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Post by Sinocelt on Oct 11, 2017 2:47:07 GMT -5
Seems early to draw a conclusion. One player said "always Steel Song" and one player said "I cycle but avoid these". Very small data set. Our metrics indicate people are pretty Faction loyal. Er, resistor said "always Steel Song" because of game mechanics in ST1: "This habit starred in ST1 since I usually played a Bounty Hunter, and Steel Song gave more Assassination missions than other factions. Also, Steel Song captains in ST1 got a 15% bonus for Capture contracts. / Honestly, I don't really have a particular reason for choosing them in STF. I just choose them because I liked them in ST1." (Emphasis mine.) So he became loyal to Steel Song in STF because he'd chosen them in ST1, and he'd chosen them in ST1 for game mechanics reasons. Game mechanics reasons to choose a Faction are what I suggest implementing in STF. Remember that, like me, most STF players won't have played ST1, so they won't pick a Faction based on game mechanics that existed in ST1. I know that game mechanics differentiating Factions already exist in STF, but they're very subtle, even for someone who, like me, has played for hours and hours. Unlike you expect most STF players to have played ST1 before, then most STF players will be like me, not like resistor; and choosing a starting Faction doesn't seem very important to me (I'm more concerned about where it makes me start on the map). A Faction-specific starting talent would immediately differentiate Houses in the mind of new players. Currently, deciding on your profession is important, because of traits and skills and talents; but deciding on your Faction isn't, or at least it doesn't seem to be.
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Post by fallen on Oct 11, 2017 9:08:31 GMT -5
Thanks for the feedback! We'll keep working to improve!
Lots of things, just need to get them displayed better in the game.
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Post by Sinocelt on Oct 11, 2017 9:25:54 GMT -5
Thanks for the feedback! We'll keep working to improve! Lots of things, just need to get them displayed better in the game. OK. But even if you do, new players will need to choose a Faction before they play the game, so they'll probably be like me when I played the first time: puzzled as to which Faction to choose and the difference it'll make. (Some new players will read the Wiki and/or lore book beforehand; most new players won't.)
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Post by fallen on Oct 11, 2017 9:48:14 GMT -5
Lol yes, you have to pick a Faction to play a Captain Confirmed that! I do like the idea of Traits-per-Faction. We need to include more interesting facts about the factions in the new game screen for sure.
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Post by Sinocelt on Oct 11, 2017 9:57:59 GMT -5
Indeed, it must be frustrating to have only one paragraph per Faction to convey their "essence." Oh hey, what about writing a prologue to the game, as you've done for mission clusters in Templar Battleforce? This prologue, which could be skipped at any time but also replayed from the menu, would provide the new player with a short history of the ST universe, including an overview of the different factions and their relationships (right now, I'm still unsure if some Factions are often enemies, often allies, if they cooperate on some fronts but compete harshly on others, etc.).
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Post by fallen on Oct 11, 2017 10:11:32 GMT -5
Yep, its already live in the dev version of the game, including the core starting storyline. Really helps.
Reminds me to rewrite the paragraph descriptions and try to push them harder.
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Post by MintDragon on Oct 11, 2017 11:29:40 GMT -5
Seems early to draw a conclusion. One player said "always Steel Song" and one player said "I cycle but avoid these". Very small data set. Our metrics indicate people are pretty Faction loyal. Er, resistor said "always Steel Song" because of game mechanics in ST1: "This habit starred in ST1 since I usually played a Bounty Hunter, and Steel Song gave more Assassination missions than other factions. Also, Steel Song captains in ST1 got a 15% bonus for Capture contracts. / Honestly, I don't really have a particular reason for choosing them in STF. I just choose them because I liked them in ST1." (Emphasis mine.) So he became loyal to Steel Song in STF because he'd chosen them in ST1, and he'd chosen them in ST1 for game mechanics reasons. Game mechanics reasons to choose a Faction are what I suggest implementing in STF. Remember that, like me, most STF players won't have played ST1, so they won't pick a Faction based on game mechanics that existed in ST1. I know that game mechanics differentiating Factions already exist in STF, but they're very subtle, even for someone who, like me, has played for hours and hours. Unlike you expect most STF players to have played ST1 before, then most STF players will be like me, not like resistor ; and choosing a starting Faction doesn't seem very important to me (I'm more concerned about where it makes me start on the map). A Faction-specific starting talent would immediately differentiate Houses in the mind of new players. Currently, deciding on your profession is important, because of traits and skills and talents; but deciding on your Faction isn't, or at least it doesn't seem to be. Sinocelt there is a good thread discussion on Faction Differentiation here , and within the discussion, contributor had thoughts and separate, slightly different discussion. Link should be near top of thread. A lot of the subtleties have not been 'uncovered', implemented, or clearly described to the player yet (is basically where my current thoughts are); so I'm in a holding pattern to provide feedback.
