And now, some insight into the next patch, as written by the balance guy and translated by me:
2. Casual-proofing pistols, SMGs and some ARs. All weapons were perfectly balanced before, but to see it you had to look at bullet properties. Since this is too hard for the casuals, we will be making it so low ap guns will have low damage and low armor piercing qualities, and high ap guns will have high damage and high armor piercing qualities, so the casual could be all like "ug, this gun has big number on it so it must be good" and he will be correct, instead of wrong, like before.
Except both 3 and 4 barrel rifles use same 12ga ammo, so unless there's an undocumented penetration stat for the guns themselves, there's pretty much no way of knowing that...I thought I even answered in the 2ch thread! That's another huge problem players get with out balance. Shooting weapons are not just AP and DAMAGE, they also have the percentage of going through armor. If you fire at a low tier rat or a naked man, 2ch would be completely correct - the tri-barrel one will be more efficient. However, attacking armored foes (and everyone is armored once you're in the big boy regions) you will deal much more damage with the 4-barrel, since the 4-barrel has the superior armor piercing qualities. That's how our balance guy explains it. That's why, for example, a shot from the Nagant costs 4, and has higher damage, but the Makarov costs 5 AP and has lower damage. The Makarov is still better, because it has higher armor piercing %. So when fighting rats or wasps that have no armor, you will deal more damage and have more DPS with the Nagant, but if it's a guy in armor, you'll have higher DPS with the Makarov, despite it having lower damage and higher AP values. That's pretty unintuitive though, I agree. I actually never knew this before I asked this for 2ch...
Ok I started playing.
Just reached the Krasnosomething town.
I got a couple questions:
1) a patch just started downloading - what is it?
2) did I make a shit character?
Luck 10
Attn 7
Personality 7
STR 4
Dex 5
I think..
Speech I got 70 and still failed some checks already.
3) will I ever be able to get more Dex? 7 AP seems too little
So far the writing seems really nice, except for the fucking adventurer with wounded knees, fuck me I hope that meme dies finally.
Damn, Masodov... now I fantasize a rpg based on his novels, now that would be something terrific.postmodernist writers (direct citations from Vladimir Sorokin, Ilya Masodov, Venedikt Erofeyev)
It's that supposedly fictional writer right? Presumably a Sorokin or/and someone else?
And now, some insight into the next patch, as written by the balance guy and translated by me:
The idea is to make Combat System v2.0.
1. More variety in combat: enemy tiers that will intermix in combat. You only met one level enemies before. Now encounters will have mixed tiers - for example 1lvl cultists may be joined by a 5lvl gunner, or, a 10lvl gunner squad may partially consist of naked peasants. Works both to make game easier and harder, depending on the kind of mixture you will stumble upon.
2. Casual-proofing pistols, SMGs and some ARs. All weapons were perfectly balanced before, but to see it you had to look at bullet properties. Since this is too hard for the casuals, we will be making it so low ap guns will have low damage and low armor piercing qualities, and high ap guns will have high damage and high armor piercing qualities, so the casual could be all like "ug, this gun has big number on it so it must be good" and he will be correct, instead of wrong, like before.
3. Adding new melee and fist weapon friendly abilities to the now useless perks. Maybe a free running perk if it's not hard to create.
4. Respecking option written by one of the writers (it's gonna be me, Atomboy!)
5. Final solution to NPC behavior - some new scripts that will make them act more human, hopefully.
There you go!
I really hope this one is going to hit home for everybody that has a hard time with the weapons mentioned.
He asked for my feedback, so I sent him most of the codex suggestions. Any new ones are also welcome.
you can do many things to properly balance the weapons,you can decrease the ammo spawn rate for automatics/rifles decrease the chance of automatics/rifles spawning (after all enemy npcs dont use most of the best weapons up until very late game),so us casuals that cant understand the brilliant never-seen-before current balance that your amazing beta testing team has made have a chance to win the very hard fights you can solo with a rusty knife.
And now, some insight into the next patch, as written by the balance guy and translated by me:
2. Casual-proofing pistols, SMGs and some ARs. All weapons were perfectly balanced before, but to see it you had to look at bullet properties. Since this is too hard for the casuals, we will be making it so low ap guns will have low damage and low armor piercing qualities, and high ap guns will have high damage and high armor piercing qualities, so the casual could be all like "ug, this gun has big number on it so it must be good" and he will be correct, instead of wrong, like before.
Or instead of being passive-agressive about "casuals" not understanding the brilliancy of your system, you could, maybe I don't know, explain the systems?
Grotesque above asked how Shields works. RK47 and myself had asked clarification on how the systems works 10 or 15 days ago. It has been near a month from release and zero information given on how systems works.
