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Selke

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Everything posted by Selke

  1. Hope this doesn't sound rude, but: there's a bug forum! And a thread about this very bug! You are being heard. pre-emptively! OoooooOOOOooooo http://www.doublefine.com/forums/viewthread/15167/
  2. Letting the player choose all bloodlines definitely seems more important in light of Keeps being locked to bloodlines, which I keep forgetting about. What about differentiating the early game slightly based on whether you have Tutorial Mode on, like XCOM does? A simple toggle to reduce adviser VOs (aka "SHUT UP ABOUT THE GRENADES, DOCTOR VAHLEN") will be handy eventually, but you could also do some interesting variation akin to XCOM's starter mission. Off the cuff: (1) Tutorial mode starts you with one empty Keep (as current), but rather than giving you an open-ended choice of research, specifically prompts you to build a second Keep because you're basically screwed if you don't. Non-Tutorial/Advanced mode leaves you to your own devices, as you likely understand the importance of early Keeps. (2) Tutorial mode starts you with one empty Keep and one pre-populated Keep so that you don't have too many decisions when you're learning the game. Advanced mode starts you with 2 empty keeps because you know how this shebang works.
  3. Has anyone tried installing members of a single family into multiple keeps? E.g. Alice Baker becomes queen of Keep A, her brother Bob Baker becomes king of Keep B, and uncle Charlie Baker acts as king of Keep C? (1)Is this possible, (2) are relics interchangeable, and (3) can they marry each other? I'm curious to see if/how this works, and it could be a good mid/late game strategy for exploring genetic diversity without locking yourself out of relics.
  4. Giant spiders, man. You don't screw with giant spiders unless you have a giant-spider kill beam. For Prime Target, it probably helps that I've only fought Seeds and Ruptures so far, and my approach for both has been to either rush and annihilate them, or stay out of their range and kill them the next turn. I would think of it like this. If you choose to save the kid, the mom is 100% toast, and maybe you're able to save the kid. Or vice versa. If you try to save both, that reads to me like overextending and possibly having a tradeoff even if you DO manage to save either of them. Barring the giant-spider kill beam auto-solution. But then again I haven't seen that particular event.
  5. Maybe it's just the amount of time spent playing FTL, but I'm okay with negative outcomes as long as the gotchas feel appropriate. In FTL, a lot of your choices are between high-risk/possibly high reward and between low-risk/probably no reward, often with random rolls determining the outcome of EITHER choice. But it works in part because the tone is right. You found a space station overrun by giant alien spiders? It's pretty clear that rushing in to rescue survivors is likely to blow up in your face, even if there is a small chance of getting a recruit or resources out of it. And likewise, even the times where you choose options like "Let's just leave," it doesn't feel 'wrong' for a ship to chase and attack you because the situations have set that up as plausible. I haven't seen enough from MC to judge one way or another on this particular piece. And FWIW, I really disagree about all classes having defensive options. The Caberjack's Prime Target move has yet to seem like it's worth it, but running your wiener classes away from scary enemies is a pretty core part of turn based strategy battles.
  6. Agreed. Most of the time, my Caberjacks are just attacking, but you can only 'F' after selecting the Attack-Move option and left clicking, which undermines the fact that right-clicking is the shortcut for attacking.
  7. They came up in the Team Streams a while back, but I think you may be right, I don't recall them being mentioned by the Chalice advisers. For the global buffs, any building type should do it; you just need to claim the space. Local ones generally require a specific type that's somewhat self-explanatory by the bonus they provide. I've seen a Local fertility buff (Keep only) and a Local crucible XP boost (crucible only). Presumably there's a Sagewright one as well.
  8. It looks like a combination of the two to me. I'm only about 25 years in, but I went Keep (free) > Keep > Guild > Keep > Crucible, and around the 20-25 year mark I'm getting REALLY dry on units despite no in-combat deaths. There's only so much I could do to get more than that! You're definitely right that the delay on getting Generation 2 running hurts. (I think I did have a youngling ~age 15 at the start of the game, but she and all her relatives suffered from infertility, heart disease, or both, so all of them received lifetime scholarships from the Sagewrights.)My early impression is that (A) the difficulty of establishing bloodlines makes for an XCOM-like early difficulty hump, where you scrape and scrape to get on your feet then feel comparatively safe for the rest of the game, and (B) because of that, you're basically screwed if you spend early research time NOT building 2-3 keeps ASAP. There is plenty of room for me to be wrong here, but it sort of feels like the game should just start with 1 or 2 Keeps built and filled by pre-generated bloodlines, with the first battle yielding an empty keep for the player to appoint a regent to. That would streamline the infrastructure element specifically by skipping over the process of "Better build a bunch of keeps," which is looking less like a strategic choice and more like an absolute necessity. That opens the early game up quite a bit and gives room to design the rest of the game to be much more evil. One other question regarding the early game: has anyone LOST the first battle? Do you not get the keep, or does it just get corrupted immediately?
  9. There is always a region bonus for the OUTER zone of a region. Inner zones never have one. The goal being to encourage players to take the riskier territories for an advantage. As for how they work, are there any in particular that are confusing? The one's I've seen so far have been pretty explicit about whether they apply to ALL heroes/buildings/battles, or LOCAL, which I assume means per-zone rather than per-region. If there are any without those keywords, that'd be good to know.
  10. Reign of King Selke I, Year 20 Third battle - more Seeds and Ruptures. Everyone in my team is in their 40s or 50s. They all live, easily, but it's a sign that I need fresh recruits soon. I'm also surprised to see that a victory actually removed a corruption tick in the place I won. Not sure if that's a bug or if the corruption game has changed dramatically since Stream 26. Afterwards, our first Hunter comes of age, and Keep 3 finishes. Our Alchemists are kinda crap in terms of traits, but I throw a level 4 Puny (lower Str) one in as regent. I'm short on options for partners though, so I give him a Dimwitted (lower Int) Caberjack to get the worst of both worlds. It's a clusterfutz, but I need an alchemy house so there we go. Research-wise, armors feel unnecessary since no one has come close to dying. Weapons need more enemy kills, so that's right out. For items, I'm not concerned about health & healing, but Steady Handers could be good for some of my Hunters and Haste Hooch sounds all kinds of rad. In the end, it still feels like I need another keep or two, but I settle on a Crucible instead to mix things up a bit. Little worried that buildings are crowding out other research options for the early game though. Around year 22, hero deaths start ticking off, and year 24 gets our first regent death. Worse yet, it's that terrible Alchemist, and he didn't have the decency to have children first. In comes a new Hunter, (no Alchemists left) and the same terrible Caberjack steps in as partner. This is starting to feel like my time playing Sim City 2000 ages ago: fun game once you get going, but enjoy being totally unable to get off the ground for your first dozen tries. The hero list gets even tighter when the Crucible finishes, and a level 4/age 62 Caberjack previously targeted for relic farming steps in as Standard. Her Rebel will be annoying, but Tranquil (increased accuracy) is handy. Assuming she doesn't give the opposite of it due to Rebel. Oi. With that done, it's on to Keep 4. I'll need to recruit heroes in order to get an Alchemist family going, but I need somewhere to put them first. I end up cancelling that almost immediately when my replacement regent for Keep 3 dies. This early game. O_o Recruiting heroes becomes a no-brainer, but overall it feels pretty rough to get your feet under you. Having a ton of research options seems pointless this early on given that your development seems to require complete focus on bloodline management. By the time my new heroes show up (2 Caberjacks, 2 Hunters, 1 Alchemist), my standard has died, one of my regents' partners has died, I'm down a scholar or two, and one keep is completely empty. I don't mean to be repetitive, but YIKES. I feel like I've been pretty keep-focused, and falling this far behind on unit management, I'm wondering what more I could've done.
