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Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound
Has anyone pulled the game files and seen what *precisely* the various more esoteric quirks do? like Fated for example could be anything from the best quirk of all to worthless.

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Vitamin P
Nov 19, 2013

Truth is game rigging is more difficult than it looks pls stay ded

paranoid randroid posted:

Speaking of which, how are we to assume these adventurers are getting compensated? Sure the klepto ones will steal poo poo... usually, like, torches or busts or something. And really what are they planning on doing with those? is there a guy in town who can fence busts?

Personally my lot are building a socialist republic on the ashes of decadent aristocracy.

Internet Kraken
Apr 24, 2010

slightly amused


The human mind; fragile, like a robin's egg.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

Internet Kraken posted:



The human mind; fragile, like a robin's egg.

Oh that's magical

That's my favorite DD screenshot to date, get that to the developers somehow

Hieronymous Alloy fucked around with this message at 21:34 on Feb 8, 2015

Normal Adult Human
Feb 12, 2012

by FactsAreUseless
He's talking to his bountiful larder.

TheBlandName
Feb 5, 2012

paranoid randroid posted:

Yeah I rarely have guys die, but people go bonkers all the time.

Speaking of which, how are we to assume these adventurers are getting compensated? Sure the klepto ones will steal poo poo... usually, like, torches or busts or something. And really what are they planning on doing with those? is there a guy in town who can fence busts?

As you hear more of them go hopeless, you start to hear why they're really here. The Crusader, for example, is on his last job. He either succeeds with glory or his organization strips him of his rank. Everyone has a sad story. Some of them made their fate; some of them had their fate made for them.

Internet Kraken posted:



The human mind; fragile, like a robin's egg.

Did... did you send him in with three rookies? Or did you lose most of a great party? Either way, that screenshot is golden.

Ainsley McTree
Feb 19, 2004


Internet Kraken posted:



The human mind; fragile, like a robin's egg.

I've been on the fence about buying this game during early access, but this, of all the things, has finally convinced me to take the plunge. Thanks.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

TheBlandName posted:

As you hear more of them go hopeless, you start to hear why they're really here. The Crusader, for example, is on his last job. He either succeeds with glory or his organization strips him of his rank. Everyone has a sad story. Some of them made their fate; some of them had their fate made for them.


Did... did you send him in with three rookies? Or did you lose most of a great party? Either way, that screenshot is golden.

I think what I love most about it is the statue. For just a second you think he's not alone.

paranoid randroid
Mar 4, 2007

Hieronymous Alloy posted:

I think what I love most about it is the statue. For just a second you think he's not alone.

It's all fun and games until he drags the suit of armor home and keeps trying to get it treatment for its terrible afflictions.

Can't you see he hasn't said a word in weeks? The man is sick and needs help.

vandalism
Aug 4, 2003
I had a grave robber go hopeless and she started trying to kill herself. She said she escaped the gallows once and would never return. Also, she said she used to be a lady, but is now little more than a common burglar.

The occultist, I'd imagine, isn't too welcome anywhere else. He starts going full Cthulu when he goes nuts. Same for the leper. He complains that nobody can heal him. I think he's looking to the supernatural to be healed. Highwayman probably is an outlaw, but I'm not sure because I haven't had one go crazy that I can remember. Vestal, no idea on her. She seems reasonable. Plague doctor is researching cures/disease on the battlefield. The jester is pretty much crazy.

S.J.
May 19, 2008

Just who the hell do you think we are?

Normal Adult Human posted:

Cool idea: rework stress relief so that instead of it just being dump X guy in the bar or cloister for a week adventurers get a cut of the profit and will spend it at their own discretion on stress relief; you have no direct control outside of dungeons

I don't want this to get lost at the bottom of a page because I really, really like this idea. It also makes the 'will only do X/will never do Y' traits more significant.

Internet Kraken
Apr 24, 2010

slightly amused

TheBlandName posted:

Did... did you send him in with three rookies? Or did you lose most of a great party? Either way, that screenshot is golden.

Sent him in with 3 rookies because I wanted to see if he could solo a level 5 dungeon. He'd pretty much been invincible before now so I wanted to see how far I could push it. Turns out crits and traps ignore protection, so his huge health bar was depleted fast. If I played really scummy and brought tons of supplies I could probably manage it but I didn't feel like bothering. The camp scene made it worth the trip though.

