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Messages - Heartquake

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1
Closed suggestions / Re: Reseting traders
« on: September 09, 2013, 04:54:39 pm »
If you raise your barter skill, the time limit will get increased as well, ha! Besides, if you are looking for one specific item, say LSW, you will always find it no matter how many miniguns or laser rifles such trader offers.

I know about barter raising the timer, lol.

On the same subject, TLAmk2 had a very good barter system, something to take as an example. Items were periodically added and removed whenever the quantity of a certain item reached some limit, you never saw the traders overfeed themselves with the most valuable items they have, neither ridiculous amount of items nobody in practice is going to buy in such large quantities.

What’s useless for you doesn’t have to be useless for someone else. I’ve seen plenty of people buying strange things...

Sure, but you don't have to go through 50 combat shotguns to buy one or two.

2
Closed suggestions / Re: Reseting traders
« on: September 09, 2013, 04:43:02 pm »
If you scroll at the maximum speed with shift, tell me if you have some hawk eye to catch everything you see. (still you have to oversee the million combat shotguns)

Some traders have insane amounts of useless items nobody is going to buy... that's the problem.

3
Closed suggestions / Re: Reseting traders
« on: September 09, 2013, 04:39:53 pm »
Right, if you separate guns to see all of them, it won't help you avoid those million combat shotguns.

They removed tons of radios from traders, now we have something else that fills the role.

4
Closed suggestions / Re: Reseting traders
« on: September 09, 2013, 03:59:54 pm »
It'd be nice if the time limit was removed altogether, now multiple players can talk to single trader. OP is right, the immense scrolling through every trader that consists of only about a million combat shotguns is annoying.

5
Closed suggestions / Re: improved flamer mk3
« on: September 09, 2013, 12:37:55 pm »
Well I don't know how they work on TLAmk2.

Better version of improved flamer... if you ask me the mk3 flamer is unnecessary. This suggestion is more about buffing flamethrowers rather than adding something new.

6
Closed suggestions / Re: Merge Speech and BArter into Negotiation skill.
« on: September 09, 2013, 12:26:57 am »
Alright, alright, I was just kidding. There will be only 1 skill called magic.

If you don't get the idea, then you just simply don't get the idea...


1. Things described by Dr.Mentat's post

Yeah, his argument is reality... very convincing to apply to a game when both skills have completely different mechanics tied to them, unlike it was for unarmed/melee.

2. Speech skill is more or less useless on it's own.

Melee, unarmed were merged because both were very similar. Speech is not useless on it's own, neither it is similar to barter.

we are killing specialized barter alt

What the fuck is that, you making alt for 125 skill cap? ;D

All support skills were lowered just to make it possible to make overall more useful characters and... it works. No idea where you going with this.

7
Closed suggestions / Re: Merge Speech and BArter into Negotiation skill.
« on: September 08, 2013, 11:36:29 pm »
Let's do 3 skills in the game: combat skill, medicine skill, support skill... officially you don't have to tag anything, everything is automatically distributed during game so the simple, casual minded player doesn't have to think. Now that we covered that, let's move to s.p.e.c.i.a.l points. There will be 3 of them: stamina, intellect, dexterity, obviously you can't raise them, but only in game items give them in game that only takes just about forever to get, to make sure the player has next to no choices and he can't possibly do wrong...

That is to what all the suggestions to merge something lead to when players over-exaggerate with the convenience of combining something.

8
Auctions / Re: Implant modules - Special GM Auction
« on: September 08, 2013, 04:17:23 pm »
Yeah, yeah, of course you will not like anything otherwise now, because you wouldn't otherwise have the caps to have some of these implants, just some guy who had his post processed some seconds faster. Pathetic if you ask me.

9
Auctions / Re: Implant modules - Special GM Auction
« on: September 08, 2013, 04:15:31 pm »
Auction ends in approximately 4 hours 45 minutes.

Approximately...

10
Auctions / Re: Implant modules - Special GM Auction
« on: September 08, 2013, 04:09:04 pm »
Well it's for him to decide, he never should have put a time stamp, but just say that in evening and when the auction cools down, then end it.

11
Auctions / Re: Implant modules - Special GM Auction
« on: September 08, 2013, 04:02:58 pm »
Yeah, yeah some seconds, in my view it ends when Kilgore says it ends. Otherwise a pretty dumb auction when some guy overbids in last seconds.

12
Auctions / Re: Implant modules - Special GM Auction
« on: September 08, 2013, 04:00:08 pm »
Logic Co-processor -325k

13
Auctions / Re: Implant modules - Special GM Auction
« on: September 08, 2013, 03:58:11 pm »
Logic Co-processor - +1 Intelligence - 250k

14
Auctions / Re: Implant modules - Special GM Auction
« on: September 08, 2013, 03:56:48 pm »
Reflex Booster - +1 Agility 300k
Hypertrophy Accelerator - +1 Strength - 220k
Logic Co-processor - +1 Intelligence - 150k

Dermal Impact Armor - 4% Normal / Explode Resistance - 150k Canceling bid.

15
Auctions / Re: Implant modules - Special GM Auction
« on: September 08, 2013, 01:08:36 pm »
Reflex Booster - +1 Agility 220k
Hypertrophy Accelerator - +1 Strength - 220k
Dermal Impact Armor - 4% Normal / Explode Resistance - 150k
Logic Co-processor - +1 Intelligence - 100k

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