  11. Carving out some space to remark on my playthrough of the Backer Beta so far. I'm aiming for zoomed-out thoughts, here, not LP-like detail of battles. Reign of: King Selke I, Year 0. Guiding Principles: (1) Expect to lose about 4 zones. (Based off of Stream 26: with 3 tactical losses, 4 zones were corrupted in a 350-year win. The timeline is now only 300 years and I hope/expect to not lose 3 battles, so this is a bit of a worst case scenario even assuming the difficulty has ramped up slightly) (2)Losing inners hurts less than losing outers, so identify least useful outer zone bonuses and let that entire region (mangrove, salt stacks, etc.) burn. Aim for securing ~3 outers. (3)Aim for 3-4 keeps ASAP in order to keep access to all three classes. Don't worry too much about genetics until then. (4)Focus on establishing strong bloodline & research engines within first ~50 years. "Make buildings faster" region bonus, you are my number one guy. (5)Use basic classes initially to get a feel for the tactical layer, incorporate hybrids after getting acquainted with skill tress Region bonuses available are: Bonus Kill XP, Caberjack Strength, Alchemist Intelligence, Local Crucible XP, and Local Fertility. All 5 units survive the first battle, and I settle on a Hunter/Hunter pairing. The regent was already level 2 and had Longevity, ensuring a good spread of traits, and the partner, while Asthmatic, sported Tranquil (increased accuracy), which looks like a big win for the class. Afterward, I hustle to build a keep on the Bonus Kill XP space, filling it with a Caberjack/Hunter bloodline. The bonus looks valuable for getting my bloodlines and relics rolling, and the pairing is mostly based on wanting my personal line to get going. The partner has good traits but a terrible personality for a Caberjack, so that's interesting. With 2 keeps secured, I settle on a Sagewright's Guild next, grabbing the Caberjack Strength boost with it. One of my starting families supplied 4 units with some combination of infertility and heart disease, so they make easy inductees. The dumping ground lives. The second battle goes pretty smoothly, with no losses and some of the units attempting to build up relics for their nieces and nephews. Ruptures are an interesting challenge - I'm not too concerned about their damage, but whenever they kill themselves, that's XP that I'm not getting. Given how difficult it is to get a Caberjack or Alchemist in range to kill them -- to say nothing of the risk in doing so -- Hunters feel like the de facto god unit for dealing with them. Or anyone else, really. My first unit death comes at age 46. She had Heart Disease, but I'm still a little surprised to see that so early. Definitely going to avoid that trait, and I'm hoping that my third keep comes quickly enough to keep my unit economy from collapsing.
  12. I feel a little silly asking, but what kind of file size are we looking at for the backer beta? Trying to calibrate expectations to avoid the "ALRIGHT BETA'S OUT! Whoa wait, gotta download all 60 GB of it first." factor.
  13. Selke

    NICKNAMES!

    Grumpstain Hot Shot Big Shot Long Shot Ironfist Ironheart Glory Whiskers Reaper The Captain Peepers Undertow Archon Snapper Mumbles Ghost Spectre Gorilla Minotaur And then I took a look at the list of GI Joe characters on Wikipedia and it was wonderful. Grunt Chuckles Stalker Junkyard Dusty Leatherneck Jinx Lightfoot Wildcard Bullhorn Rampart Rampage Gristle Skull Buster It's less fun when you take out the last names, but MST3k names for the hero of Space Mutiny is another good source: Brick Blast Bolt Buck Butch Chunk Crunch Rockbone Flint Hunk Slab Bulkhead Slam Smash Stump Trunk
  14. US Thanksgiving, or the CORRECT Thanksgiving in October? From now on, I will give thanks every day that we don't celebrate Thanksgiving in October. Like savages.
