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Underrail: The Incline Awakens

ItsChon

Resident Zoomer
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Steve gets a Kidney but I don't even get a tag.
The old system also encouraged focusing, since you are spending feats and spec points on the abilities you spam.
Using the skills your build is planned around doesn't mean the old system encouraged focusing. I found, with the introduction of the new Psi mechanics, I had to carefully plan what Psi abilities would go into what innervation slots, and whether I'd want to invest into more intelligence or specific gear to expand said pool of slots to fit other useful Psi skills in. This adds a lot of meaningful choice and consequence to the game, and the pool of psi skills is broad enough even with just 6 Int that hybrid builds that want to push several different niches aren't totally fucked. I wouldn't be opposed to perhaps giving people on more inherent slot, but you lot are over exaggerating things greatly, and stretching the truth where it best serves your argument.
The swiss army knife of utility wasn't addressed in any way, lots of 3 WILL dips abound.
Not at all what I'm talking about. There are people that dip into Psi, but what I'm specific referring to was Cave Wizards that had access to every single utility Psi spell in the book. At least now there are meaningful restrictions that make sense within the context of the game.
 

Zeem

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Sep 25, 2019
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Evil Empire
I’ve mentioned it before, but instead of slots, I think a point buy system would work better for limiting psi abilities. More powerful psi abilities would cost more points to inervate and less powerful niche abilities would require less points. This way you wouldn’t be able to load up on all the most powerful psi abilities from each school, but you also wouldn’t be fucking over niche abilities like distortion field.


So....what? You now have a choice of, say, 4 abilities you'll need all the time or 8 abilities you need very rarely?

That seems like it would just exacerbate the problem. Not fix it.

Of course, it'd work if you just upped the ante on how many "powerful" abilities you could have. Like 8 maximum. Then you could have 4 "powerful" abilities and like 8 "weaker" abilities. Or whatever combination thereof.

But that seems WAY overly complicated when you could just up the number of slots period and do essentially the same thing without making it over-complicated.
With more slots you'd just equip all the powerful abilities and forget about the niche ones. You're still limited by AP and psi, so you wouldn't be able to make full use of your expanded arsenal anyway.
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,096
Except most builds didn't work like the current Psi. Like I said, imagine exhausting your entire assault rifle's durability for whenever you're reloading your ammos or changing your ammo types, that's how the current psi works for whenever you're changing your innervation setups (I'm pretty sure someone else already said this). Also, most builds could easily change their belt arrangement with whatever combat utilities they need ('nades, throwing knives, special bolts, cloaking devices etc etc), or put on specific headbands/armor-clothing/boots, or switch their weapons....at absolutely NO costs at all, AND they could do it in combat, with AP costs...which can be reduced with Quick Pockets (and further reduced with speccing into it). Not for psi with the current psi system, oh no. You CAN'T switch innervation setup in-combat, and when you get out of combat and do switch, you're exhausting ALL of your psi reserves and ALL of your psi points.
That's not a correct comparison. Psi reserves kinda equate weap durability - yes but with the difference that once you exhausted say your AR during the fight you can just whip out a next one while pure-psi user is fucked although that would be an extreme example. Otherwise even with the current implementation psi provides far more broader/flexible toolset than whichever 2 weapons/ammos "usual builds" have. Besides, no one is bound to use psi powers only - that's why your addressing to combat utilities is irrelevant: psi users can use them too, obviously. Actually, the fact that previously psi-users could easily manage without those utilities only further highlights just how ridiculously broad/flexible their toolset was. I agree with you that in theory the psi changes could use some work (in practice - fuck that, hope that the next update will be truly the last one) but I'm surely glad the psi state has been addressed, after all.
I just don't get where all the hate comes from.
The timing of said addressing was really bad. You could think that it wasn't that bad since it was after the expansion release so now we have like two slightly different games for the price of one but look at our friend here. He's so concerned that new psi-enthusiasts will experience flat learning curve, that's touching. It's so much worse than playing and realizing after some time that all you can choose is 2 builds to play, I can't even.
 

Whisper

Arcane
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Joined
Feb 29, 2012
Messages
4,357
No changes to psi in the next update. I'm pretty content with the system itself.

I think everyone should be able to agree that some psi abilities at least should be buffed.

Agreed. If I do come around to working on psi in the future, this is probably the thing that's going to be addressed.

Why Temporal school has 2 less psi abilities than other 3 schools?
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
I like how psi is currently done, no need to mess with it

Now gimme machine guns and give enemies plasma grenades!
 

toro

Arcane
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Joined
Apr 14, 2009
Messages
14,814


He complains about quest design, lacking map, no recommendation for beginners.
 

The Wall

Dumbfuck!
Dumbfuck Zionist Agent
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He's conformist boomer. You can hear it in his tired voice. This ain't game for him. It's good thing he didn't recommend it to casuals. They would just shit up Underrail's review score
 
Joined
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Codex Year of the Donut


He complains about quest design, lacking map, no recommendation for beginners.

I'm just here to trigger the codex
9Xp8ZNA.png
 

Ghulgothas

Arcane
Joined
Feb 22, 2020
Messages
1,610
Location
So Below
The real reason we've heard so little about Infusion is because it's merely a smokescreen for Stygian's true next game...

UNDERGRAIL
A high-fantasy RPG, set in a time where life on the Realm’s surface has long since been made impossible and the mortal races now dwell in a world without light, trapped in a vast system of caverns that, it seems, are the last bastions of a fading race. Play as one of the denizens in this cthonic world, and as your epic quest unfolds you will explore ancient temples, bustling cities and abandoned mines; unearth legendary artifacts and face terrifying foes...
 
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