Nightingale

Nightingale

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Concerning Starting Equipment Difficulty
FIRSTLY - i know this is early access and understand more content SHOULD be coming soon, but who understands/ agrees with me that the starting equipment difficulty is the same for all?

**This concerns *easy Equipment start* ONLY**

Statesperson (richest background)
Starts with a 25 added weight limit and increased health and stamina regen bag

Hermit (lives alone, no one to leave him/her anything at all)
Starts with a 25 added weight limit and increased health and stamina regen bag

Vagrant (poorest background in the game?)
Starts with a 25 added weight limit and increased health and stamina regen bag

Does anyone else see the issue here?

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SUGGESTION (example)
Statesperson on *easy equipment* - Should start with 100 weight bag and maybe one or two tools and maybe a gun or weapon, maybe some *Grade A USD MEAT* (or whatever its caleld)

Hermit - should start with a lower class bag (due to being poorer) or even a bigger bag (due to knowing how to live off the land etc)... maybe a few plants and uncooked/cooked prey meat of low quality... enough resources to build a basic camp (tent, bed roll and fire)

Vagrant - should start with the + 25 weight bag and maybe a few bits of *junk* they may have perloined from someone elses pockets (to be broken down into essence as its useless) and a makshift knife

Ner-do-well - should start with no bag, maybe a rickety weapon (slingbow or gun) that can jam randomly and nothing else

(feel i may have got vagrant and ner-do-well mixed up, but as i say... example only)

What does everyone else think to this?
Last edited by Good Old Gamer; Mar 1, 2024 @ 9:32am
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Showing 1-9 of 9 comments
dr46onfusion Mar 1, 2024 @ 10:36am 
Maybe it should be class based on a starting style of archetype and not difficulty? It all comes down to crafting stuff anyways.

Rather than every choice getting different clothing of which you end up swapping later down the line, why not have all of them spawn the exact same and that is very minimal basic clothing, no backpack, but starts with one class item unique to each playthrough?

One could have a unique survival knife, it has a very high critical rating for it's type, but it suffers from very low base damage...

One could have a unique single shot pistol, comes with limited rounds of 32 ammo, it will easily get overtaken later on with better pistols, but you don't learn how to make ammo till much later.

One can have a unique ornate looking walking cane, but it functions like a maul, and does less damage, and even less durability.

One has a unique and durable 'sturdy hammer', it does little damage and it's main function is to repair, with a very high durability rating.

One comes with a unique backpack, which has very low carry capacity because it's a alchemy kit as well. It will randomly bolster consumables you use with an additional effect.

One comes with a "deck" of minor cards.

And finally, one that starts with nothing, but has a few crafting "simple" recipes unlocked already.
Last edited by dr46onfusion; Mar 1, 2024 @ 10:51am
Smketreez Mar 1, 2024 @ 10:50am 
The thing is starting with any items makes parts of the tutorial useless. Also no class should start with a gun. That would just make the start of the game vastly too easy.
dr46onfusion Mar 1, 2024 @ 10:52am 
Originally posted by Smketreez:
The thing is starting with any items makes parts of the tutorial useless. Also no class should start with a gun. That would just make the start of the game vastly too easy.
Except it doesn't since the tutorial is simply a tutorial, the item just helps out or gives a gimmick that is only used temporarily.
Smketreez Mar 1, 2024 @ 10:54am 
Originally posted by Kai:
Originally posted by Smketreez:
The thing is starting with any items makes parts of the tutorial useless. Also no class should start with a gun. That would just make the start of the game vastly too easy.
Except it doesn't since the tutorial is simply a tutorial, the item just helps out or gives a gimmick that is only used temporarily.
One of the first parts of the tutorial is to craft your tools, if you just start with those tools, then that part of the tutorial is useless as players would be like "why am I crafting the thing I already have?".
dr46onfusion Mar 1, 2024 @ 11:01am 
Originally posted by Smketreez:
Originally posted by Kai:
Except it doesn't since the tutorial is simply a tutorial, the item just helps out or gives a gimmick that is only used temporarily.
One of the first parts of the tutorial is to craft your tools, if you just start with those tools, then that part of the tutorial is useless as players would be like "why am I crafting the thing I already have?".
Because it's not part of the tools to progress the quest?

You probably don't know how game devs can simply remove a tag for a weapon so that they can't use it for it's original purpose right?

Like giving player a unique starting axe, but remove woodcutting from it.

Also, other than the pickaxe and the axe, the game doesn't really care if you use a hunting knife, it's just that it checks if you made everything.

That and the game itself isn't difficult at all, if anything difficulty in this game is a joke.
Last edited by dr46onfusion; Mar 1, 2024 @ 11:03am
Rogue Mar 1, 2024 @ 11:02am 
The freaky weird character creation screen. From "placeholders" to ancestry, so many useless things.
wildbill Mar 1, 2024 @ 11:07am 
I think you are saying which type character you start with is visual only, has no affect on any stats.

Yes, that is what I assumed, changing it would not be obvious and would essentially remove all the choices, as everyone would just pick the one with the best stats.

So no, don't change how it currently works. At the beginning, all the character creation settings should simply be visual and have no real affect on game play. That is how most games work, but if they don't, they have the options well balanced. What you seem to be proposing is that they not be balanced.
Last edited by wildbill; Mar 1, 2024 @ 11:10am
Good Old Gamer Mar 1, 2024 @ 11:42am 
Originally posted by Smketreez:
Originally posted by Kai:
Except it doesn't since the tutorial is simply a tutorial, the item just helps out or gives a gimmick that is only used temporarily.
One of the first parts of the tutorial is to craft your tools, if you just start with those tools, then that part of the tutorial is useless as players would be like "why am I crafting the thing I already have?".


i do see both points equally myself

Kai is right (as i implied in the op) considering it is *easy equipment start* concerning each *class* (at least that is how the game *seems* to imply it currently)

And i also agree with you, we make the tools (makeshift) in the tutorial

However, we can around this by, as was mentioned, a *Specific class* starts wiht a *specific* tool... (not all of them would start with the same tool, or any tool at all) and that tool would be only to give a better start, and not even be a recipe, because it was a starting item (just like the Shody Backpack* isn't a recipe)
Good Old Gamer Mar 1, 2024 @ 11:44am 
Originally posted by wildbill:
I think you are saying which type character you start with is visual only, has no affect on any stats.

Yes, that is what I assumed, changing it would not be obvious and would essentially remove all the choices, as everyone would just pick the one with the best stats.

So no, don't change how it currently works. At the beginning, all the character creation settings should simply be visual and have no real affect on game play. That is how most games work, but if they don't, they have the options well balanced. What you seem to be proposing is that they not be balanced.


then remove the *Equipment difficulty* altogether (i actually agree with this!)
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Date Posted: Mar 1, 2024 @ 9:31am
Posts: 9