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while I agree about the prowler, i was holding #1 for a solid hour or two in the mohawk. It takes some strategy (mostly about orienting yourself north frequently), but it still is useful. I agree, if POV could be toggled to follow, it would be really solid. also, leveling up defense makes it suck less.


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Agree. They also move items around. So you can’t just zoom to the one item you need, you have to go hunt.

I'll probably check this out whenever I get Phantom Liberty. Looking forward to seeing how they revamped the perks, I remember there were too many when I played through.

1.) Biters don't attack tracks.

2.) You can totally set an artillery train to patrol between outposts, not to mention that there won't be much biters left after the first cleanup.

3.) I guess you might want stationary artillery if you want to be extra-sure the nests are taken out ASAP ?

4.) I didn't get the opportunity to use a spidertron yet, is there really no patrol functionality, like the AAI Vehicles mod has ?!


The problem with using the map is that you can't see most of it when you first load the game. So you have to play more (and build up more state) before you get to a completely unique solution. Being able to use the starting equipment makes it much simpler.

I was getting stuck on some of these things too. Ended up having to explore more of the map to find stuff that was more manageable as well as checking YouTube for some tips on how to play.

Sure maybe they could have included a little more education on how stuff works in game, but it’s not too bad.

What has me most entertained about the game is that your choices and dialogue options have real impacts on your path through the game. Unlike most games that feel like they are on rails.


You should also try out Brogue! (https://sites.google.com/site/broguegame/)

Brogue is shorter and tighter than DCSS. If I had my way, we'd cut down crawl to 27 levels. In Brogue the maps are smaller, the food clock is more punishing, enemies tend to be more distinct from one another. I've joked that every time we need new content for crawl, we just steal it from Brogue.

Edit: Please use this key when connecting to crawl servers -- http://crawl.akrasiac.org/cao_key

Some server admins have disabled password login.


I love the game. My only gripes are around the draw distance for things with logic -- animals, enemies -- seems to be pretty shallow. I understand why it is that way, but I find myself floating into an area only to find out that I should had prepared better for the situation. Also, I think that if you stop climbing up a wall and just rest, a little stamina should return. It is the reason why people take breaks. This would probably drastically change the game though.

I just beat the major test of strength, time to get one of these beasts.


This is great!

I actually love the stamina mechanic because it imposes a limitation: you can't just chart out the entire space in one go. You have to pick and choose where you want to explore next, and you're always left wondering what else might lie beyond. You have to value every trek. And even at the maximum (I think I got roughly as far as it's possible to get along the valley by optimizing my path...), you still can't see the whole thing. I thought I caught a glimpse of a cabin just beyond the treeline. Realistically there's probably nothing there, but I'm going to choose to believe there is something more just out of reach.


I think this is the optimal model, set the level of enemies to wherever you’re at on arriving and then leave them at that level going forward. That way as you progress through the game you’re always being challenged by new areas, but you can always go back to earlier areas if you just want to unwind and stomp low-level enemies.

If I remember right, there was also a point to point quick-travel system, which I used a lot to cut down on the checkpoint fights.

This is great! I think there are some problems with the gameplay though. I was able to walk way past the dinosaur, but every time it attacked, I would start bleeding even though I was nowhere near it.

I've always craved something like this too.

Of course, you can crank the biter difficulty, but you only get two outcomes: it's too hard and you can never build a base that lasts more than an hour, or you manage to arm yourself from the beginning and biters stop being a problem very quickly.

I'd really like biters to be a threat I need to pay some attention to for the duration of the game. Evolution isn't really a factor because as you say, once you have laser turrets, you're set. Even red bullets suffice.


I really like what they've done with progression here. You still kind of get the standard RPG linear progression with armor upgrades, but it's the preparation aspect of the gameplay loop that really shines for me.

ex.: You get to a new region, something in the environment prevents you from exploring easily (for instance, cold). You can either tough it out and spend a lot of time/resources, or return later once you've acquired some meals/weapons that help you deal with the situation. I see this system as a really clever alternative to classic logarithmic power creep curves.


I prefer the version with no magnetism in the initial level. It's fun to collect the orb while you escape from the pirates. But after a while it's boring, so it's nice to have an upgrade to get magnetism. (It's also a tradeoff, you can buy weapons or shield or comfort.)

For me it's fine that magnetism and vision are in the same upgrade.


That's a nice idea - might be a bit tricky though. I'll consider it.

I like the ghost arrow idea a lot - I'm thinking of adding that to hard mode.


Sweet. Although, frankly, I can't believe how much time I've sunk into this game since seeing it on HN the other day.

It would be nice to fix the end game and add better ways of fighting the infernal Ferral Beast. Maybe a laser rifle factory?


Sniper is easier in my opinion. If you find a ring of marksmanship, it becomes pretty trivial with the sniper's armor bypassing and tier upgrades to the bow.

I think anyone hunting for a first win should play as a huntress or mage. Ranged attacks are pretty overpowered in comparison to melee and don't require as much position play. And since both classes begin with their final weapon, you don't need to rely too much on the RNG to survive.


I always have a need to use this on puzzle hunts, but I don't think it ever helped.

Hi, great game! Just a few thoughts:

* In Act 2, things get more expensive, but I don't seem to pick up much more money. I think many people would stop playing at this point, as it's harder to tech up. (In particular, it makes it harder to casually experiment with weapons. Which of course may fit the theme...)

* It might be nicer for weapons in the store to be more sorted, so I can more easily look at what I want and compare similar weapons.

* In pitched firefights after a while, when I'm keeping the mouse down, the frame rates go down. Which is usually great for me, since it's a lot easier to do ninja things like strafe while grabbing money and dancing with bullets. Dunno if that's a bug or feature. ;)

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