Soulmask

Soulmask

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Wondering what others opinions are on about different aspects of the game?
There are different parts i like and dislike in this.

I like the world designs for the jungle map and the Egypt map, The mask system is cool, the armor sets are good design wise, The building system is good. Thrall system is good, The different stat distribution is great.

The dislikes is for the HUD bloat that takes up most of the screen even with hide buttons pressed, The stiffness and length of the animations, The small text over thrall heads, The little gray bar over chests when interacting with them, The lack of sounds when interacting with thralls and other things.

I enjoy the game and was wondering what others thoughts are on the game so far.
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Showing 1-11 of 11 comments
My main dislike is that you spend all the time customizing your character, only to realize that it's useless. Max proficiencies of 60 is less than half as good as the other tribesmen. It also comes to head in the DLC map. Your main body gets all the bells and whistles, like flying and gliding. But the body is bootycheeks. If you possess another body you lose the flight and gliding, it's just annoying. It feels like you should be able to copy skill caps onto your main body when you inherit knowledge from another body.
Originally posted by MapleDaddy:
My main dislike is that you spend all the time customizing your character, only to realize that it's useless. Max proficiencies of 60 is less than half as good as the other tribesmen. It also comes to head in the DLC map. Your main body gets all the bells and whistles, like flying and gliding. But the body is bootycheeks. If you possess another body you lose the flight and gliding, it's just annoying. It feels like you should be able to copy skill caps onto your main body when you inherit knowledge from another body.

Pretty sure that the flying is from the first mask you get, not from your initial body. It is the mask that has the powers. You control a different body, you still have all the same powers for the mask. Also the same awareness. It is the proficiencies that go with each body. And of course the armor and weapons. Now there is an initial grace period of a few hours where the first mask you get doesn't use energy. But after that, it uses energy no matter which body you put the mask on.
Originally posted by MapleDaddy:
My main dislike is that you spend all the time customizing your character, only to realize that it's useless. Max proficiencies of 60 is less than half as good as the other tribesmen. It also comes to head in the DLC map. Your main body gets all the bells and whistles, like flying and gliding. But the body is bootycheeks. If you possess another body you lose the flight and gliding, it's just annoying. It feels like you should be able to copy skill caps onto your main body when you inherit knowledge from another body.

im not sure if there is a mirror or something where you take control of a thrall and then you can use the mirror to change there looks i feel like that or a table where yo can put a thrall in it and it lets you swap stats with it or have it where you could have the thrall "train you" or something and it raises your base skill cap to match the stat they have in that task or something.
Originally posted by MapleDaddy:
My main dislike is that you spend all the time customizing your character, only to realize that it's useless. Max proficiencies of 60 is less than half as good as the other tribesmen. It also comes to head in the DLC map. Your main body gets all the bells and whistles, like flying and gliding. But the body is bootycheeks. If you possess another body you lose the flight and gliding, it's just annoying. It feels like you should be able to copy skill caps onto your main body when you inherit knowledge from another body.

i think u can max out ur char to 100 if i did understand the new mechanics
Originally posted by MapleDaddy:
My main dislike is that you spend all the time customizing your character, only to realize that it's useless. Max proficiencies of 60 is less than half as good as the other tribesmen. It also comes to head in the DLC map. Your main body gets all the bells and whistles, like flying and gliding. But the body is bootycheeks. If you possess another body you lose the flight and gliding, it's just annoying. It feels like you should be able to copy skill caps onto your main body when you inherit knowledge from another body.

If this is your biggest dislike you're in great shape.
Originally posted by Druncle12:
There are different parts i like and dislike in this.

I like the world designs for the jungle map and the Egypt map, The mask system is cool, the armor sets are good design wise, The building system is good. Thrall system is good, The different stat distribution is great.

The dislikes is for the HUD bloat that takes up most of the screen even with hide buttons pressed, The stiffness and length of the animations, The small text over thrall heads, The little gray bar over chests when interacting with them, The lack of sounds when interacting with thralls and other things.

I enjoy the game and was wondering what others thoughts are on the game so far.
That's pretty similar to my thoughts. I get the feeling the devs have a lot of great ideas, but they never think them through or finish them before moving on to the next idea.

The combat system is an awesome idea, but the implementation is half-baked. Stun on parry for the player is vastly different from stun on parry on enemies. and the dynamic scaling is so badly designed it's criminal. Damage and Hp also scale in a really unintuitive way: flint tribe fortress enemies can run around with beast bone and do 3x the damage of the player (in iron) when same level. Plunderer expeditions (those red marks on the map) do silly damage, and it is unclear when the player is supposed to face them.
Elites are absolutely ridiculous on damage,,

The settings system is great, but the implementation is ballsack. If official servers run at 3x multipliers for awareness XP, then that setting should be recomputed to be 1x. Everything that is intended as the default game setting should be 1x to give the players an idea of what is standard, what is intended as the gameplay experience.

The mask system is really cool, but it feels incredibly underutilized in the early game and doesn't mesh with the single guy remodel. Why not add skills and things that can be used earlier in the game?

Ropeway is awesome, but it sucks donkeyballs in the rainforest and relocating ropeway support + ropeway pole is a pain in the ass when those things take damage if not connected. Power mines are a great idea, but they generate very little ore, and the miners are weird as hell in that they stop needing things when more than 60m away from the player. They also break the other systems in that better pickaxes do not lead to more ore, and they do not generate skill XP in mining, nor do they benefit from mining skill. You can put any useless employee on power mining and they will be just as good as the top tier miners.

Animals cannot carry an unconscious body unless there is room for the player. Why not let me tame 3 alpacas that carry three unconscious bodies while I run along ahead? Seems like a basic idea for the thrall system implementation.

