Post by GuestBagel on Apr 8, 2020 12:45:30 GMT -5
I've been playing this game for a couple of weeks now, and I have to say, I'm having an absolute blast! I don't know how you define this kind of game (roguelike-rpg-strategy-spacesim?), but it ticks all my boxes for whatever category of thing this is. I also love that Devs are active in the community and not mysterious space aliens.
Jyeeta/Plague score doesn’t appear anywhere that I can find on the android version other than when you finish a quest that affects it. It would be nice to be able to check the score so I know how I’m doing.
Jyeeta
Are there any crew combat buffs that add resistance to being pushed into a different position? If not, I think there should be. Maybe I'm just too used to Darkest Dungeon, but it's such a core part of the combat it seems weird to me that buffs like this aren't here already. It comes to something when you find yourself wishing that your combat medic would just turn and shoot your sniper with pinning shot so that they're not spending every single action of their 29 initiative to disappearing act their way back.
I know that some people will disagree with me, and I get that it's a roguelike thing, but I wish you could use save slots on harder difficulties. With how long one run is, it would be nice to be able to go back to specific points and try something different without going through the whole game again with a new crew, which leads me onto the one thing that I'm not having fun with...
Please can we have more control over our starting officers, or at least have better minimum stats. If you've got a specific direction in mind, rerolling your officers to try and get a decent fit takes absolutely forever and is a miserable experience. I spent several hours last night rerolling 59 captains looking for officers that would be adequate in crew combat. Out of those 59 captains, only 4 had 2 officers with at least 20 Quickness and Wisdom and no negative traits, and only 1 of those 4 had a Doctor that I would actually consider good for combat. 20 Quickness and 20 Wisdom and 2 non-combat but benign traits seems barely fit for purpose for crew combat but rerolling almost 60 times kills my positivity pretty quickly. If this was something like FTL where a full run was about an hour or 2 I could live with my starting crew being absolute pants, but that's not the case here. I'm not arguing for a full character customisation for officers (handy as that would be), but maybe an option to tell the game "I want to do crew combat/ship combat/piracy/long haul trading, give me officers that lean slightly in that direction". Or the option to tag 1 or 2 attributes to be better than their others. Or just make the minimum stats higher so it only takes 20 rerolls instead of 60 to get an adequate crew.
I've just done a full run on normal (beating the Jyeeta and plague), and starting on hard now, and I had some thoughts and suggestions (and a couple of bugs) that I wanted to flag up:
On android, having 9 or more different talents that affect the explore card game will push the 9th one off the right side of the screen so that it's only half on screen. Having 10 or more means talent number 10 and onwards are completely offscreen and unselectable. On my last run I had 10 talents, so if at least 1 of each talent were off cooldown then I would be completely unable to use the one that lets you draw a new hand.
Jyeeta/Plague score doesn’t appear anywhere that I can find on the android version other than when you finish a quest that affects it. It would be nice to be able to check the score so I know how I’m doing.
Jyeeta
- From what I read, I thought that the plague was supposed to happen before the Jyeeta, but I had Jyeeta straight after coalition era and plague approximately a year after Jyeeta were defeated. Is this supposed to happen?
- The cutscenes you get after specific conflict score thresholds (like seeing a templar ship in orbit) seemed like they were only supposed to trigger on the planet where Kober and the United Coalition woman was (I don't know if it's always the same, but for me this was a Thulon world), but for me they triggered on my next visit to any Thulon world.
- Not sure if this is deliberate, but when exploring, -3 risk Jyeeta are significantly stronger than -6 risk Terrox
- 90% of the time, salvaging Jyeeta ships gives reputation for De Valtos, despite not taking place in a De Valtos quadrant, not having a De Valtos quest giver, and not being in orbit of a De Valtos world.
Are there any crew combat buffs that add resistance to being pushed into a different position? If not, I think there should be. Maybe I'm just too used to Darkest Dungeon, but it's such a core part of the combat it seems weird to me that buffs like this aren't here already. It comes to something when you find yourself wishing that your combat medic would just turn and shoot your sniper with pinning shot so that they're not spending every single action of their 29 initiative to disappearing act their way back.
The scavenger quest that unlocks the Scavenger starting class - why do I have to take the woman along as an officer? It would be nice if I had the option to say "I'm not hiring right now, but I'd still like to help you so take this luxury passenger cabin while you show me where you were, stay out of danger and I'll have this all sorted out for you in no time". You can take Trike along no problem to show you get you through intricate defences while he’s tied up as a prisoner on your ship, and the game is full of explorer quests where you take random scientists on wilderness surveys and keep them out of danger no problem, so why can I not do so for this person? It meant I had to dismiss my level 28 Quartermaster/Commander/Zealot who I'd had for around 30 in game years, since the start of the game, in order to complete 1 quest, and I was sad about it. I absolutely would not have done it at all if it wasn’t tied to a starting class unlock.
Please allow us to name our save slots. It would be a great help so A) I know why I want to go back to that slot, and B) I can assess which save slot I'm most okay with saving over.
I know that some people will disagree with me, and I get that it's a roguelike thing, but I wish you could use save slots on harder difficulties. With how long one run is, it would be nice to be able to go back to specific points and try something different without going through the whole game again with a new crew, which leads me onto the one thing that I'm not having fun with...
Please can we have more control over our starting officers, or at least have better minimum stats. If you've got a specific direction in mind, rerolling your officers to try and get a decent fit takes absolutely forever and is a miserable experience. I spent several hours last night rerolling 59 captains looking for officers that would be adequate in crew combat. Out of those 59 captains, only 4 had 2 officers with at least 20 Quickness and Wisdom and no negative traits, and only 1 of those 4 had a Doctor that I would actually consider good for combat. 20 Quickness and 20 Wisdom and 2 non-combat but benign traits seems barely fit for purpose for crew combat but rerolling almost 60 times kills my positivity pretty quickly. If this was something like FTL where a full run was about an hour or 2 I could live with my starting crew being absolute pants, but that's not the case here. I'm not arguing for a full character customisation for officers (handy as that would be), but maybe an option to tell the game "I want to do crew combat/ship combat/piracy/long haul trading, give me officers that lean slightly in that direction". Or the option to tag 1 or 2 attributes to be better than their others. Or just make the minimum stats higher so it only takes 20 rerolls instead of 60 to get an adequate crew.