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Ilmoita käännösongelmasta
I've been playing a few days now and have gotten to level 10.
I do feel the same sense in regards to leveling, however I don't have enough time under my belt (depth of game) to offer any concise feedback relative to "what to do". This post does a good job of outlining my sentiments (OP) thus far.
If it's of any consolation, I agree (for the most part) with the OP.
Some tweeking (as mentioned) would go a long way in early stages (leveling).
I think it would be far more inviting to new players, as well.
o7
Psiotic
I remember when games had no save/load, you'd start with 3 lives and got more in easier levels but that was it. Enemies appeared exactly at the same spot every time and unless you did a hundred runs to learn patterns, you'd have to buy playthrough solutions from magazines ;)
But, this era is long gone now and today we are lucky to have devs read how we feel about their work and what can be improved here and there. Just like Johnny, this is the first Early Access game I'm "actively" participating in.
Also now, what we can do is talk about bugs and feeeelings. Bugs can be ironed out and the overall direction of a game can be slightly steered in one direction or another,
As I usually start first playthroughs in "normal" mode to give me the opportunity to play on a harder setting the second time around... "scaling" feels a bit off to me. I have no idea when this actually became a different "feel" because I had not played ES2 for almost... a year. But, it seems that the overall balancing of the game has changed (and not for the better until you overcome level 15). That's just my honest opinion ;)
And the fact is, I'm not asking for anything crazy or wild.
I'm not asking or suggesting anything out of line with games that came out 20-30 years ago, I remember, I was there.
I'm interested in the potential that everspace 2 has based on what it is already, to me it's a game that handles like a descent successor, with fleshed out RPG elements in a world as vast as freelancer, with a handcrafted feeling, when it comes to these things it's incredible.
I just don't think the RPG elements are as satisfying as the rest of the game, and I think if it launches in this state, people are going to think, what the F is wrong here, and they would be justified in doing so, I think it will lead to a game with a mediocre reception, taken against an astounded one.
They've already done something I considered impossible which is implement a reasonably satisfying 6 degrees of freedom control scheme, on the freespace, and standard descent scale, on a controller.
I just think the game needs some ♥♥♥♥♥♥♥ fun points.
I think fun points should give you an extra turret, which the stupid ♥♥♥♥♥♥♥ gunship would double.
I think fun points should mega level a warfare or standard device, giving you an explicit and fun primary button to push that isn't fire or ULT.
I think fun points should add something interesting to any ♥♥♥♥♥♥♥ thing you can highlight on that character sheet, because that's how a 6-dof RPG yahoo sim from the 90s would have done it.
I think the fun points should do fun stuff I haven't even thought of, because right now, the levelups don't do anything, the things I actually have to think to obtain, give me what the levelups should, and the only meaningful progression is finding a gamebreaking ship in a hangar at random and leveling up gear.
Now be quiet old man, or suggest what the fun points should do, because the fun points are coming, or nobody is gonna play the game.
This idea would handle Player level as a rule for the level of gear he/she/they can slap on the ship.
Level scaling would then look for an average on gear level that the player carries.
If the Player leveled up, but didn't change gear, the enemies would keep the level difficulty as it was.
Each system would cap this to a minimum/maximum level.
And missions, quests and jobs would have preset difficulty levels. They would only moderately adapt to the player. (mission level*2+player gear level)/3
For example what if they just ditched the existing mainframe expansion system which I think most agree has some issues as it currently exists anyway and simply give people 5 points to spend every time they level up in one of the 6 existing ship attributes, Firepower, Precision, Structure, Utility, Resistance and Expertise. Now those attributes wouldn't work exactly as they do now, they would have to be adjusted to the new system of points awarded but the idea of getting stronger with every level up would be accomplished which has actually been the main complaint.
The question then would be what to do with the existing mainframe expansions as I'm pretty sure that Rockfish is not going to want to just throw all that out the window, but perhaps that could be reworked into providing bonuses that would have nothing to do with a ship's power, for example increasing the tractor beam range or increasing the size of your ships cargo hold or something along those lines. That also would address the issue that some people have with doing the "puzzles" as the rewards for doing said "puzzles" would no longer be tied into ship power in any way thereby making them more optional.
None of this is going to happen of course this late in the development cycle, but if that were to happen, wouldn't that address the issue in a more direct manner? This would be much closer to how the typical RPG does it as well. If what people want is an RPG, give them an RPG, that's really what they are asking for. That would seem to make the most sense to me if they were going to change things.
That's just my opinion, I could be wrong.
I do not need or care for your benefit. You are in almost every single thread about the game, behaving the same way, and more than one person has noticed. You and the way you act make the community for the game actively worse and less pleasant to interact with.
You, personally and your behavior on this forum represent a financial risk to the product and you are actually tangibly making the game worse than it would be if you did not exist.
I like this. Much more RPG than it is now.
Maybe the aeternea overrides could be slapped into the ship as devices are, and offer some special bonuses.
A mk1 ship would have 1 slot available, and mk3 would have 3 (mk3+ the same - 3 slots)
Allowing for the use of up to 3 aeternea overrides. And since each override would be unique in its bonus, that would be another lure for making players look for them.
Ex of overrides:
- +10% speed
- +XX maneauvering
- +15% boost speed
- +2 cargo slots
- +1 to all primary weapon levels
- +1 to all secondary weapon levels
- secondary weapons slowly refill
- +25% faster recharge on primary weapon energy
- 2x collision damage
- armor slowly regenerates
- hull slowly regenerates
- shield gives off a static discharge when depleted.
- +25% energy pool for engines
- lateral/vertical thrusters 2x power
- ship teleports backwards when shield is depleted
- armor explodes for corrosion damage when depleted
- secondaries fire double ammo
- +20% sensor range
- +25% dismantling resources
- 25% shield damage increases weapon energy pool
etc...
I THOUGHT Mainframe comps were useless UNTIL some of my gear came with extra percentage perks... THEN BAM ! Holy Space Guacamole, Batman ! Those multipliers did some powerful math wizardry ;)
I was pleasantly surprised by the synergy of it all... though it took me a looooooong time to see some results :)
Adam's perks could use some diversification and/or more fun as OP mentioned. (I don't get all OP's "fun factors" thought)
Advertised as an RPG... RPG it is !
Have a great Thursday !