not everything is straight-forward, and I think the quest design is richer because of it.
Dude, why are you asking that? You just experienced it yourself. You fucked around in the restricted areas and the next time you came back the prison was on lockdown. You should know how it works because you just did it.Is there any indication whatsoever that suggests that this is even remotely true?The prison's on lockdown because some unknown person fucked with their cameras/looked around the cells. They don't know you did it so they're not hostile towards you, but they know someone did, so they're on lockdown while they try to figure it out. It's working as intended, not a bug. Kinda harsh, but not a bug.
nice, got the jetski back that i gave up in negotiations
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Omaha beach: The Neverending Story
I couldn't release her hopper
He gives you secret shortcut for his labirynth lol.oing over to the Rathound King is such a pain in the ass that I just kill him to get this over with and never come back again.