Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Underrail: The Incline Awakens

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,386
I don't mean to be edgy (okay maybe just a little), or start beef, was just trying to express the fact that I thought both of the suggestions you two had for removing cooldowns would cause more problems then they'd fix.

Maybe, but you seem to either still believe I want to change Underrail itself, or feel like it's Underrail's way or the highway, for all turnbased games.

There's plenty of stuff that went weird in Underrail, starting with the large cooldowns slapped on many abilities, which lead to Temporal Increment being created, which is arguably pretty overpowered because it interacts with every cooldown ability in the game and not just the ones with oversized cooldowns. You could say Temporal Contraction to get more AP is also a way to get around Adrenaline's cooldown, an ability that was and likely still is somewhat OP because it's a big reaction to the 12 turn cooldown on Adrenaline.
Lastly some of the underpowered or over-cooldowned abilities were balanced through specialization points, which is not very popular given specialization starts making an impact around level 20-21. Again an impetus to do something about cooldowns that doesn't quite go right.
And there's more of this weird stuff, because it's hardly been the perfect journey, especially since there's been sledgehammer balance patches before, like fundamentally changing burst attacks and psionics and rapid reloaders long after release, the idea that the cooldowns or balancing went down smoothly is just not true, long-term development is always complex and implies looking at a game's "sacred cows" and deciding if they still need to be there. You'll be doing a lot of this when working on a game.
Hell, let's not forget burst attacks used to have a 1 turn cooldown during beta, which certainly would have made bursts balanced for all time. Wonder why that went away...
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,007
Location
Frostfell
you remove cool downs due to how easy the game would be, or will have to be changed/redone on a deep level to deal with your anti-cooldown suggestions. If you'd enjoy rolling everything even on dominating for the sake of "freedom and immersion", you do you. I'm just commenting on the fact that these suggestions are bad.

I din't said to just remove it. To remove cooldowns, you need to re design everything, from how psionics works, how health injections works to inventory of merchants and even some encounters among a lot of things. But for eg, the health injection, if instead of insta heal 80 pts, it healed 20 per turn for 4 turns with effects non stacking, you can't just spam it. Grenades, merchants should have a tinny amount of it on their inventory and only get a restock after some key moments of the campaign. Psions, after freezing an enemy, he gets immunity for freezing for X rounds and so on. Is possible to re design the game without CD and not have a "spam fest".

And yes, IMO potions should heal slowly. The best potion system that I saw is from Gothic 2 - RETURNING. Not only you have a animation to drink the potion(which can be translated into a AP cost in a TB game) but also potions heals extremely slowly, like 1% of health/mana per second. The exception to that rule is ultra expensive instant potions that are available in limited amount per merchant/chapter and the recipe to make this potions is behind one of the hardest optional bosses, require expensive and rare ingredients and fully mastery over alchemy. Powerful spells, like fire rain, can only be cast on scrolls till the very end game, you as a circle 4 magician is expected to fight dragons that can cast circle 6 magic like storm and fire rain, and dragons has summons, high speed regeneration and only by being near the fire/ice dragon deals constantly heat/cold damage. I know a lot of diehard gothic veterans who could't kill a single dragon on that mod... "But you can get fire rain scrolls", yes, like 10~15 per chapter and each chapter can take dozens of hours to complete.

To be honest, I can't say that I vehemently hate cooldowns - it's just that I can't remember playing any other game besides Underrail that has cooldowns, lol.

Even I who an a DIEHARD anti cooldown hater, realizes that UR cooldowns is completely different than in the generic wow clone/modern game. People uses macros in most games games with it, but macros would be worthless on UR. On the average game is just the dev making broken OP abilities and not having enough creativity to limit the usefulness in a clever and interesting way. And they add CDs cuz is the unique drawback that they can think about. And then, the game become a same rotation spamming game, which resembles more a QTE.

UR has cooldowns, but they exists not to force you into a rotation, but to make you think when to use each resource available.
 

Tygrende

Arbiter
Joined
Aug 2, 2017
Messages
874
There's simply no way to remove cooldowns from Underrail. It would require so many heavy changes and effort it might as well be a different game at that point. It's not going to happen, ever. Especially not with Infusion being under development.
 

Latelistener

Arcane
Joined
May 25, 2016
Messages
2,623
My dudes, I'm still waiting for the option to bring back the old font or at least a mod and you're talking about removing cooldowns.