Fun fact; if you try to bring rookies into a high level dungeon they will complain about you sending them on a suicide mission and start stressed out.

Normal Adult Human
Feb 12, 2012

by FactsAreUseless
I sent a level 0 bounty hunter on a level 3 mission and buffed him with 45% stress resist and he was still at 100 stress by the end.

vandalism
Aug 4, 2003
I had an idea for another mechanic: pressure.

It's kinda like stress, but for enemies. Certain attacks would apply pressure and cause enemies to switch position, miss, give dialogue (something that I think would make a cool addition), have a higher percent chance to miss, or cause them to turn on one another briefly. Building pressure makes sense because you are always in an assault/offense position, and the enemies seem to be defending their turf.

I think a neat thing to do for expansion or DLC in this game would also be alternative models for characters. Re-skins could be a thing, but it would be cool to have different types of armor and weapons for each character. With that would come a different set of skills. There could be four different skills based on armor and four based on weapons, or something like that. It would be neat to have have a chain mail crusader with a big mace that could heal or do ranged attacks. Alternate models and skins with different abilities would make for a cool expansion. That would for sure keep me playing this game for a long time, to be honest. I like the classes, and variety in them would be killer.

I know that they could just put that time into making new classes, but the current ones seem to have personality. I mean, with alternative setups they could even freak out in different ways and have alternative quirks.

I'm not really sure what new themes would fit current guys, but there are lots of possibilities. Ranger highwayman with a bow and arrow and leather armor, wizard occultist, dark warrior crusader, bandaged leper, minstrel jester, etc.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

Internet Kraken posted:

Sent him in with 3 rookies because I wanted to see if he could solo a level 5 dungeon. He'd pretty much been invincible before now so I wanted to see how far I could push it. Turns out crits and traps ignore protection, so his huge health bar was depleted fast. If I played really scummy and brought tons of supplies I could probably manage it but I didn't feel like bothering. The camp scene made it worth the trip though.

Fun fact; if you try to bring rookies into a high level dungeon they will complain about you sending them on a suicide mission and start stressed out.

Is it ok if I repost that SS? It needs to be shared.

Internet Kraken
Apr 24, 2010

slightly amused

Hieronymous Alloy posted:

Is it ok if I repost that SS? It needs to be shared.

Ha go right ahead.

vandalism posted:

I had an idea for another mechanic: pressure.

It's kinda like stress, but for enemies. Certain attacks would apply pressure and cause enemies to switch position, miss, give dialogue (something that I think would make a cool addition), have a higher percent chance to miss, or cause them to turn on one another briefly. Building pressure makes sense because you are always in an assault/offense position, and the enemies seem to be defending their turf.

I could see this working in a different game but I'm not sure how it would work here. Most enemies only have enough HP to survive two hits, so how would pressure ever have a chance to become relevant? Even if pressure mounted quickly, most of the things you describe already happen as debuff or status effects. So pressure raising attacks would just be inferior versions of those due to their randomness.

Plus there's also the whole problem of most enemies being horrible abominations of nature that probably don't understand the concept of stress in the first place.

Slow News Day
Jul 4, 2007

Judging by the posts in this thread, it seems I'm going to have to break my personal rule of "no paying for easy access games" and buy this one.

Jackard
Oct 28, 2007

We Have A Bow And We Wish To Use It

Normal Adult Human posted:

Cool idea: rework stress relief so that instead of it just being dump X guy in the bar or cloister for a week adventurers get a cut of the profit and will spend it at their own discretion on stress relief; you have no direct control outside of dungeons
Sounds like it'd be a decent option. Maybe have them learn skills on their own too.

Something to make adventurers more distinct from each other, less carbon copies... quirks doesn't seem like enough.

Akumos
Sep 10, 2006
What's a really cheesy comp for early game? I still can't figure out how not to struggle. :(

Fenris13
Jun 6, 2003
I think I have trivialized the game with my party of Hellion/bounty hunter/vestel/bounty hunter, They did so much damage early on that rank 1 missions were never a threat, and I upgraded their skills before starting rank 3 missions, so they had 200% stun chance on yalp and flashbang, along with 60% bonus damage against stun targets. Knowing when/who to stun, and when to blow poo poo up is the only learning curve for this party.

Nuebot
Feb 18, 2013

The developer of Brigador is a secret chud, don't give him money

Akumos posted:

What's a really cheesy comp for early game? I still can't figure out how not to struggle. :(

Honestly for me it was to stop going to the ruins. I don't know what the hell it is with the ruins, but every trip there is an absolute nightmare of crits and surprise attacks. Once I started getting weald missions, I was able to finally finish one and since then it's mostly been easy street.

Internet Kraken
Apr 24, 2010

slightly amused
I'm really not a fan of the way the quirk system works. I love random traits/skills that develop for characters in games like this but I think this game does it rather poorly. Most traits simply aren't very significant, whether they be good or bad. Most of the time I ended up ignoring them because they very, very rarely make a character play differently from other members of the same class. The most noticeable ones are traits that force your character to interact with certain objects. Those are cool for flavor but don't do anything in combat, which is where I'd really like to see a bigger impact from quirks. There's also the problem that quirks have no permanence. You can purge away bad quirks easily and even if you get a set of quirks that actually combine to have a noticeable effect, they will eventually be replaced by new ones. Quirks seems like they are supposed to give characters individuality, but due to the way they work they become mostly irrelevant and fail to do so.

I'd much rather quriks be a thing you can't change, at least not without significant investment. Also get rid of the idea of good/negative quirks and have them all carry benefits and downsides, so you are less inclined to just purge them all away. The sanitarium would still serve a purpose of removing debilitating diseases.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound
I'd just like a little more control over which positive quirks were retained, so there was more of a sense of character building.

Nuebot
Feb 18, 2013

The developer of Brigador is a secret chud, don't give him money
I just wish the quirks you got were actually relevant to the mission. It's weird to fight nothing but skeletons and wind up getting a fear of beasts. Meanwhile, I thought it was kind of cool when one of my dudes got an injury quirk that made his melee weaker, after spending the whole mission on the front lines hitting armored skeletons with his sword and getting smacked by them too.

Tsyni
Sep 1, 2004
Lipstick Apathy

Hieronymous Alloy posted:

I'd just like a little more control over which positive quirks were retained, so there was more of a sense of character building.

It would also be nice if the display table for the Quirks listed what they did without having to do a mouseover.

When you have a bunch it's kind of annoying to mouse-over, then to the next, and then to the next.

AngryBooch
Sep 26, 2009

Akumos posted:

What's a really cheesy comp for early game? I still can't figure out how not to struggle. :(

Vestal in the back. Any combo of two tanks (leper, crusader, helion) up front and then somebody that can hit from the third spot (highwayman, grave robber, bounty hunter). Then just don't get fancy. Focus and kill the person in the front row. Heal with the Vestal. Keep your torch up above 75. Retreat when you're surprised. Abandon the dungeon like you would fold in poker i.e. when you know you can't win.

Boing
Jul 12, 2005

trapped in custom title factory, send help
Plague Doctors are really good early game too with the thing that stuns the rear two enemies. It's really reliable and forgiving. I like to run a Vestal with a Plague Doctor as my rear two early on, and even at level 3 dungeons sometimes.

Pierson
Oct 31, 2004



College Slice
Does this game change much when you get into the mid- and late-game? With stuff like XCOM, Endless and most roguelikes etc your guys get more abilities, items etc as they level up that give you a greater range of things they can do besides 'bigger numbers', but I notice here you get very early access to all of your abilities even if you can't equip them all at once, and most items look like basic % changes to numbers. Am I going to be just finding an 'optimal' team and using it from Week 1 'till Week Whatever or is the game deeper than that?

Also is Steam hosed right now? Nothing's loading right.

Genocyber
Jun 4, 2012

Hieronymous Alloy posted:

I'd just like a little more control over which positive quirks were retained, so there was more of a sense of character building.

They could have a shop in town where you can pay to lock in Quirks, so they're not erased when you get a new one.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Hieronymous Alloy posted:

I'd just like a little more control over which positive quirks were retained, so there was more of a sense of character building.

It needs a pop up like learning new skills in Persona or Pokemon.


Genocyber posted:

They could have a shop in town where you can pay to lock in Quirks, so they're not erased when you get a new one.

Or this. Simplest thing would be to make it another function of the sanitarium.

marshmallow creep fucked around with this message at 00:50 on Feb 9, 2015

Sanzuo
May 7, 2007

Wildstrike posted:

One of my characters seems to have a permanent debuff on their damage and their speed but they don't have any stress or any negative quirks. What can cause that?