I think that is in a large part, why some people are confused and demanding changes.
?DO NOT SPEAK OF THAT NAME EVER AGAIN.
How odd, I took up the scrapyard mission, did the whole 'all out assault' option (it's the fastest and most profitable) and the quest giver told me there are still mutants around the scrapyard to kill.
How important is attention? can you shoot shit with attention 1 if you invested skillpoints?
As far as I understand, if you hold your shield between yourself and an enemy who is shooting at you, you will get lower damage (the damage will be lowered by the body armor the shield has, summed with the armor you are wearing), or even no damage, because inside of the game shields have this total absorption % thing.Does anyone know how shields work in this game?
I have a shield with +10% damage resistance (shield)
+ 3 damage threshold (shield)
When stats on an armour reads "(body)" I guess it applies when being hit to the body.
What does "(shield)" means?
So the shield must be targeted by the enemy ?
Its bonuses applies to the body by default?
Why its bonus are not shown on the inventory UI where dmg. res/threshold is?
When equipping the shiled, I see only str and dex debuff shown.
This is confusing as fuck
I really hope it won't come to that. Pleasing everyone sounded pretty flawless, but I think it's failing. Although, if the new combat system will actually be understandable by those outside of the ranks of its creators, it will be a good thing.I can't wait for them to change perspective to first person so the casuals can rely more on reflex instead of counting AP and switching attacks.
By April 1st, 50% of the companions will be voiced and romance will be available.
And now, some insight into the next patch, as written by the balance guy and translated by me:
2. Casual-proofing pistols, SMGs and some ARs. All weapons were perfectly balanced before, but to see it you had to look at bullet properties. Since this is too hard for the casuals, we will be making it so low ap guns will have low damage and low armor piercing qualities, and high ap guns will have high damage and high armor piercing qualities, so the casual could be all like "ug, this gun has big number on it so it must be good" and he will be correct, instead of wrong, like before.
Or instead of being passive-agressive about "casuals" not understanding the brilliancy of your system, you could, maybe I don't know, explain the systems?
Grotesque above asked how Shields works. RK47 and myself had asked clarification on how the systems works 10 or 15 days ago. It has been near a month from release and zero information given on how systems works.
I think that is in a large part, why some people are confused and demanding changes.
Try it now. Can you get it now? The 1.0.7.1 was a fix to this situation.How odd, I took up the scrapyard mission, did the whole 'all out assault' option (it's the fastest and most profitable) and the quest giver told me there are still mutants around the scrapyard to kill.
Hah, picked the same dialog option, got the same outcome. Now I cannot get that damn chainsaw. I'm not under influence of a mushroom, so I don't think there is a problem (although I did that quest that requires you to eat a mushroom earlier). Atomboy can you look into it, now I cannot even use chainsaw for my melee build.
And now, some insight into the next patch, as written by the balance guy and translated by me:
The idea is to make Combat System v2.0.
1. More variety in combat: enemy tiers that will intermix in combat. You only met one level enemies before. Now encounters will have mixed tiers - for example 1lvl cultists may be joined by a 5lvl gunner, or, a 10lvl gunner squad may partially consist of naked peasants. Works both to make game easier and harder, depending on the kind of mixture you will stumble upon.
2. Casual-proofing pistols, SMGs and some ARs. All weapons were perfectly balanced before, but to see it you had to look at bullet properties. Since this is too hard for the casuals, we will be making it so low ap guns will have low damage and low armor piercing qualities, and high ap guns will have high damage and high armor piercing qualities, so the casual could be all like "ug, this gun has big number on it so it must be good" and he will be correct, instead of wrong, like before.
3. Adding new melee and fist weapon friendly abilities to the now useless perks. Maybe a free running perk if it's not hard to create.
4. Respecking option written by one of the writers (it's gonna be me, Atomboy!)
5. Final solution to NPC behavior - some new scripts that will make them act more human, hopefully.
There you go!
I really hope this one is going to hit home for everybody that has a hard time with the weapons mentioned.
He asked for my feedback, so I sent him most of the codex suggestions. Any new ones are also welcome.
you can do many things to properly balance the weapons,you can decrease the ammo spawn rate for automatics/rifles decrease the chance of automatics/rifles spawning (after all enemy npcs dont use most of the best weapons up until very late game),so us casuals that cant understand the brilliant never-seen-before current balance that your amazing beta testing team has made have a chance to win the very hard fights you can solo with a rusty knife.And now, some insight into the next patch, as written by the balance guy and translated by me:
2. Casual-proofing pistols, SMGs and some ARs. All weapons were perfectly balanced before, but to see it you had to look at bullet properties. Since this is too hard for the casuals, we will be making it so low ap guns will have low damage and low armor piercing qualities, and high ap guns will have high damage and high armor piercing qualities, so the casual could be all like "ug, this gun has big number on it so it must be good" and he will be correct, instead of wrong, like before.