Personally never had any problems with them, but just saying that this will require a lot of time to rework the game for that (if that's even possible).
 

Nifft Batuff

Prophet
Joined
Nov 14, 2018
Messages
3,577
This game is a joy. I am feeling the same joy I felt when I was younger and played games like Fallout and PST for the first time. I am not an english speaker so I cannot articulate better.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,386
How is Infusion going anyway? Haven't had a dev log in quite a while now.

My dudes, I'm still waiting for the option to bring back the old font or at least a mod and you're talking about removing cooldowns.

I think Blaine was aaaaaaaaalmost done with that one, he even checked in a few years ago to say it was definitely on the way.
 

Latelistener

Arcane
Joined
May 25, 2016
Messages
2,623
I think Blaine was aaaaaaaaalmost done with that one, he even checked in a few years ago to say it was definitely on the way.
I think this is the fourth time I'm asking about this.

The first time he said he'll do it, the second time he said he will definitely do it but at some point later, the third time he said it's too much work and no one cares.

I guess I'll have to just chill and embrace this Comic Sans.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,386
I think Blaine was aaaaaaaaalmost done with that one, he even checked in a few years ago to say it was definitely on the way.
I think this is the fourth time I'm asking about this.

The first time he said he'll do it, the second time he said he will definitely do it but at some point later, the third time he said it's too much work and no one cares.

I guess I'll have to just chill and embrace this Comic Sans.

That is brutal. Still I remember there were some people doing small mods on the Underrail forums, if they're still around they might be able to get this font thing done.
 

Renevent

Cipher
Joined
Feb 22, 2013
Messages
925
So I was trying to sneak into the pirate fort and basically got frustrated and gave up and decided to just kill the entire town. That wasn't too hard, but now I'm being endlessly harrassed by pirate jetski's. I'm not kidding with the endless part, I've been on the same map area and literally at least two dozen (in pairs of two) so far have attacked me every couple of seconds.

Is there a finite amount of these assholes or because of the fact I attacked the town will I just endlessly be attacked by pirate jet ski's now? If it's the latter I'm done with the game because it's beyond annoying.
 

Renevent

Cipher
Joined
Feb 22, 2013
Messages
925
Are there a finite amount of these assholes or because
The spawn is indeed infinite, but triggers off once you culled all pirate bosses.

Are the bosses all in the fort? I'm pretty sure I cleared it but guess I could have missed one. I can't believe this shit is infinite...the timing between them is fucking retarded too. It's literally kill them, walk 5 feet, and then two more spawn.
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
25,878
Location
Reichskommissariat Russland ᛋᛋ
Are the bosses all in the fort? I'm pretty sure I cleared it but guess I could have missed one. I can't believe this shit is infinite...the timing between them is fucking retarded too.
No. Captain is in the ship, and there's three lieutenants. One is in the smaller port to the northeast, one is in the water area to the north and third one I don't remember where is.
 

Renevent

Cipher
Joined
Feb 22, 2013
Messages
925
Alright fuck it then, think I'm done with the game. If they attacked every once in a while that would be one thing (or at least had a finite amount), but every 5 seconds is ridiculous.
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
25,878
Location
Reichskommissariat Russland ᛋᛋ
- make pirates hostile, trigger infinite respawn
- kill fifty or more pirate jetters
- cull bosses to stop respawn
- buy freighter, upgrade it
- collect all expensive jet parts from the pirate Waterloo
- travel to jet trader
- ???
- profit!
 

Supermedo

Augur
Joined
Apr 12, 2013
Messages
333
Shit I got 52 hours in the game and I feel burned out, I'm afraid if I leave it and come back in couple of months I would be lost and forget what shit I was supposed to do.
I'm currently playing the expansion doing the Nexus of technology quest and I couldn't stealth through the spiders and I had to fight all of them in every room then I enter the building and there fucking cameras everywhere and Strongmen and maiden only get damaged by Electrokinesis and EMP which drags the fight.
and it get worse I get called in middle of the cavern filled of spiders telling me the base under attack so I go back fight the natives in long ass battle then go back to the nexus and while going back I'm getting attacked by locusts/serpents.

I didn't have problem with the frequent encounters in the base game because the fights were brief and I can stealth my way in most of them but the expansion all it fights drag for so long and become a game of managing cool downs for grenades/Hypno/psi abilities
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom