Regalia: Of Men and Monarchs

Regalia: Of Men and Monarchs

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Cutlass Jack May 18, 2017 @ 7:19am
Character Creation?
Do you have any customization on the main hero? Even a rename? or is that Kay person it?

No wrong answer really. And I'm assuming the answer is 'no' unless I see otherwise. I'm just trying to manage my expectations before making a purchase decision. I love tactical RPGs but half the fun for me is customization of my units. Its the difference between my impulsively buying it now or waiting for reviews and/or sales before deciding.

Either way it looks like a fun game.
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Showing 1-15 of 25 comments
BloodyPork May 18, 2017 @ 7:26am 
You can customize perks and stuff but no "create own character" like naming the MC or choosing which face you want to have.

it's a fun game though. Battles are quite challenging if you play at "regular" difficulty. Still, the bonus objective is seriously a bummer and a pain in the a**. Like sometimes finishing a map less than X turn is very rng reliant. It is very frustrating for OCD completionist, definitely worse than SRW battle rank (where you can save scum) or Summon Night/Hellenica bonus objectives (can repeat map, don't have to do all objectives in one go).

Also can't save midbattle, very frustrating because there is no way to disable keyboard control, and it is very easy to accidentally hit the wrong key.
Last edited by BloodyPork; May 18, 2017 @ 7:27am
Cutlass Jack May 18, 2017 @ 7:29am 
Originally posted by BloodyPork:
You can customize perks and stuff but no "create own character" like naming the MC or choosing which face you want to have.

it's a fun game though. Battles are quite challenging if you play at "regular" difficulty. Still, the bonus objective is seriously a bummer and a pain in the a**. Like sometimes finishing a map less than X turn is very rng reliant. It is very frustrating for OCD completionist, definitely worse than SRW battle rank (where you can save scum) or Summon Night/Hellenica bonus objectives (can repeat map, don't have to do all objectives in one go).

Also can't save midbattle, very frustrating because there is no way to disable keyboard control, and it is very easy to accidentally hit the wrong key.

Thank you for the fast and detailed reply. Exactly what I needed to know and more.
Last edited by Cutlass Jack; May 18, 2017 @ 7:30am
barjed  [developer] May 18, 2017 @ 7:34am 
I'll just quickly add that while you cannot save during battles (to prevent save scumming), there is an option to retreat from battles which lets your reorganize your party and try again, without any negative effects ;)

Character customization is a bit different when compared to classic sRPGs. You unlock perks which can then be slotted into your party members. These range from stat boosts, resists to skill modifiers which change how a skill behaves during battles.
Antiga May 19, 2017 @ 8:03am 
Originally posted by barjed:
I'll just quickly add that while you cannot save during battles (to prevent save scumming), there is an option to retreat from battles which lets your reorganize your party and try again, without any negative effects ;)

Character customization is a bit different when compared to classic sRPGs. You unlock perks which can then be slotted into your party members. These range from stat boosts, resists to skill modifiers which change how a skill behaves during battles.

"to prevent save scumming"
Possibly the worst solution for a non-existant problem. If people wish to save scum in a single player experience, who are you to make it impossible for them? Why would you ever want to limit your players in any way?
You've actually gone out of your way to prevent save scumming. And while I can understand developers have a certain vision for their games, there's no sound reasoning I can think of to spend extra time, thoughts, effort and resources into limiting the players options without adding anything of value.
The save system in comparison to other games is a pure limitation, nothing more, nothing less. In fact, many other games have meaningful solutions to this "problem", such as an ironman mode.

The inability to save right inside of combat isn't even what i'm referring to. You've made dungeons a truly masochistic experience. A single chance to save (in the early dungeons) while you might be fighting over half a dozen battles. Battles that can easily take over half an hour depending on how you play.
So if you decide to save early, you're stuck in that dungeon afterwards, unable to quit for any reason, (ragequit, real life stuff, bored/feel like something else, etc..) lest you lose all your progress. That, or lose invaluable days counting down to an actual game over screen.
If you're a completionist, (Many RPG players are completionists of some sort) whether for the challenges, or to min-max your loot and such, you've effectively been shunned by this save mechanic.
If you don't have the chance to play the game for extended amounts of time, i'm also afraid you'll simply be unable to play, unless you plan on leaving the game running while you live your life.

