Maybe Underrail isn't for you.Xenich wrote: β February 18th, 2025, 14:14That is the thing, I don't like replaying a game that much even if it means the time is greatly cut down (even if it is a few hours vs the initial 20 hours or so from the first attempt). With action and arcade games, it isn't as much as an issue as the process is usually much shorter and this iteration is built into the play from the start, but iterative play in a long play RPG I find extremely annoying due to the investment into my character and I find this disruption conflicts with being drawn into the game.Tweed wrote: β February 18th, 2025, 07:34My first character failed the Depot A test, but like all games of this nature you can get back to where you were in half the time once you have a grasp of the mechanics. Even then my second character was sub optimal.
We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/
Underrail
That is possible. I was trying to assess how I might be able to still enjoy the game without playing in this long term iterative manner (and honestly didn't realize this was a argument position for defending the game), hence the gathering of some basic information as to how I could approach this.Tweed wrote: β February 18th, 2025, 16:04Maybe Underrail isn't for you.Xenich wrote: β February 18th, 2025, 14:14That is the thing, I don't like replaying a game that much even if it means the time is greatly cut down (even if it is a few hours vs the initial 20 hours or so from the first attempt). With action and arcade games, it isn't as much as an issue as the process is usually much shorter and this iteration is built into the play from the start, but iterative play in a long play RPG I find extremely annoying due to the investment into my character and I find this disruption conflicts with being drawn into the game.Tweed wrote: β February 18th, 2025, 07:34My first character failed the Depot A test, but like all games of this nature you can get back to where you were in half the time once you have a grasp of the mechanics. Even then my second character was sub optimal.
Underrail isn't for anybody.Tweed wrote: β February 18th, 2025, 16:04Maybe Underrail isn't for you.Xenich wrote: β February 18th, 2025, 14:14That is the thing, I don't like replaying a game that much even if it means the time is greatly cut down (even if it is a few hours vs the initial 20 hours or so from the first attempt). With action and arcade games, it isn't as much as an issue as the process is usually much shorter and this iteration is built into the play from the start, but iterative play in a long play RPG I find extremely annoying due to the investment into my character and I find this disruption conflicts with being drawn into the game.Tweed wrote: β February 18th, 2025, 07:34My first character failed the Depot A test, but like all games of this nature you can get back to where you were in half the time once you have a grasp of the mechanics. Even then my second character was sub optimal.
Checking out a few guides should give you an idea of how to get started. Are you crafting? If no then you don't need 7 int. Are you psi? If no then you probably don't need high will and can set that to 3. If you go guns with low perception you'll have a harder time, but the worst of it will be detecting traps and hidden enemies, you'll need goggles to sort that out for you. High agility is important across the board, if you're going tin can/melee then high strength. If you're a tin can then you don't need dodge/evade since it won't help anyway and depending on what you're making you'll only need a bare minimum for a certain perk and otherwise you're playing keepaway from foes. A lot of the specialist perks (feats) require 7+ in their attribute to get. All perks have minimum requirements that you can see on the wiki.Xenich wrote: β February 18th, 2025, 16:10That is possible. I was trying to assess how I might be able to still enjoy the game without playing in this long term iterative manner (and honestly didn't realize this was a argument position for defending the game), hence the gathering of some basic information as to how I could approach this.Tweed wrote: β February 18th, 2025, 16:04Maybe Underrail isn't for you.Xenich wrote: β February 18th, 2025, 14:14
That is the thing, I don't like replaying a game that much even if it means the time is greatly cut down (even if it is a few hours vs the initial 20 hours or so from the first attempt). With action and arcade games, it isn't as much as an issue as the process is usually much shorter and this iteration is built into the play from the start, but iterative play in a long play RPG I find extremely annoying due to the investment into my character and I find this disruption conflicts with being drawn into the game.
It's a buildfag game, you'll spend time looking up the perks to see what you'll need and want and when if that doesn't make you all tingly you'll ******* hate this game.
A lot of the issues with Underrail could be alleviated with access to skill retraining at Core City.
It's a science fiction setting with psionics and advanced brain tech. It would be easy to come up with a rationale.
