perhaps you tried to wear it in further areas where officer uniform is required?Doesn't work (at least it didn't for me). I think I might have a save so I can show you.
perhaps you tried to wear it in further areas where officer uniform is required?Doesn't work (at least it didn't for me). I think I might have a save so I can show you.
You should be going to the expansion right about now.
fairly certain i used that shortcut, not hard since i always got interloperperhaps you tried to wear it in further areas where officer uniform is required?Doesn't work (at least it didn't for me). I think I might have a save so I can show you.
Can you get pass the warehouse as a female in uniform, without agility for the fence?
So the real MVP for me is level design. Exploration is of course part of it, but the exploration is so awesome because of the BRILLIANT level design. Whether it's cave mine labyrinths hunting down the Rathound King, dungeonesque research labs with multiple completion routes, the huge Depot A with it's constantly varying threats or something else, every level is just incredible.
For that reason alone I'm tempted to play a tanky melee character on my next run, even if Blaine seems to have been very frustrated with his Hoplite build (which was something like the build I was thinking of running on a subsequent playthrough). Maybe with enough tankyness, combat feels more smooth and like an actual series of decisions, rather the nuke-or-kite fiesta I'm going through on this playthrough.
Were you in stealth? Grey Army base is special in that they aggro if they see you in stealth. If you're not in stealth you should be able to use uniforms to get past cameras. They get mad if they see you throw grenades too, even if they don't hit anyone. Very suspicious guys.Doesn't work (at least it didn't for me). I think I might have a save so I can show you.
So the real MVP for me is level design. Exploration is of course part of it, but the exploration is so awesome because of the BRILLIANT level design. Whether it's cave mine labyrinths hunting down the Rathound King, dungeonesque research labs with multiple completion routes, the huge Depot A with it's constantly varying threats or something else, every level is just incredible.
Yes, the level design and exploration potential are top-tier. My only complaint is that a map was added; I myself immensely enjoyed navigating and memorizing the geography during my pre-map playthroughs, but others may have been robbed of this experience because if such a useful crutch is available, people will tend to rely on it.
Those who complained about the lack of a map are below contempt, and their opinions can safely be discarded.
For that reason alone I'm tempted to play a tanky melee character on my next run, even if Blaine seems to have been very frustrated with his Hoplite build (which was something like the build I was thinking of running on a subsequent playthrough). Maybe with enough tankyness, combat feels more smooth and like an actual series of decisions, rather the nuke-or-kite fiesta I'm going through on this playthrough.
I loved my hoplite build, as far as I can recall. It is a metagame pain in the ass specifically to engage in combat with locusts (though this also applies to literally any non-stealth melee build), and a hoplite build can seem somewhat underpowered compared to other build options, but not obnoxiously so—unlike, say, pre-buff Crossbows, which did feel obnoxiously underpowered.
Indeed, shield and spear is to my knowledge the only truly hard counter to the legions of vanishing, stinging cocksuckers scattered all throughout Underrail.
The disguise won't work if you killed a soldier beforehand, even if he was not found. Getting seen by camera may also null the trick, so you basically have to get to the lockers first thing after arrival.Were you in stealth? Grey Army base is special in that they aggro if they see you in stealth. If you're not in stealth you should be able to use uniforms to get past cameras. They get mad if they see you throw grenades too, even if they don't hit anyone. Very suspicious guys.Doesn't work (at least it didn't for me). I think I might have a save so I can show you.
Also one simple exploit is to run past people in combat mode. They can't see through your disguise without talking to you, and they can't talk to you in combat mode. Just turn it on, run past them, turn it off. Safe as long as you have enough move points to get out of talking range.
Your first time through the game, I could definitely see why this might be boring. On my first play through, I played the game without crafting and didn't have to do any merchant runs. That being said, once you've already completed the game a few times, you already know what to expect from the game, and the joy comes from acquiring all the things you need for your build to work, and getting to navigate the fantastic levels/encounters with an entirely new play style that requires a totally different approach. Once you get to that point, the merchant runs to break up the same combat encounters you've done many times before becomes quite enjoyable, and it's like playing a game of slots as you check each merchant, hoping for that one specific piece of gear. As you play the game, you'll also know which merchants aren't worth visiting, as after you get to a certain level, the lower level merchants cease to offer much of anything that's really worth using. This is only made all the more fun when you have a super specific build that requires one very specific piece of gear at X quality to make it work.As for my feelings for the game overall, the honeymoon phase i over and I'm still enjoying it very much. A few of the aforementioned niggles have turned into actual grievances though. Especially "merchant touring." I cannot fathom how that must have felt before Riftwalking, because even *with* Riftwalking, it's terrible. I understand why merchants don't just buy all of your stuff, but the fact that basically between every quest or exploration location you have to do a buy-and-sell sweep of every merchant - which even with riftwalking means crossing 10-15 screens on foot, is just the ultimate tedium. I've started turning off the game's volume and putting on some YouTube whenever I do these sweeps now, it's that boring.
