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Comment History
Magusdl
Magusdl - - 10 comments @ The Third Act Twist

Buying second copy now!

Good karma+1 vote
Magusdl
Magusdl - - 10 comments @ Lighten Up

Yeah, please take your time to do the NPC's, once I start toying with their AI, I don't want to start from scratch every update because everything changed due to a bug or something. I really miss them, but rushing it will only make things worse.

Good karma+1 vote
Magusdl
Magusdl - - 10 comments @ The PZ Inquisition

I remember they saying you could join another group, dunno about the takeover tough.

Good karma+2 votes
Magusdl
Magusdl - - 10 comments @ News for the future updates

I like where you guys are going with the music, good work.

Good karma+1 vote
Magusdl
Magusdl - - 10 comments @ On the Verge

You can save anytime by exiting. If you die, you can start with a new character and go to your old safehouse, and continue your farming work.

Good karma+1 vote
Magusdl
Magusdl - - 10 comments @ On the Verge

Now this is the news I expected, keep up being awesome TIS!

Good karma+1 vote
Magusdl
Magusdl - - 10 comments @ It's Been a Tough Old Week

Any improvement on the split screen mp for survival/sand box is welcome. Keep up the great work!

Good karma+1 vote
Magusdl
Magusdl - - 10 comments @ Underrail

- I just loved the "secondary jobs", it adds alot to your routines (like, going plant-gathering mindshoorms, lakeshrooms for some cash, hunting cave hoppers for sale). Fishing while I'm restoring focus near mindshrooms makes it alot more interesting. The fish shouldn't stop coming after a while tough, or at least respawn after some time. I think this kind of stuff adds alot to the gameplay, it gives options, specially when your build is weak for the challenges ahead and you want to pump up a bit before trying something difficult.

- The fireball respect walls and stop on them, the electrokinesis goes through walls and sometimes startle unwanted enemies (like the burrowers in the base below Cliff). I am pretty sure it entered the near ventilation shafts and killed something inside too.

- The quest on the junkyard, that disc... I went back to SGS to show it to our nerdy partners, but there was no option to ask them what that is. It feels really weird to invade such a well defended "house", get a disc that looks incredibly important, and hand it out like that. The options to help Abram or tell the Union about his plans are awesome, I think that kind of option adds ALOT to the game experience and replay value.

I think most things are going the right direction, keep it up!

Good karma+5 votes
Magusdl
Magusdl - - 10 comments @ Underrail

I'm a huge fan of Fallout, NeverWinter Nights and System Shock, so this game looked great. Now a few suggestions:

- Hacking and lockpicking are more of a penalty for who doesn't have them, than a bonus for who has. I played both a lockpicker and a hacker (till level 9, junkyard), and the amount of locked doors, boxes and etc that have absolutely nothing inside is too frustrating. The ventilation shafts are awesome tough, it does reward lockpicking a bit (unless you have the strenght to open them with the crowbar). Make locked lockers and etc have a guaranteed loot (even if low value). It's also better to avoid having mechanical locks and only electronical boxes inside (like the fence near GMS compound). Hacking could also give you more electronical-related options (like with the GMS compound turret), not just a different kind of lockpicking for electronical doors and boxes, so it basically feels like a lockpicking with no vent shafts.

- Traps are not good. A character with 7 perception, and the feat "snooping" (the one that gives you 3 detection for some purposes) will have a really bad time on trapped places (will see no mines). Elwood's house was very cool, until I got to the mines part. That was one of the most un-fun moments I had in a RPG, saving before each step to know where the mines are, then you find out the footlocker can't be opened unless you have good traps skill (or high enough hp/resist to tank the frag mine). Now with 8 perception at start, and the googles (+1), I'm able to see the mines and those sequences are now more strategical and still tense, but not annoying at all (with all the save/loading). What could fix this, is make higher perception detect them faster, but if you go at turtle-speed (stoping for a few seconds before next step) you can still find them with a reasonable perception (maybe 5 could be the least you need to detect them). That way the player could go carefully without all the saving/loading.

Good karma+2 votes
Magusdl
Magusdl - - 10 comments @ Project Zomboid

Now they are releasing updates every week, basically, keep track on their forums. If you bought the alpha, you'll have rights to the full version as well.

To people with issues, update your java and make sure it's working properly.

Good karma+3 votes