Same. My Crusader has -35% damage and -3 speed. I can't see any quirks or trinkets causing this and there is nothing on the news ticker other than he spent the night in the brothel.

Helical Nightmares
Apr 30, 2009

Internet Kraken posted:

I'm really not a fan of the way the quirk system works. I love random traits/skills that develop for characters in games like this but I think this game does it rather poorly.

You guys remember Rome Total War, the first one? I liked how they handled traits for characters in that game. Take the trait "Drink". If a character had one point in Drink then their quirk was "Social Drinker" and they had a positive minor bonus to their command attribute. Increasing points in the Drink trait would take a character from "Likes a Drink" (minor malus to management) to "Sot" with major disadvantages to all attributes. There was also an anti Drink trait called Sobriety. Most traits had this progression and an antiform that was mutually exclusive. In addition, the levels of traits could increase or decrease until they reached a certain threshold (Drink = level 5 which was Sot) then they were permanent features of the character for better or worse.

I would love to see Darkest Dungeons with this system.

Hieronymous Alloy posted:

I'd just like a little more control over which positive quirks were retained, so there was more of a sense of character building.

Yeah. I'd love it if they added a "training" option to the guild hall where you could keep one positive quirk per character.

Sanzuo posted:

Same. My Crusader has -35% damage and -3 speed. I can't see any quirks or trinkets causing this and there is nothing on the news ticker other than he spent the night in the brothel.

I ran into this when a character contracted a disease. The malus was being applied but the disease quirk was not recorded on the character sheet. Naturally I couldn't select the quirk for removal in the Sanitarium either. The recent patch fixed the problem for that character I think.

Helical Nightmares fucked around with this message at 01:56 on Feb 9, 2015

Mnoba
Jun 24, 2010
Having success with Vestel, Jester, Helion and Leper mainly due to Helion's overpowered triple strike thing. Have both heals on Vestel and the group buff/stress song on Jester use as needed and use turn one for Leper getting his accuracy.

Finally started to be able to full clear mediums, but lots of food so those unlucky crit groups you can just heal up whoever was unlucky.

animatorZed
Jan 2, 2008
falling down
Streaming this game is probably a terrible idea, and inviting the RNG to royally hose me but going to try it for a bit.

Party is in the midgame, so if you want to see me probably lose veterans in incredibly silly ways or just share in complaining about the RNG I'll see how it goes.

http://www.twitch.tv/animatorzed

e: stream over, thanks anyone who stopped by :)

animatorZed fucked around with this message at 03:51 on Feb 9, 2015

Agent355
Jul 26, 2011


Had way more trouble on the hag than I thought I would.

Got to her with full strength and basically no stress. I don't know if it's only a %chance or not but she ended up throwing somebody in the cook pot immediately after I broke them out every turn. I was never able to actually hit the boss since most of my damage guys were melee and the damage people who could actually reach were in the pot (or out of position) half the fight.

Maybe it's just a damage race where you don't try to break the person out and instead just rush to kill the boss first.

RoyalScion
May 16, 2009

Agent355 posted:

Had way more trouble on the hag than I thought I would.

Got to her with full strength and basically no stress. I don't know if it's only a %chance or not but she ended up throwing somebody in the cook pot immediately after I broke them out every turn. I was never able to actually hit the boss since most of my damage guys were melee and the damage people who could actually reach were in the pot (or out of position) half the fight.

Maybe it's just a damage race where you don't try to break the person out and instead just rush to kill the boss first.

I just kill the hag, she doesn't have too many hit points. I only break the person out if they're one of my main damage dealers (Hellion/Grave Robber/Highwayman) and the front man can't hit the rear very well.

Generally my party is something like:

Vestal/Highwayman/Hellion/Crusader

And then back three go all in on the hag while the Crusader just exists to get thrown in the pot and also to get somebody out if they get thrown in, as he can't hit the rear very well. (The only thing there is Holy Lance, and obviously he has to not be in front... and the skill moves him forward, which is useful in pretty much every other fight except for this one)

Even on Champion the Hag only has ~100 hp, which is trivial as long as your weapons are upgraded.

Honestly for that fight it's probably easier if you just have 4 damage dealers, since the pot does way too much damage to outheal.