I wouldn't say this makes combat broken. If you're playing a glass cannon character, I have no clue why you wouldn't expect to get instantly deleted. Don't get me wrong, this is fun in its own way, and personally I think one of the best glass cannon builds is a TC/Psychokinesis Sniper hybrid. This is because the breaking LoS and running away playstyle of a glass cannon perfectly reflects what you'd want to be doing anyway as a Sniper who needs to keep distance between themselves and their enemies, and your Psionic abilities allow you to CC enemies and delete the ones that actually manage to make it close enough to you. As soon as you play a tankier build, you'll see how varied the combat can get.As for the game itself, it really is immensely fun. I love the character system, but I've been pondering what the real MVP of this game is. The combat is kind of broken, at least on a CON 3 build light armor no defences build like mine. You have to kill everything and play with LoS or you die in typically one volley.
You mentioned fixing the TV, which quest is this? If it's the one I'm thinking of, I'm shocked you didn't mention it and the ones leading up to it. Plus, there are a ton of great quests in Expedition, Institute, and the end game dungeon, as well as some of the differing Oligarch missions, depending on which ones you go with, and that's not mentioning the more hidden ones which I alluded to in my first sentence as well as one more quest line I'm thinking of.The quest design? Not really. There are some great quests (murders in the foundry), but by and large there's actually very few quests and they're not anything special.
The writing/atmosphere? It's can certainly be fantastic in spots, and I love the mysteries, the Faceless and the Institute, and in any other game The Arena would be just be a standard cRPG Arena, but here it is given true life with an Escape From LA/SLA Industries-esque thematic finish that works perfectly. But no, too much of the writing is run-of-the-mill for this to be the real MVP.
I have nothing against the writing. It can be very blunt to the point of being childish in some spots - clearly because it was hastily written
Maybe I've just played the game so many times I've grown blind to these instances, but can you cite some examples? I really can't think of many examples that fit into what you've said.I think we're talking about two different things. I like the atmosphere, mysteries, characters and narrative more than the writing itself - that is, the prose. Styg can actually write quite well when he puts effort into it, but some of the hurried writing is almost childlike in its "and then..."-nature. I also detest the overt "taking it too far" lulzyness of some things. I don't mind a tongue in the cheek, but this game veers into Wasteland territory too much, and it doesn't suit it. The humor is best when it relies on the reader to catch a clever joke than when it is zany for an entire dialogue session or even questline.
Level design is one of the high points of the game, and there are some fantastic levels in the DLC that you have to look forward to. It also makes me so optimistic about what Styg has planned for Infusion now that he's had so much time to improve as a game designer. You'll also be happy to note that there is new enemies in Expedition that also add to the variance, and it's really surprising how Styg manages to add so many different styles of enemies that all feel sufficiently different to be interesting, I will warn you now though, as soon as you hit Locusts, come to the forums and ask for help instead of struggling through them, so you save yourself some pain and suffering.So the real MVP for me is level design. Exploration is of course part of it, but the exploration is so awesome because of the BRILLIANT level design. Whether it's cave mine labyrinths hunting down the Rathound King, dungeonesque research labs with multiple completion routes, the huge Depot A with it's constantly varying threats or something else, every level is just incredible.
Enemy design ties into this. While human enemies might be copy-pasted across factions to an extend, I legitimately can't remember a game with as varied enemy design as this. There are certainly games with more enemy types, yes, but here EVERY SINGLE FUCKING ENEMY has something unique and legitimately interesting going on. Rathounds get scared by flares, Siphoners attach tounges and give unique debuffs, crawlers blocks your consumables, beetles are like tanky spellcasters and throw more devastating abilities with higher numbers, burrowers create spawn and throw poison darts... the enemy variety is just staggering. A massive achievement that should be looked upon as a guiding inspiration for any and all cRPGs going forward. What you have achieved here, @Styg, is truly masterful.
ItsChon said:If you're playing a glass cannon character, I have no clue why you wouldn't expect to get instantly deleted
Grunker said:I fully expect that of course.
ItsChon said:it's like playing a game of slots as you check each merchant
ItsChon said:I'm just giving you some idea of what you can expect from some builds.
Grunker said:My point was more that after playing for 20 levels I can see why most players do this, the way offensive actions and defensive actions are balanced (aka one is superior to the other in a number of ways). I fully expect to do an armor-and-defending run next time, but I also fully expect it to be kind of a hassle compared to what I'm doing right now.