  15. I'm hoping for Thanksgiving-ish. Certainly before EOY, if only for the sales bump.
  16. Hrm. I'm really against the idea of "asthma UP, buff asthma." The mechanics of that specific trait may well need adjustments (or the trait may ultimately need to removed entirely), but negative traits should be negative, period. I'm all for being progressive and trying everything to not to tell particular players that they should feel bad about what awful people they are, but trying to spin conditions along those lines as having positives is at best a transparently artificial way to address the issue. And if you want to do that for asthmatics, where do you draw the line? Bad vision sucks, but what positive are you going to weave out of near/far sightedness? Likewise for infertility, or predisposition to heart disease/alcoholism/cancer/whatever? Be honest and embrace the badness. It sucks, stop trying to invent a bright side to look on. Now, understanding that "I'm right, you're wrong, suck it nerds" is not a tremendously helpful contribution, there is some room to meet partway on this. The easy one is to not use real disease names. Sure asthma sucks, but Zephyr's Breath is a made up condition that can do whatever we want. It hurts readability a bit, but it sidesteps some of the real-world concerns. Does feel like a bit of a cop-out to me though. The other possibility, and the one that feels a lot more natural to me, would be to just have research options that address the specific shortcomings of your negative traits. Have a bunch of Sickly kids? Research Mega-Cattle to give your troops the high-protein diets they need to put hair on their chests. Asthma runs in the family of one of your houses? Research Inhalers to mitigate the impact. Everyone's nearsighted? Research Spectacles and rock out. This would give you some resilience to deal with non-optimal genes, which might also give space on the design-side to increase the frequency of negative traits. Eugenics isn't as big an issue if everybody has something wrong with them. But it'd also mean distinct time savings for houses that you're able to breed out negative traits for.
  17. I keep looking at it from this perspective: Why Real World Eugenics Sucks, (not comprehensive and in no particular order) and how Massive Chalice compares 1. It's really hard! Genetics is (are?) complicated! There isn't one "strong" gene that you need to inherit or one "good hand-eye coordination" gene. You're looking at complicated combinations that are basically impossible to track and manage even today, and you're getting a gigantic list of traits (aka an entire genome) along with it. In Massive Chalice, you have a short list of known traits that follow a pretty simple inheritance model. Recessive genes are still hard to track, but the entire system is modeled on the idea that selective breeding of good traits is feasible and practical. Thus, by this criteria, Massive Chalice is all about that (them?) eugenics. 2. It's traditionally been race-based Welcome to one part of how the Real World's addresses #1. Why deal with complicated genetics you don't understand when you can just tell people that folks with blond hair are strong and smart and beautiful and funny and good lovers I guess maybe? But even beyond that... Racism: It Sucks, Dude. In Massive Chalice, (and arguably in real life too) race is not a thing. In this respect, Massive Chalice is less creepy and gross than real world eugenics. A minor victory, but a victory nonetheless. 3. It restricts the rights of "undesirables" This is where a lot of the asthma-related stuff falls. I don't think anyone is waving around a "buff asthma" sign in hopes that the trait has some kind of upside. It sucks that asthma exists. And likewise, Huntington's disease, colorblindness, predisposition to cancer/alcoholism/whatever also suck, and I don't think people would be upset if we woke up tomorrow and they were all gone. But getting there is a really sketchy means that involves not letting people get married and/or have kids, or segregating them so that all the cool people can hang out without them. Not cool! In Massive Chalice, nobody has kids outside of marriage, and nobody gets married unless we tell them to. Meaning these suckers are never getting laid. The Scholar's guild is the dedicated "kid's table" for some of them, though there's also potential room at the Academy if they have good personality traits. There's some creep factor, but it's not all bad. 4. It restricts the rights of "desirables," too! Less talked about, but still important! Arranged marriages are still a thing, but I think I'm allowed to find it a little weird that a person's feelings & desires can be overruled by an outside party. In Massive Chalice, heroes are largely puppets for the player, expressing fairly little in terms of individual desire and even less in terms of love and affection for other heroes. This represents the absence of something that