Why can't the players body use the training grounds while the mask is on someone else? Isn't that a core aspect of the mask system?

Why are the thralls so dumb? They will cluster around AoE attacks, get stuck in random rooms and get stuck by doors unless they are double size.

Pacing is uneven and unclear. Getting to bronze is fun and there's a step by step power gain. Iron is far away and takes a while. After that it gets really slow and awareness XP slows down to a crawl. The XP gain curve is pretty bad and needs to be adjusted from game session to game session.

Bugs. Bugs everywhere. I can attach a triangle floor block to the top of a stair and build from there. I cannot attach a triangle flooring to the bottom of a stair. If I attack an enemy next to a wall, the attack will only damage the wall and not the enemy half of the time. If I attack a bird near its egg, the auto target will instead charge the egg and destroy it. If I reload a game, all deployments are cancelled and all animals are unbound. Especially fun when exploring the poison dungeons, since the animals will have to wait outside until they can be summoned into a safe area.

Building is clumsy and auto-attach seems to favor the least logical direction when possible. The dye ball colors are pretty bad.

The game overall is a fantastic idea, but with so many points of irritation around it can be infuriating.
I want to add that i don't care for the looting from death packages for defeated enemies instead of the enemies themselves. i know its little thing but it feels weird to me for some reason.
Originally posted by Dessembrae:
Originally posted by Druncle12:
There are different parts i like and dislike in this.

I like the world designs for the jungle map and the Egypt map, The mask system is cool, the armor sets are good design wise, The building system is good. Thrall system is good, The different stat distribution is great.

The dislikes is for the HUD bloat that takes up most of the screen even with hide buttons pressed, The stiffness and length of the animations, The small text over thrall heads, The little gray bar over chests when interacting with them, The lack of sounds when interacting with thralls and other things.

I enjoy the game and was wondering what others thoughts are on the game so far.
That's pretty similar to my thoughts. I get the feeling the devs have a lot of great ideas, but they never think them through or finish them before moving on to the next idea.

The combat system is an awesome idea, but the implementation is half-baked. Stun on parry for the player is vastly different from stun on parry on enemies. and the dynamic scaling is so badly designed it's criminal. Damage and Hp also scale in a really unintuitive way: flint tribe fortress enemies can run around with beast bone and do 3x the damage of the player (in iron) when same level. Plunderer expeditions (those red marks on the map) do silly damage, and it is unclear when the player is supposed to face them.
Elites are absolutely ridiculous on damage,,

The settings system is great, but the implementation is ballsack. If official servers run at 3x multipliers for awareness XP, then that setting should be recomputed to be 1x. Everything that is intended as the default game setting should be 1x to give the players an idea of what is standard, what is intended as the gameplay experience.

The mask system is really cool, but it feels incredibly underutilized in the early game and doesn't mesh with the single guy remodel. Why not add skills and things that can be used earlier in the game?

Ropeway is awesome, but it sucks donkeyballs in the rainforest and relocating ropeway support + ropeway pole is a pain in the ass when those things take damage if not connected. Power mines are a great idea, but they generate very little ore, and the miners are weird as hell in that they stop needing things when more than 60m away from the player. They also break the other systems in that better pickaxes do not lead to more ore, and they do not generate skill XP in mining, nor do they benefit from mining skill. You can put any useless employee on power mining and they will be just as good as the top tier miners.

Animals cannot carry an unconscious body unless there is room for the player. Why not let me tame 3 alpacas that carry three unconscious bodies while I run along ahead? Seems like a basic idea for the thrall system implementation.

Why can't the players body use the training grounds while the mask is on someone else? Isn't that a core aspect of the mask system?

Why are the thralls so dumb? They will cluster around AoE attacks, get stuck in random rooms and get stuck by doors unless they are double size.

Pacing is uneven and unclear. Getting to bronze is fun and there's a step by step power gain. Iron is far away and takes a while. After that it gets really slow and awareness XP slows down to a crawl. The XP gain curve is pretty bad and needs to be adjusted from game session to game session.

Bugs. Bugs everywhere. I can attach a triangle floor block to the top of a stair and build from there. I cannot attach a triangle flooring to the bottom of a stair. If I attack an enemy next to a wall, the attack will only damage the wall and not the enemy half of the time. If I attack a bird near its egg, the auto target will instead charge the egg and destroy it. If I reload a game, all deployments are cancelled and all animals are unbound. Especially fun when exploring the poison dungeons, since the animals will have to wait outside until they can be summoned into a safe area.

Building is clumsy and auto-attach seems to favor the least logical direction when possible. The dye ball colors are pretty bad.

The game overall is a fantastic idea, but with so many points of irritation around it can be infuriating.


Yup that's all things I don't like as well. Add to that the limited building pieces that constrain ship and base builds to pretty boxes and octagons, ships being neat but impractical as bases in the sky since they defeat a good majority of the games core systems (invasions, tribe dances, power mining, animal breeding, mounts, hunting posts, ETC.) the new tutorial ai thing zipping through text faster than you can read it, having to be right on a tribesmans nuts to deter them instead of pressing the interact button from a normal distance and animate the player to rush in a grab them, weapons being woefully imbalanced with the same ones still being meta 1.5 years later and the new whip sucking, and probably more I can't think of off the top of my head lol.
i feel its mostly suffering from idea/system bloat, They need to dial back and refine a few systems instead of trying to be a jack of all trades within the game for systems and mechanics.
I also dislike the quietness of the tribe. My canon story is these thralls are just hollowed vessels. Their souls are long gone and they are just empty husk moving and controlled by the mask. That's why you can task them with anything, they don't have free will.. :steamsad:
I like that I have a whole group of dudes even when playing offline.
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Date Posted: Apr 18 @ 1:32pm
Posts: 11