ItsChon said:After you try all of these, you can get back to us with your opinions on the quest design, but a lot of the quest design is also rooted with the quality of the dungeons, so it's hard to parse the two from each other.
ItsChon said:I will warn you now though, as soon as you hit Locusts, come to the forums and ask for help instead of struggling through them, so you save yourself some pain and suffering.
I did read that, but when I went back to draft my post it slipped my mind as everything was very spread out. My main point is that you acknowledge the style of combat you were expecting with your bridge, but you also called the combat broken. I don't mean to be pedantic, as it sounds like you don't actually think the combat broken, but I wanted to clarify that point just in case.ItsChon said:If you're playing a glass cannon character, I have no clue why you wouldn't expect to get instantly deleted
Grunker said:I fully expect that of course.
What I'm trying to say is that for me, and someone like Trashos, the constant retreading of many screens doesn't feel tedious once you get to the point I was mentioning. I can't really defend how I feel about it, or criticize how you feel about it. Me bringing up things like break from combat, slot machines, etc, is me trying to explain why we the retreading of screens doesn't feel tedious. At the end of the day, if you don't like it, you don't like it. Just trying to shed some light on why others might enjoy it.My criticism isn't of the slots but the tedious and constant retreading of many screens. Note that you're not actually defending what I was actually criticizing - just a lot of things around it (the break from combat, the slot machines etc.). I'm tempted to say "QED" but that would make me sound like kind of a cunt
The point of me going into the specifics of how high con/heavy armor combat works is that I don't considering dealing with the the things that enemies can throw at you as a mechanical hassle. It's what makes Tank builds so fun to play in fact, imo. Maybe I'm just not understanding the point you're trying to make. And I will add that there is a big UR community on discord with their own views, so the community is more split than you might think.I don't know why you'd expect me not to, given that your summary is pretty much exactly what I pointed out. And that was my point:
What I'm saying is that I fully understand why glass cannon seems to be the community-accepted "most hassle-free way to play." And that's why I say combat is "kind of broken." You can either compete in the Intiative/Stealth/Nuke arms-race or you can deal with some fairly annoying mechanical hassles.
I'm not saying the combat is shit, mind you, I'm saying that unlike exploration and level design, it is not without its issues.
My post wasn't meant to be defensive. It's just that it sounds like you've locked yourself out of the some of the best quest lines in the game and I don't want to spoil them for you. These questlines take place before all the quests I mentioned above. This culminates into my two points, that there are more quality quests than you might think (addresses your point about the number of quests and the quality of said quests), and that they're evenly distributed throughout the game with the other quests that are more standard.Hah, of course I can speak about the quality of quests I've actually done, regardless of what's in store (especially seeing as I've completed at least 3/4 of the game at this point). Again - I specifically stated that "there are some great quests", so I dunno why you get defensive here. But there are a fair few that amount to very simple fetch quests, and specifically the amount of ways quests can be completed isn't always that high.
Fair enough, I definitely agree with you, and you pointing out highlights how seldom this is mentioned, even by people that are hyping up the game.Again, this is not to say quests suck, they certainly don't. But their design is not something that makes me go "wow, this is incredible, I've seldom seen such good design" - unlike the level and enemy design. And that was my point: that Underrail really stands out uniquely on those two points. That doesn't mean the rest isn't good, just that it isn't uniquely so.
ItsChon said:My main point is that you acknowledge the style of combat you were expecting with your bridge, but you also called the combat broken.
ItsChon said:Maybe I'm just not understanding the point you're trying to make
And again, this is all a bit premature, so I look forward to hearing your final thoughts, especially regarding the very end of the game heheh.
So just to double check, your explanation is this below right?I've explained the contradiction you perceive - twice in fact, once before your post and then again in response to yours - yet you still respond as if I hadn't.
Assuming it is, here's my response.I think that the reigning overwhelming community favoring of glass cannon builds (as you'll see on both the Discord and the forums) stems from the fact that it is both infinitely more effective and easier to blow everything up in one or two turns than to engage in the mechanics of combat, because defenses are not well suited to keep you alive on Dom. This is similar to how D&D 3.5 and similar systems work, where defense is so inferior to offense that it breaks the combat - because rather than an ebb and flow of the mechanics, it comes down to who kills the other party quick enough to avoid interacting with it entirely.
The best example of this is when Intitiative becomes an ultraimportant stat in a given combat system: that is a symptom of the fact that the one to take his first turn in combat will do so much damage that the combat is effectively ended before the second actor has a chance to respond. This has, more often than not, been the case with combat encounters for me post level 10 or so in Underrail.