ErIog
Jul 11, 2001

:nsacloud:
I think they could balance the difficulty curve in a more satisfying way by having new recruits start with a pile of bad traits, and then making getting new traits more rare. So characters would be weaker at the beginning due to having more bad traits, and you could become more powerful by dumping money into characters to remove them. Your highest level guys would be the ones who spent the time/money to purify themselves of traits that make them weaker in order to go fight the evil. This would also solve the problem of quirks churning so fast that it feels like characters don't have real personalities beyond being a constantly shifting pile of quirks.

As it stands now, Level 0 new recruits are more powerful than a lot of Level 1's because they haven't picked up as many bad traits. That runs counter to the general RPG understanding that, "my people have gained experience, therefore they are better." Maybe they should experiment with removing the level system entirely so that it feels less weird to have characters with more experience be weaker than characters with less. That way you wouldn't have these conflicting narratives about character power. It could just be a more simple, "this character has seen some poo poo, and is worse for it" rather than the semi-confusing system now where it's like, "my character has seen some poo poo, is worse for it, but this integer went up that makes me feel like they should be more powerful even though they actually aren't" It would also fix the stupidity of Level 3 characters not being able to go on Level 1 quests.

I don't think they need to make the game easier, but I do think they need to change their design a bit so that the difficulty ramp is more even for more people. The game should be as hard as it is, but it should ramp up to it more smoothly. There should also be fewer weird spikes in difficulty, and player decision-making should play more of a role in whether the game is easy or hard. Due to the way the RNG can spike you sometimes it doesn't even feel like it would be that much of an advantage to bring a Level 3 character on a Level 1 mission.

tl;dr: I'm salty I can't bring my awesome Level 3 Dismas to fight the Swine Prince that has nearly party-wiped all my Level 2's twice.

ErIog fucked around with this message at 02:28 on Feb 9, 2015

Teslavi
May 28, 2006
Ridiculous.

Agent355 posted:

Had way more trouble on the hag than I thought I would.

Got to her with full strength and basically no stress. I don't know if it's only a %chance or not but she ended up throwing somebody in the cook pot immediately after I broke them out every turn. I was never able to actually hit the boss since most of my damage guys were melee and the damage people who could actually reach were in the pot (or out of position) half the fight.

Maybe it's just a damage race where you don't try to break the person out and instead just rush to kill the boss first.

The hag goes twice a round I think and has pretty decent speed, so if you break them out every turn she's just going to toss someone back in immediately at the start of the next round. Ideally, you use someone that hits both 2+3 simultaneously (Grave Robber, Hellion, Jester, Highwayman) so you can break people out of the pot while poking away at the hag. Otherwise, it's probably better to focus on the hag and maybe try to pull them out of the pot before they hit death's door. Also kind of depends on your stress levels. Sometimes it's better to have someone get dunked in every turn than have everyone forced to taste the stew multiple times a turn.

ErIog posted:

As it stands now, Level 0 new recruits are more powerful than a lot of Level 1's because they haven't picked up as many bad traits. That runs counter to the general RPG understanding that, "my people have gained experience, therefore they are better."

Guild upgrades and blacksmith upgrades make a huge difference, usually way more than most bad traits would. The worst bad traits are diseases in my experience, and higher level characters have higher disease resists.

Floodkiller
May 31, 2011

ErIog posted:

I don't think they need to make the game easier, but I do think they need to change their design a bit so that the difficulty ramp is more even for more people. The game should be as hard as it is, but it should ramp up to it more smoothly. There should also be fewer weird spikes in difficulty, and player decision-making should play more of a role in whether the game is easy or hard. Due to the way the RNG can spike you sometimes it doesn't even feel like it would be that much of an advantage to bring a Level 3 character on a Level 1 mission.

I do see the point in making sure that challenges stay relevant instead of being able to grind past them, but I would really like to take some of my favorite characters on lower level quests as well when I accidentally spend too much money and don't have enough for gear (instead of just throwing a pack of 4 off the wagon into a quest with no gear and leaving before they wipe, then firing them all). Maybe they could make it so that, if a higher level character goes on a quest, they suffer extra stress if things go wrong (since they are 'supposedly' too good for it)?

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fishception
Feb 20, 2011

~carrier has arrived~
Oven Wrangler
I found that Hellions are loving ridiculous.

Ability to AoE 3 targets at once, effectively ignore blight/bleed, and massive single-target damage + Bleed?

Sign me up. My preferred party comp is an Occultist in back and three Hellions.

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