You just have to find a gate system so as to prevent respeccing to access crafting, then respeccing back.
(As we've said earlier, putting a pool of points for combat and non-combat together is a **** design, anyway.)
It's a science fiction setting with psionics and advanced brain tech. It would be easy to come up with a rationale.
You just have to find a gate system so as to prevent respeccing to access crafting, then respeccing back.
(As we've said earlier, putting a pool of points for combat and non-combat together is a **** design, anyway.)
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
If you can.
Reject your retarded-wing political programming and learn to think.
If you can.
no
VAE VICTIS
Most of that seems pretty intuitive when you are making a character and having past RPG experience a lot of the concepts all seem logical. I don't mind looking ahead and planning a strategy, but I prefer to do this as I play within the game rather than spending hours mapping out a progression before I start.Tweed wrote: β February 18th, 2025, 16:33Checking out a few guides should give you an idea of how to get started. Are you crafting? If no then you don't need 7 int. Are you psi? If no then you probably don't need high will and can set that to 3. If you go guns with low perception you'll have a harder time, but the worst of it will be detecting traps and hidden enemies, you'll need goggles to sort that out for you. High agility is important across the board, if you're going tin can/melee then high strength. If you're a tin can then you don't need dodge/evade since it won't help anyway and depending on what you're making you'll only need a bare minimum for a certain perk and otherwise you're playing keepaway from foes. A lot of the specialist perks (feats) require 7+ in their attribute to get. All perks have minimum requirements that you can see on the wiki.Xenich wrote: β February 18th, 2025, 16:10That is possible. I was trying to assess how I might be able to still enjoy the game without playing in this long term iterative manner (and honestly didn't realize this was a argument position for defending the game), hence the gathering of some basic information as to how I could approach this.
It's a buildfag game, you'll spend time looking up the perks to see what you'll need and want and when if that doesn't make you all tingly you'll ******* hate this game.
That is essentially what I was seeking, enough information of "Don't do this" or "avoid that" type of thing if possible to make that approach so I don't have to start over.
If that approach has too many dangers, I was just going to seek a pre-built template, then stay along its lines only adjusting here and there for taste and feel. I checked the build forums and they seem all over the place, not to mention a lot of the builds seem to be tailored to min/maxing things at certain points (ie having pre-knowledge of a vendor, crafting item, etc... which you apply at a given point to give you the needed level of skill/ability to progress). That seemed far too... busy body following a guide step by step and that definitely does not interest me.
I think based on what you have provided, I should be able to apply common sense and some basic focus which should be more than enough on normal setting and who knows, even if I hit a wall, I may be able to cheese it some way to get by.
As a last resort, because of the way this game is... I can always "cheat engine" if I have to, but honestly I would rather avoid that, but I find that to be a far more preferable solution than playing the game over for several hours again.
Thanks for the info though, I will see how it goes.
Play it on oddity hard for a first playthrough.
At start just decide in what direction you want your char to go - melee, ranged or psi. Stealth can compliment all of those styles.
Also take hacking and lockpicking, it will open additional venues and make your life easier.
If you plan to craft stuff (best stuff is crafted, and imo Underrail has a great intuitive crafting system) then go with 7 int.
At start just decide in what direction you want your char to go - melee, ranged or psi. Stealth can compliment all of those styles.
Also take hacking and lockpicking, it will open additional venues and make your life easier.
If you plan to craft stuff (best stuff is crafted, and imo Underrail has a great intuitive crafting system) then go with 7 int.
Literally the best CRPG since like, 2003.
https://stygiansoftware.com/infusion/de ... cking.html

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You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
If you can.
Reject your retarded-wing political programming and learn to think.
If you can.
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rusty_shackleford
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"Minigames" are good and I'm not gonna pretend otherwise. Poor "minigames" does not mean the concept itself is poor.