My perspective might change once I play a melee build - a disclaimer I've made before - but it certainly seems that vast parts of the community, fans included, share my view that CON 3 is orders of magnitude more effective than the alternatives. They might not extend this viewpoint into the criticism I'm making, but I'd like a response to this criticism. There are a great many fun aspects to this game's combat that simply get removed due to the extreme lethality of it.
A good example is the dichotomy of my praise of enemy design and criticism of the nuances of combat, because it highlights what I'm talking about: if you play efficiently you entirely avoid the highs of enemy design: you never get a rock thrown at you, never get poisoned by a Death Stalker, you never get dopplegangered by an enemy psionic, never experience a souped up psi beetle group unleash their most powerful abilities, because either you kill these enemies before that happens or you die yourself. There's no gradual exchange with these mechanics.
Again, I might actually be surprised that all these things do not hold true once I play a melee build and that it has exactly the kind of actually interesting series of ebbs and flows I'm talking about. But even if it does, it's a shame that it is more efficient to simply waive the entirety of it and one-shot everything.
While offense is more effective/easier than defense, that doesn't mean defense doesn't work well and can't be used to beat the entire game. I can understand someone making the argument that the imbalance between offense versus defense is a flaw in the combat system, though I personally wouldn't agree.I think that the reigning overwhelming community favoring of glass cannon builds (as you'll see on both the Discord and the forums) stems from the fact that it is both infinitely more effective and easier to blow everything up in one or two turns than to engage in the mechanics of combat, because defenses are not well suited to keep you alive on Dom. This is similar to how D&D 3.5 and similar systems work, where defense is so inferior to offense that it breaks the combat - because rather than an ebb and flow of the mechanics, it comes down to who kills the other party quick enough to avoid interacting with it entirely.
Initiative can be completely circumvented outside of arena as you can choose when to start combat, but I get your point about how going first is critical in a lot of encounters. But once again, being a tank allows you to go go second and still be alive, so I don't understand how you can claim that offense blows defense out of the fucking water when you can tank multiple turns of damage and still stay alive long enough to beat an encounter?The best example of this is when Intitiative becomes an ultraimportant stat in a given combat system: that is a symptom of the fact that the one to take his first turn in combat will do so much damage that the combat is effectively ended before the second actor has a chance to respond. This has, more often than not, been the case with combat encounters for me post level 10 or so in Underrail.
I assume you mean tank build right? As there are glass cannon melee builds, and tanky ranged builds.My perspective might change once I play a melee build
To be clear, your criticism is that offense is so powerful, that allowing someone to go first means they will do lethal damage to you, so you must avoid getting hit at all, which in turn takes away from some of the nuance and greatness of the different mechanics behind enemy variety. But if you play a tank, you can let someone go first, and they won't be able to kill you, so you will get to play around these mechanics. Doesn't that answer your criticism?But it certainly seems that vast parts of the community, fans included, share my view that CON 3 is orders of magnitude more effective than the alternatives. They might not extend this viewpoint into the criticism I'm making, but I'd like a response to this criticism. There are a great many fun aspects to this game's combat that simply get removed due to the extreme lethality of it.
As a glass cannon build, there isn't. As a tank there is.A good example is the dichotomy of my praise of enemy design and criticism of the nuances of combat, because it highlights what I'm talking about: if you play efficiently you entirely avoid the highs of enemy design: you never get a rock thrown at you, never get poisoned by a Death Stalker, you never get dopplegangered by an enemy psionic, never experience a souped up psi beetle group unleash their most powerful abilities, because either you kill these enemies before that happens or you die yourself. There's no gradual exchange with these mechanics.
ItsChon said:Maybe I'm just not understanding the point you're trying to make
I think that the reigning overwhelming community favoring of glass cannon builds (as you'll see on both the Discord and the forums) stems from the fact that it is both infinitely more effective and easier to blow everything up in one or two turns than to engage in the mechanics of combat, because defenses are not well suited to keep you alive on Dom. This is similar to how D&D 3.5 and similar systems work, where defense is so inferior to offense that it breaks the combat - because rather than an ebb and flow of the mechanics, it comes down to who kills the other party quick enough to avoid interacting with it entirely.
ItsChon said:I can understand someone making the argument that the imbalance between offense versus defense is a flaw in the combat system, though I personally wouldn't agree.
I don't understand how you can claim that offense blows defense out of the fucking water when you can tank multiple turns of damage and still stay alive long enough to beat an encounter?
I assume you mean tank build right?
Doesn't that answer your criticism?
As a glass cannon build, there isn't. As a tank there is.