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Post by fallen on Oct 3, 2017 15:41:00 GMT -5
The Bounty hunter uses talents that require Intimidation but the character doesn't have that trait. Fixed for next! BHs -- now with Intimidate
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Post by Sinocelt on Oct 4, 2017 12:20:36 GMT -5
Between eight and nine hours . . . I think. By our estimates that would make you a very efficient player. Would you agree that you're playing efficiently in terms of clock time to turns? Probably. A big part of the game, for me, has been to plan routes so I could accomplish several missions in parallel (and pass through systems with indie settlements, if possible). I needed to become efficient in that respect just to pay for ship/crew maintenance (and finally break the "no credit left, start new game" wall I hit thrice at level 8 or 9), but this method might also have allowed my captain and crew to level up faster. Also, I avoided fights, and fights may not provide a lot of experience related to the (real) time they take, compared to accomplishing missions. In short: ● I ran in parallel as many missions as I could ● I avoided fights What do you think?
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Post by DaReaper95 on Oct 5, 2017 0:31:44 GMT -5
One of the things I feel is, once you get strong enough to get into a broadsword... and are then IN a broadsword... there's really nothing left to spend your money on. You can keep trading. Which will get you MORE money... that you can't really spend on anything. And so purchasing broadsword becomes endgame. Which really sucks, because while it's a great ship, once you have it you want a reason to play around in it. I don't know what the solution is per say. I think at some point it would be worth investigating. Probably not before beta, but certainly before full launch.
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Post by Sinocelt on Oct 7, 2017 16:55:26 GMT -5
I reached level 22 overnight on Impossible. But before that, three of my games ended at level 8 or 9 because I ran out of credits. Sorry, I got it wrong: my Captain reached level 19 (and so had a total of 22 profession levels).
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Post by contributor on Oct 7, 2017 17:27:22 GMT -5
I've got a cap around 27 on hard. I don't know how many hours it's taken. Maybe 8-10. He's got a Broadsword now and the game has sort of topped out. I don't actually feel a drive to push him up to 32. It was odd though, because just when I got the Broadsword (maybe level 24ish) and I was going to go full-on bounty hunter, there was a major culling of my Thulun contacts. 5-6 died in a short period of time and I just managed to save the last two but getting their influence out of the gutter. The last two are pretty worthless though. One is a smuggler prince on an Indy Tradeway that has no blackmarket and he offers terrible missions (like 7 jumps in 19 weeks for 10k) the other one is a Gestalt Doc who offers no missions. My goal was to get up to Broadsword by lots of trading and then switch into more aggressive Bounty Hunting. Unfortunately I can't even buy a Thulun edict now. So I switched to working for Zenrin and swaying conflicts in Thulun's favor to see if any new contacts show up, but I'm doubtful. The game was created before the last two updates, so it might just be bugged. I feel the hand to Trent Frostbane in what happened to all my Thulun contacts. If I could figure out who was killing them, maybe there would be some trajectory to the game, but I'm not sure I can even know that.
So one thought to add trajectory to the late game, is to make conflicts increase and basically let the game get more unstable. I think that if players felt like they were caught up in something bigger and could create a story through participating in conflicts and making there faction great, that would be compelling for a lot of people, but figuring out how to scale and ramp that up into the late game might be difficult.
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Post by Cory Trese on Oct 7, 2017 17:32:19 GMT -5
So one thought to add trajectory to the late game, is to make conflicts increase and basically let the game get more unstable. I think that if players felt like they were caught up in something bigger and could create a story through participating in conflicts and making there faction great, that would be compelling for a lot of people, but figuring out how to scale and ramp that up into the late game might be difficult. Great suggestion. What the game will contain is very similar to this, but based on a game narrative. We are including support for these periods of variability in the simulation sub-systems. By building these dynamic periods within a narrative construct we are able to make both exciting late game simulation events occur and give structure to the history and personal narrative of the player. These elements will make the game's on-going progression more compelling, complex and less predictable. They will also provide a backdrop for Contact narratives and allow the player to orient themselves within the lore more effectively by providing a timeline to the narrative on subsequent replays. Thanks!
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