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is to late look the patch note dev listen dumbass who dont want to read a single dialogue in RPG game so they reduce dialogue for EVERYONE by default instead to put an Option
Oh Wait ! there was already an option to reduce dialogs
that piss me off.
This one I can touch on a bit. Though they're bugged right now to strip resistances you've spent bio points on for some reason, as well as the barber. You can find Pools in the game to re-customize you're character the way you'd like them to be with no impact on your attributes. So in a round-about way that is an option in the game currently and doesn't take too much effort to get to.
thanks I didn't know that was already in the game I'll be exploring to find it. Tobe honest I've yet to get far in the game because I kept recreating my charater over and over trying to get the perfect look/build that felt right to me. I manually rebound my own keys, and gotta admit combat feels alot less clunky now. Still trying to deside between controller and keyboard though as the biggest issue for controller is the aiming esp when using an ability like shock ball its fine if you don't charge it but if you want to charge it on controller your stuck having to strafe to throw it propery you can't turn and hold it as the camera is on the right stick and you gotta hold down Y or triangle depending on which controler your using.
but on the keyboard side just changing around the keys like dodge to shift, run to caps, and middle mouse button to a side mouse button, your able to combo and dodge much more fluidly. Think the only the left there to tinker with is turning down the mouse senitivity slightly. Anyway about to remake for the 12th time. Think I'm gonna go with deadeye this time for the reload perk though I will admit psy freak feels like he fires faster and cleaner.
This seems well thought out. I agree on the dodge button. It actually hurts my hand to dodge, although I could not think of a way yo make it better. Good idea @FallenShaw
Running animation on all fours..and..anthromorphic animals. Don't need to say more, it's fine and works as intended to their animation counterparts.
Still would be nice to not be dwarf compared to pretty much all quest NPC. I feel like furry dwarf that needs to constantly look up, that's bad for neck.
You can also click the slider for the properties of your stats (That changes your body shape), hold it and click "R" for randomizer, this for example keeps your body shape but shuffles through the head structures only.
on one hand, i would have liked to play optionally as one of this big two-legged guys that every enemy group seem to have at least one of . on the other hand i understand that it would be to inpractical since there are some slim passageways here and there in the game.
Honestly I thought about making a suggestion for more diverse mutants but the more I play this game the more I'm sure I'm not playing a mutant but Krash Bandicoot or the 1 of the rescue rangers. But on a serious not the reason I didn't make that in the suggestions is because they def won't change it so we could make a lizard, or bug or god forbid human thing to play as. He'll I'd love to be able to make what we currently have with 2 eyes atleast.
Yeah I feel dumb now that I have toggle-ed run on, and suggested toggleable run. Though I will say its not the toggle I wanted, I wanted a toggle always run tbh. Because in this game there's never really a reason not to be going top speed. I found shift won't hurt your hands so much for dodge because if you hold wasd like I do your thumb rest on space and that puts your pinkie naturally resting on shift.
I think the clunkiness I talked about might actually be because melee is on the right click, which in most games of this type is zoom ect... what I'm getting at is In reality clunky would of been the wrong word for it, more like hard to get used too which I currently haven't figured out what button to rebind it too, since its a main attack forum. I want to put it on E but then that moves my activate and would prevent me from using up right e as an attack direction with melee. Not sure how that will work out gonna test it. Then I could move my spells to right click instead of mouse 4. Finding an Optimized keyboard layout is hard with this game, but When done, using a controller will be gone as there is simply no way you can track targets with a controler as well as you can with a mouse. Even with its gracious aiming system, bc on controler you'll constantly find your self off target if you roll by mistake the wrong direction ect.. Guess this is why most games that have auto target features like this also enploy a target lock feature. Which I will say is missed greatly.
1. I'm neutral on this since you can move back and forth in the character creator to make adjustments. The perk idea is fine as seeing the class specific perks before hand would be nice.
2. Manually inserting them would be a nice option or even a + - button that increased/decreased stats by 10.
3. I also want stats and look separate. Right now there is a small work around. If you get the cursor to the stat point you want you can use the mouse button and hold the dot in place while you hit R (random) it will cycle between about 6 different facial looks while keeping the stat point. While I understand the mutation idea for a character the limited choice of "good" looking options really has me struggling with getting exactly what I want my character to look like within the confines of the creation system. Fluffy tail is a must so only 2 viable options atm.
I think starting weapons are supposed to be defined by class. As it stands the difference in weapons later on is the struggle.
While blunt has a lot of CC built into the normal swing kit when you parry you stay on the ground vs. going airborne like dual melee and 2h slash. When you're airborne you basically have melee immunity and blunt doesn't get the same protections off a parry as the other two.
In addition to your list I would like to see:
1. Hand to hand and the clan weapons become viable choices later on.
2. Better options to upgrade armor pieces so the look you want is viable vs. having to run around in better but unappealing gear. At the end of my first play through weapon choice pieces were way better than armor choice. Where weapons allowed me a wide range to choose what I wanted viable armor consisted of 1 helm choice, 3 chest choices, 1 leg choice, and 1 shoulder pad choice. I didn't get rid of anything but the lower better looking items I tried to upgrade just couldn't compare with the fewer higher level choice items. I really hate the Panda helm now as I wore it through most of the first playthrough and found nothing better.