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Post by resistor on Oct 11, 2017 11:50:42 GMT -5
Hey fallen , did you see this post I made at the bottom of page two? From a theme and style of the Trait, it does seem like Spy would be most appropriate. Zealot feels like they are rely on their own stubborn determination and fury, not gear. Hmmm... good point. Since we're on the subject of Zealots, what do you think about replacing their Concentration (+2 Wisdom +1 Resilience) trait with Driven (+2 Resilience, never falls below 50 MP)? Since you didn't respond, I suspect you might've somehow missed it.
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Post by fallen on Oct 11, 2017 12:23:36 GMT -5
Just gathering input. Not making any changes yet!
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Post by Sinocelt on Oct 26, 2017 4:06:17 GMT -5
Are non-personal Traits cumulative? 1. What if your captain and two crew members have the Terrifying* trait? Does that translate as [10+10+10=30]% credits when blockading? 2. What if your captain and two crew members have the Gossip trait? Does that translate as three 20% chances to learn a rumor, for a possible three rumors total? --- * Wait, it used to give a 25% bonus to blockading profits, but now it's 10%? It seems logical, considering that Scavenger and Sly offer a 10% profit bonus when exploring and spying respectively. I'll update this thread's opening post and the Pirate's page on the Wiki. (Done.)
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Post by Sinocelt on Oct 26, 2017 6:56:45 GMT -5
Now that the Pirate has lost Evasion and thus no longer has any crew-combat-related skill, Dead Aim doesn't seem to fit anymore as one of the two Pirate's traits. Currently, we have this:
A captain whose first job is Pirate will gain the following traits: ● Terrifying: +10% credits when blockading ● Dead Aim: +15% Critical
Let's replace Dead Aim by Cripple (peg leg and eye patch).
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Post by amongstshadows on Oct 26, 2017 16:43:11 GMT -5
With pirates switching evasion out for gunnery, perhaps having a +2 evasion isn't necessary for the default pirate template. I vote for +2 commandoh this is about traits lol. Everything above was a joke; I am not that slow lmao. I agree with Sinocelt - exchange critical for cripple. pirates only board a ship that is dead in the water anyways lol, or in this case: dead in space
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Post by Sinocelt on Oct 27, 2017 5:43:50 GMT -5
I agree with Sinocelt - exchange critical for cripple. pirates only board a ship that is dead in the water anyways lol, or in this case: dead in space Dead Aim should be swapped for another trait, but I was kidding when I suggested Cripple, which is a negative trait. Not that those pirate scums deserve any better, mind you.
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Post by fallen on Oct 27, 2017 9:12:49 GMT -5
Are non-personal Traits cumulative? 1. What if your captain and two crew members have the Terrifying* trait? Does that translate as [10+10+10=30]% credits when blockading? 2. What if your captain and two crew members have the Gossip trait? Does that translate as three 20% chances to learn a rumor, for a possible three rumors total? --- * Wait, it used to give a 25% bonus to blockading profits, but now it's 10%? It seems logical, considering that Scavenger and Sly offer a 10% profit bonus when exploring and spying respectively. I'll update this thread's opening post and the Pirate's page on the Wiki. (Done.) Yes, Traits -- unlike Talents -- stack on a single event. 10+10+10=30%
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Post by Sinocelt on Oct 27, 2017 9:45:27 GMT -5
Are non-personal Traits cumulative? 1. What if your captain and two crew members have the Terrifying* trait? Does that translate as [10+10+10=30]% credits when blockading? 2. What if your captain and two crew members have the Gossip trait? Does that translate as three 20% chances to learn a rumor, for a possible three rumors total? --- * Wait, it used to give a 25% bonus to blockading profits, but now it's 10%? It seems logical, considering that Scavenger and Sly offer a 10% profit bonus when exploring and spying respectively. I'll update this thread's opening post and the Pirate's page on the Wiki. (Done.) Yes, Traits -- unlike Talents -- stack on a single event. 10+10+10=30% Sit it's [20+20+20=]60% of leaning a rumor for Gossip, not three 20% chances of learning a rumor?
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