Or instead of being passive-agressive about "casuals" not understanding the brilliancy of your system, you could, maybe I don't know, explain the systems?
Grotesque above asked how Shields works. RK47 and myself had asked clarification on how the systems works 10 or 15 days ago. It has been near a month from release and zero information given on how systems works.
I think that is in a large part, why some people are confused and demanding changes.
THIS. Maybe its a translation thing, but I think you got the definions of a casual played mixed up with, lets say .... a "CRPG enthusiast" who likes to understand the underlying game system rules and limitations to make a informed decision while creating a character and playing your game.
For examples - check out UnderRail, Age of Decadence, Dungeon Rats for examples how its done right in a clean, systematic way. There is zero shame in emulating quality work, it would only improve your game.
Also, whats the 1.0.7.1 patch notes? Cant find em
Well, that's part of the reason to overhaul the penetration thing.Except both 3 and 4 barrel rifles use same 12ga ammo, so unless there's an undocumented penetration stat for the guns themselves, there's pretty much no way of knowing that...I thought I even answered in the 2ch thread! That's another huge problem players get with out balance. Shooting weapons are not just AP and DAMAGE, they also have the percentage of going through armor. If you fire at a low tier rat or a naked man, 2ch would be completely correct - the tri-barrel one will be more efficient. However, attacking armored foes (and everyone is armored once you're in the big boy regions) you will deal much more damage with the 4-barrel, since the 4-barrel has the superior armor piercing qualities. That's how our balance guy explains it. That's why, for example, a shot from the Nagant costs 4, and has higher damage, but the Makarov costs 5 AP and has lower damage. The Makarov is still better, because it has higher armor piercing %. So when fighting rats or wasps that have no armor, you will deal more damage and have more DPS with the Nagant, but if it's a guy in armor, you'll have higher DPS with the Makarov, despite it having lower damage and higher AP values. That's pretty unintuitive though, I agree. I actually never knew this before I asked this for 2ch...
Also this is definitely not right:
Never heard about that one before. So the game autosaved on your corpse? Weird. Can you email us the saves from %AppData%/../LocalLow/AtomTeam/Atom to support@atomrpg.com ? We'll look into it, and revive your char if that's the case.Fuck!
I made a save before leaving the bunker 371 cuz I suspected an ambush and ofc I died.
But when I reload previous two saves, my character is just lying on the ground, dead.
Any advice? Seems the game bugged up and I can't continue...
Well, not really.Never heard about that one before. So the game autosaved on your corpse? Weird. Can you email us the saves from %AppData%/../LocalLow/AtomTeam/Atom to support@atomrpg.com ? We'll look into it, and revive your char if that's the case.Fuck!
I made a save before leaving the bunker 371 cuz I suspected an ambush and ofc I died.
But when I reload previous two saves, my character is just lying on the ground, dead.
Any advice? Seems the game bugged up and I can't continue...
And now, some insight into the next patch, as written by the balance guy and translated by me:
2. Casual-proofing pistols, SMGs and some ARs. All weapons were perfectly balanced before, but to see it you had to look at bullet properties. Since this is too hard for the casuals, we will be making it so low ap guns will have low damage and low armor piercing qualities, and high ap guns will have high damage and high armor piercing qualities, so the casual could be all like "ug, this gun has big number on it so it must be good" and he will be correct, instead of wrong, like before.
Or instead of being passive-agressive about "casuals" not understanding the brilliancy of your system, you could, maybe I don't know, explain the systems?
Grotesque above asked how Shields works. RK47 and myself had asked clarification on how the systems works 10 or 15 days ago. It has been near a month from release and zero information given on how systems works.
I think that is in a large part, why some people are confused and demanding changes.
Don't shoot the messenger, man! I just translated the thing. I explained about the shields to the best of my knowledge in this very post. Firearms, as far as I understand it, have damage, AP cost, accuracy limiter and chance to punch through armor (which comes from the bullet type), so that supposedly explains the inconsistencies in specking the weapons. So on the ground level, a burst from VSS costing 4 while burst from AR costs 6 looks retarded. But actually, it's supposedly balanced, because VSS has lower armor piercing qualities, and it's second and third bullets in the burst have lower chance to hit than the AR bullets. I argued that even if it's so, it's not noticeable. So now the guy is making an overhaul of the most criticized branches, begrudgingly. Now that overhaul will probably have actual formulae which I will copypaste to those who want them. It doesn't have those now, that's why I couldn't answer your question before if that was you on the Steam forum.
How important is attention? can you shoot shit with attention 1 if you invested skillpoints?