would normally stand in the way of eugenics, and therefore is kinda pro eugenics by admission. **** All in all, it doesn't really look like we're condemning the practice. And I'm not about to say everything we do in games should be savory real-world activities. I played like 6 hours of Payday 2 yesterday alone. But most of the time there's either a veneer of heroism ("Sure you killed a thousand dudes, but they were bad guys") or a general awareness by the player that what you're doing would not fly in real life. (See also: Payday 2) And right now, it doesn't really feel like we have either. Yeah, it's a terrible unethical practice, but it's not one that people think about a lot or one that inherently involves an obvious show of violence like, say, robbing a bank and gunning down dozens of police officers. Right now, in Massive Chalice, eugenics is a desirable strategy that's endorsed by the game and unopposed by... basically anything. So in terms of how to deal with that, the most direct go-to's I see are: - Treat the player like a power-crazed madman ruling the land with an iron fist. You are a necessary evil, here to be tolerated but never to be loved, and as soon as people have a handle on this whole Cadence situation, you will be banished back into the chalice and no one will talk to you or send you Christmas cards ever again. - Do more with the "compatibility" stat to show actual affinity between heroes rather than just fertility. Show that they have some desire that you're trying to overrule if you go whole-hog gaming the trait system. (Though you could add in some incentives here by having affinity influence how many kids the family churns out) - Do some behind-the-scenes coupling of heroes who are not regents. Again, portray your heroes as people rather than puppets of the state. (This could also put you in some interesting situations, where you might want to retire a 40-year old hero to a keep, but he's already claimed a bride that you can't separate him from. Do you install him as regent anyway, or do you put in some easily-manipulated 20-something?) My two cents, at least.
  18. Yeah, this has come up before so I'm surprised to see it still be an issue in the teamstream. We have 3 separate "phases" for character models, plus children (who don't have models) -- there's no reason to use a single, wide-spectrum bunch of rolls of the RNG to determine initial hero age. We should be using those "buckets" and rolling multiple distributions, where you have A children (aged 0-15), B adolescents (15-25 or whatever?) C adults, and D geezers.
  19. That's exactly how it's set up to work.
  20. The design is solid, but yeah the salmon seems like a really odd choice to include in a constrained color palette.
  21. Dang, that's a real shame. I intend to stick with the "Thematically Appropriate" bloodlines to avoid stuff like House Epic Bacon with the battle cry IMMA FIRIN' MY LAZOR, but I really like what you've done there. Yeah, "life is but a game" is a little cutely meta. But the visuals are clean, the language isn't obviously silly, and I like that it gives the house itself a little bit of a "devil may care" culture.
  22. I agree that "Older = better" is a weird, unintuitive element... but I imagine that the team does as well, so I have to imagine fertility drops off after a certain point to counteract that. The end result is that each generation slowly leapfrogs the last, resulting in a "2 steps forward, 1 step back" as your ultra-elite units die off and your just-good units give rise to children with a higher starting strength. In that respect, it's not really that different from Fire Emblem's Jeigan/Oifey archetype, where the game gives you powerful unit now that you'll handicap your team by relying on. But whereas in FE, that's wasteful because the unit's at a much higher level than your enemies (and thus gets very little XP for killing them) in MC it's wasteful because the unit is past his prime and will no longer be able to bear (many) children. It's different, but I don't think it's a fundamental problem with the game. It's just something that needs to be presented well to the player.
  23. That's a neat little drawback -- that cadence-derived armors wouldn't help you against the corresponding cadence type. And I'm laughing a little bit at the idea of "I was going to not see you, but then I forgot that you were invisible and shot you in the face." The one caveat I have is that this can feel a little bad if you don't know what you're getting into before battle. Imagine a situation where you field 3 hunters in your team, deck them out in stealth armor, then find that 80% of the enemies on the map are Forget-Me-Nows. To a certain extent I understand smacking the player for basing his whole team around a single gimmick, but it'd feel a little better if there were a way to get some basic information about the map before you drop in.
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