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Suggestions & Feedback / Re: Crime rate and non-combat encounters
« Last post by Nomad on Today at 01:22:49 PM »
If it only burns an hour of time... then that's not critical.
I assume you burn that much or more per click of surveillance on a tile.

I don't remember what tile type. It was somewhere around E4 or thereabouts... but I'm just making a rough guess.

I just had a look at my game... E4 doesn't have a gang... lol... I suspect District: F3 Downtown.
It's possible I'm mistaken on what scenarios popped... but I could have sworn. It definitely might have started with the lost purse... maybe.
Either way... I had at least three non-combat missions in a row. It might have been four, but it was definitely three.
It sounds like the time taken for these is fairly inconsequential... so don't worry about it.
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Suggestions & Feedback / Re: Crime rate and non-combat encounters
« Last post by Daithi on Today at 11:07:15 AM »
Hey Nomad. Do you remember what tile type this was on? The thing that's jumping out is the old woman's door is linked to Chinatown, whereas the two others are downtown. The encounter situation isn't great, you can get several together if you haven't touched a sector/not launched a mission which had requirements for encounter. The non combat encounters are much shorter (1 hour) so it doesn't burn much time. Trying to avoid any non trivial changes (i.e. anything that doesn't involve changing a value that can be reasonably certain is safe) at the minute that aren't directly linked to a bug, or very important for balance.

I think longer term, it might make sense to add a system which notifies players if there's an encounter in an area, to prevent a sequence of them from happening.
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Suggestions & Feedback / Crime rate and non-combat encounters
« Last post by Nomad on September 17, 2018, 06:30:25 AM »
I had an interesting experience.

I decided to go out of my way to mess with a gang's income.
I found a Rich area with a high Crime Rate (52%).
I hit them with the express intent of lowering the Crime Rate and therefore reducing their income.

First mission: Returned a purse/handbag. Got back out.
No change in Crime Rate and time has passed (meaning the gang is still benefiting from the Wealth of the area).

Second mission: Fix old woman's door. Get her gun.
No change in Crime Rate and time has passed.

Third mission: Fail at talking a guy off the roof because my Presence isn't high enough.
No change in Crime Rate and time has passed.

I'm pretty sure I had a fourth non-combat encounter before my fifth attempt finally allowed me to smack 'em down and reduce the Crime Rate a little.

I found it frustrating. I was getting all these varied encounters, but it was defeating my entire reason for doing missions in that block. I felt like my hands were being tied.

I assume it's too late in the game... but could some of those missions include a reward (where appropriate) of reducing the Crime Rate in that block?

Eg: I returned the woman's purse. That's a Police report that never got filed.
I repaired the woman's door. She gave me her gun, so clearly she felt safer now.

What do you think?
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Suggestions & Feedback / Re: Utility Stat
« Last post by Daithi on September 08, 2018, 05:15:28 PM »
Changed it to 3, 5, 7, 10, 13 and updated tooltip. Lowering requirements at lower levels will make committing a point or two of utility a worthwhile consideration. Right now, going from 3->6 is a lot.
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Report a Bug / Re: Dialog options slightly broken if you don't meet the requirements
« Last post by Daithi on September 08, 2018, 03:26:19 PM »
Yeah, with you on the unavailable not being distinct enough. It's more grey now, and mouse over turns it red. Added a negative beep to alert player that they can't select the option, increased the size of the text, and made the feedback to the player the same, regardless of button or mouse click.
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Suggestions & Feedback / Re: Feedback on V29
« Last post by Daithi on September 08, 2018, 03:22:54 PM »
Ha, you can rest easy now. There are additional options in some of the encounters, and a couple of rather nifty lieutenant encounters  :)
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Suggestions & Feedback / Re: Utility Stat
« Last post by Daithi on September 08, 2018, 03:21:37 PM »
Yeah, at present. Although I was thinking of changing it again :) Will fix this up
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Suggestions & Feedback / Re: Feedback on V29
« Last post by Nomad on September 08, 2018, 05:14:28 AM »
Excellent. This one always kind of bothered me.

I just did the one where they've thrown a brick at the car window and then have the philosophical discussion.
The woman clearly doesn't fit with the gang.
I always felt a bit bad about taking her out with the rest.
I've just done the discussion and asked her about it and let her take off.

Excellent. Thank you.  =)
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Suggestions & Feedback / Utility Stat
« Last post by Nomad on September 08, 2018, 04:51:49 AM »
I thought I heard in your development video that you changed it so every third point of Utility gives a utility slot.
Is that correct?
If it is... then you need to update the tool-tip for Utility. The last line of the hover-over says "Every 4th point grants an additional Utility Slot."
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Report a Bug / Re: Dialog options slightly broken if you don't meet the requirements
« Last post by Nomad on September 08, 2018, 04:49:06 AM »
I believe the skill-based options are NOT blue (because they are greyed out).
I suspect (I'm not looking at it right now) that the greyed out option is not distinct enough from the normal white text option. So, side by side they are not standing out (because when presented with two white-ish text options, I don't think to consider that the skill one is supposed to be blue.

Ok... I've just gotten an option for three conversation options.
1. Normal.
2. Skill check I don't meet.
3. Skill check I do meet.

So, they are white, grey and blue.
Since you've mentioned it's grey, I can see it. If you hadn't told me it was supposed to be grey, on my monitor I wouldn't have noticed.
Could I suggest another colour? Orange or red perhaps? Red might clash with the black background. You're the designer, I'm sure you'll work out what looks good.
Even a darker shade of grey might work... though then it might be an issue if someone has a darker monitor than mine. For my monitor, the white isn't bright enough to distinguish itself from the grey.
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