Oh lawdy
We're not gonna use dialogue for anything else but actual dialogue
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"MINI GAMES ARE BAD!!!" shouts man as he clicks on his 72nd "[kill them]" dialogue option and moves on to consoom the next poorly written dialogue in his favorite totally-not-a-visual-novel RPG
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Good. I ******* love decent environmental mini-games, puzzles and storytelling.Rand wrote: β February 25th, 2025, 03:18https://stygiansoftware.com/infusion/de ... cking.html
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You can say minigames aren't inherently bad but IMO this type of **** belongs in Splinter Cell, not Underrail.rusty_shackleford wrote: β February 25th, 2025, 03:42"MINI GAMES ARE BAD!!!" shouts man as he clicks on his 72nd "[kill them]" dialogue option and moves on to consoom the next poorly written dialogue in his favorite totally-not-a-visual-novel RPG
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It's about the gestalt of the player and character, a character's skills should improve your ability to interact with the world(e.g., new verbs, utility, or just making you better.)Tinky Winky wrote: β February 25th, 2025, 07:03You can say minigames aren't inherently bad but IMO this type of **** belongs in Splinter Cell, not Underrail.rusty_shackleford wrote: β February 25th, 2025, 03:42"MINI GAMES ARE BAD!!!" shouts man as he clicks on his 72nd "[kill them]" dialogue option and moves on to consoom the next poorly written dialogue in his favorite totally-not-a-visual-novel RPG
Combat is the best "mini game" that exists in RPGs, it shouldn't be limited to combat.
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I just don't like these feature-bloated ****, lockpicking/hacking minigames are okay-ish distractions at best (splinter cell, puzzles from System Shock 1) and repetitive shits at worst. 99% of the time nothing will change if we remove them.rusty_shackleford wrote: β February 25th, 2025, 07:11It's about the gestalt of the player and character, a character's skills should improve your ability to interact with the world(e.g., new verbs, utility, or just making you better.)Tinky Winky wrote: β February 25th, 2025, 07:03You can say minigames aren't inherently bad but IMO this type of **** belongs in Splinter Cell, not Underrail.rusty_shackleford wrote: β February 25th, 2025, 03:42"MINI GAMES ARE BAD!!!" shouts man as he clicks on his 72nd "[kill them]" dialogue option and moves on to consoom the next poorly written dialogue in his favorite totally-not-a-visual-novel RPG
Combat is the best "mini game" that exists in RPGs, it shouldn't be limited to combat.
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why not just go play the underrail build calculator instead then?Tinky Winky wrote: β February 25th, 2025, 07:49I just don't like these feature-bloated ****, lockpicking/hacking minigames are okay-ish distractions at best (splinter cell, puzzles from System Shock 1) and repetitive shits at worst. 99% of the time nothing will change if we remove them.rusty_shackleford wrote: β February 25th, 2025, 07:11It's about the gestalt of the player and character, a character's skills should improve your ability to interact with the world(e.g., new verbs, utility, or just making you better.)Tinky Winky wrote: β February 25th, 2025, 07:03
You can say minigames aren't inherently bad but IMO this type of **** belongs in Splinter Cell, not Underrail.
Combat is the best "mini game" that exists in RPGs, it shouldn't be limited to combat.
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also, I'm really struggling to understand how a feature that relies heavily on the representation of your character and what actions they can perform belongs in splintercell, which⦠does not have the systems to support it.
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I don't like buildautism neither, that's why I only play on normal.rusty_shackleford wrote: β February 25th, 2025, 07:58why not just go play the underrail build calculator instead then?Tinky Winky wrote: β February 25th, 2025, 07:49I just don't like these feature-bloated ****, lockpicking/hacking minigames are okay-ish distractions at best (splinter cell, puzzles from System Shock 1) and repetitive shits at worst. 99% of the time nothing will change if we remove them.rusty_shackleford wrote: β February 25th, 2025, 07:11
It's about the gestalt of the player and character, a character's skills should improve your ability to interact with the world(e.g., new verbs, utility, or just making you better.)
Combat is the best "mini game" that exists in RPGs, it shouldn't be limited to combat.
I'll admit myself not reading the context before making that comment, I was just being lockpickphobic so lockpicking minigame = automatic dislike.rusty_shackleford wrote: β February 25th, 2025, 07:59also, I'm really struggling to understand how a feature that relies heavily on the representation of your character and what actions they can perform belongs in splintercell, whichβ¦ does not have the systems to support it.