You know what the worst of it all is.. You haven't actually prevented anything. People can still save scum if they want. It's just that more of a hassle and risk after several battles. Up to such a point that it sucks the fun out of the game for people who happen to enjoy save scumming. And what you may call "save scumming", many others may consider "saving time". That's how I usually apply my saving behavior, as I don't see the purpose of replaying 4 battles, simply because I lost on the 5th. Already done it. Proven I can do it. Why do it again? I like to save between anything that may take a long time to complete. I think most people do. This is why i'm stuggling so hard with understanding why you've designed the save system in the way that you did, and why i'm making such a lengthy statement about it.

Would anyone from the development team care to explain to me the purpose of alienating people with a certain playstyle? In this case, save scummers. Not looking for an answer like "We think it's best people play the game in the way we intended" as that's the kind of generic response that wouldn't convince men nor monarch.
As you can see I feel quite strongly about the subject, and i'm honestly interested to see what the thoughts are of the person who is responsible for this mechanic. As it's the sole thing keeping me from getting and enjoying the game right now.
BloodyPork May 19, 2017 @ 8:09am 
Save scum aside,
there should be a way to at least save between battles... sometimes you have to play more than an hour (multiple battles) before you can save, and that is quite unacceptable imo.
Last edited by BloodyPork; May 19, 2017 @ 8:09am
Antiga May 19, 2017 @ 8:20am 
Originally posted by BloodyPork:
Save scum aside,
there should be a way to at least save between battles... sometimes you have to play more than an hour (multiple battles) before you can save, and that is quite unacceptable imo.

That's what I said, but in much fewer words... :s
FroBodine May 19, 2017 @ 9:22am 
I agree 100% with Antiga's concerns. I love verbosity, and Antiga said it perfectly. Who cares if someone wants to save scum. That's their problem if they want to do that. The upside to saving during, or at least after each battle, is for those of us that don't have extended periods of time to always game. This has been a horrible trend lately, where games are not being considerate to the player's time.

Domina had no save at all, until the masses complained enough that the developer finally added a save feature.

But anyway, please let us at least save before and/or after each battle and section of the dungeon.
Wok May 19, 2017 @ 9:59am 
Wait, so let me get it straight: I can only save once per dungeon, and there can be "half a dozen" 30 min fights in a dungeon, so if I want to save half-way through, it is at least 1h30 straight of play, assuming I don't lose any fight of the 3. If I lose the third fight, I have to go back to fight #1, which means 1h lost and planning at least another 1h30 from fight #1 to end of fight #3. Right? If so, then it is a big requirement. With Dota2, each game is ~45min for comparison.

I am also intrigued by the "retreat" mechanic. If I cannot fulfill a challenge, can I retreat and try again immediately with no downside?
Last edited by Wok; May 19, 2017 @ 10:01am
BloodyPork May 19, 2017 @ 10:12am 
Originally posted by Wok:
I am also intrigued by the "retreat" mechanic. If I cannot fulfill a challenge, can I retreat and try again immediately with no downside?
Yes, it's like "restart battle" kinda thing (but you spawn just right before you initiate the battle, so it pretty much act like prebattle autosave in other games). It's funny that you can do that, but you can't save between battles.
Last edited by BloodyPork; May 19, 2017 @ 10:39am
Antiga May 19, 2017 @ 10:20am 
Originally posted by Wok:
Wait, so let me get it straight: I can only save once per dungeon, and there can be "half a dozen" 30 min fights in a dungeon, so if I want to save half-way through, it is at least 1h30 straight of play, assuming I don't lose any fight of the 3. If I lose the third fight, I have to go back to fight #1, which means 1h lost and planning at least another 1h30 from fight #1 to end of fight #3. Right? If so, then it is a big requirement. With Dota2, each game is ~45min for comparison.

I am also intrigued by the "retreat" mechanic. If I cannot fulfill a challenge, can I retreat and try again immediately with no downside?

It's a scenario that's very possible. Probably happening to a lot of players right now. But it'll differ from person to person. Some people rush through the fights, others take much more time than needed. Also, difficulty level.
I've played one dungeon. Start off on a combat node, so one forced battle before you can do anything, then you get a selection of nodes. I went straight to the camp node (where you can save) not realizing it would become unavailable after. I then went to check all the text nodes, reloading as I explored the different possibilities of these text nodes. After I figured out how I wanted to play each node, I loaded one last time to "start" playing the dungeon as I wanted it. It ended up with 4 more battles, as 2 of the 3 text nodes lead to combat I wanted to partake in. Then there were 2 more combat nodes. I like to take my time in combat, and on normal, it's quite difficult, at least initially. Even when experienced with TB games such as these, you'll need to think things through, and that costs time. Yea, those 4 battles took about 80 minutes to complete. These are some of the first fights you encounter, I can only assume it'll become slower as your group and options expand. And that's after already having seen the contents of each battle, and how badly rng can screw you over here as well (A group of enemies would randomly show up with as few as 7 enemies up to as many as 15, with no apparent reason other than RNG. I duplicated my actions several times and kept ending up with greatly varying number of enemies.)

The retreat mechanic, when available, will allow exactly as you said. To retreat without any downsides, as if you never initiated the combat.
barjed  [developer] May 19, 2017 @ 10:52am 
We're currently discussing this with the team. We'd like to preserve the strategic part of camps at least for reviving downed combatants but OTOH we understand that it's perhaps too frustrating to be only able to save there. We'll try to do something about it. Stay tuned for more info after the weekend - for now we're finishing the current hotfix :)
Antiga May 19, 2017 @ 11:18am 
Originally posted by barjed:
We're currently discussing this with the team. We'd like to preserve the strategic part of camps at least for reviving downed combatants but OTOH we understand that it's perhaps too frustrating to be only able to save there. We'll try to do something about it. Stay tuned for more info after the weekend - for now we're finishing the current hotfix :)

Glad to hear.
I think a simple solution would be to enable the save menu on the node map, just as it is on the town map.
However, I also noticed a small issue: when entering the camp for the first time, there were no dialogue options. Only by loading my game saved in that camp was I able to talk to Signy and Griffith. And since you're not able to re-enter, you'd miss out on this if you didn't load your game.
So perhaps there's a better solution to catch both birds with one shot. Like, being able to re-enter the camp, but having an option to revive your teammates, usable once.
KaosReigns May 19, 2017 @ 11:33am 
@ Antiga - For the record, not everyone actually would mind this. Stardew Valley has a similar save system, and that game was hugely popular.

In fact, its worse in some ways, because you dont actually control when you save, its always once a day when you go to sleep.
Last edited by KaosReigns; May 19, 2017 @ 11:33am
Choubugioxkei May 19, 2017 @ 11:55am 
If you want to prevent save scumming, but enable save anywhere for people who run short on time, you can implement a Suspend feature. It's like save anywhere, except there's only one slot, so you can save anywhere, but there's only one such save. I know the recent Fire Emblems have this for the higher difficulties, for example.
Antiga May 19, 2017 @ 1:44pm 
Originally posted by KaosReigns:
@ Antiga - For the record, not everyone actually would mind this. Stardew Valley has a similar save system, and that game was hugely popular.

In fact, its worse in some ways, because you dont actually control when you save, its always once a day when you go to sleep.

I know not everyone minds. But that's the point though... See the base line as "Always able to save". A base line which no one can really mind. Everyone can save in whatever way they want, in this base line. As soon as you change this base line, you're going to get people that mind the changes.
I didn't enjoy the limitation in Stardew Valley either, but Stardew Valley is a game of routine and preparation. A game where failure doesn't mean much as it's pretty much a nearly endless cycle. It was as difficult as you made it to be, apart from some of the rng in dungeons, you were mostly in full control of any risks.
Not the same here. Where you're constrained by time limits, which generally limits everything that would otherwise be "grindable", such as in Stardew Valley, and where the pace of the game is mostly dictated for you.

What would Stardew Valley have lost if it had a save system that would allow you to save at any time? Or at least when not in a dungeon? It would only have expanded people's options to play the way they wish to. It doesn't take anything away.
Same for Regalia.
Same for any game that has a "we decide for you!" save system.
Last edited by Antiga; May 19, 2017 @ 1:45pm
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Date Posted: May 18, 2017 @ 7:19am
Posts: 25