We Who Are About To Die

We Who Are About To Die

SnuffSaid Nov 15, 2022 @ 1:53am
Where Is The Permanent Progression?
I was enjoying the game until I realised none of the upgrades or anything I buy or do carry over into future playthroughs like every other roguelite ever made. Which means you can have 10 hyper successful runs, passing down heirlooms and investments, but then all it takes is for your new character to die quickly and poof, all your progress is gone. As in everything you ever did with any previous character is erased. Yeah, I'm not a fan of that at all and it really needs to change before release. Literally the only thing that makes roguelite games tolerable is that tiny bit of permanent progression and carryover you're supposed to get between runs.
Originally posted by JordyL:
Originally posted by SnuffSaid:
Originally posted by JordyL:
There are already a number of meta-progression features, the biggest one are the Legacies. Each backstory you win (start with the easiest one is my tip!) gives permanent significant bonuses to all other future aspirants, forever.
Of course you can also boost next characters as a soft meta-progression.

During early access I will 100% add more soft and full meta-progression.

Grand, maybe something like increasing the cost of Scollo upgrades but they persist after death. I mean that makes sense anyway if it's the same school all our dead aspirants train in, if one improved the facilities before dying, others could benefit. Just being able to permanently unlock the heirloom feature would be great, because even just one item getting passed along feels like slight progression.

Yeah I definitely toyed with idea of the scollo upgrades being permanent, but I do like run based ones like now because it allows you to 'spec' in certain directions.
I think in the end I might do both, have essentially two lists of upgrades - very specific nice (run based) ones and global permanent upgrades. Disclaimer - of course this is not set in stone, just telling you what's on my mind at the moment!
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Showing 1-15 of 50 comments
Nistrega Nov 15, 2022 @ 2:23am 
lol
Yulius Nov 15, 2022 @ 2:51am 
Yea, i imagined some kind of upgrade to the scollo would stay permanent.
Fingeris Nov 15, 2022 @ 3:00am 
Well, that's what Roguelike is :dssmile:

But as far as I know, you will gain permanent bonuses if you complete a victory condition per class.
Last edited by Fingeris; Nov 15, 2022 @ 3:01am
SnuffSaid Nov 15, 2022 @ 3:18am 
Originally posted by Fingeris:
Well, that's what Roguelike is :dssmile:

But as far as I know, you will gain permanent bonuses if you complete a victory condition per class.

It really isn't. Practically every roguelike game ever made has permanent progression. It's usually something very small and incremental, but it's there, and prevents the creeping feeling that you're completely wasting your time.

The victory conditions adding something arent really enough by themselves, since they include objectives like "80% favour with all sponsors" or "kill 80 Aspirants". Not sure what the bonuses are for beating the game, but given all the classes have pros and cons this seems pointless. At first I thought they sort of ordered by difficulty and assumed slave was hardest, but then I rolled a retired soldier and found the stamina penalty just as, if not more dire, than any slave penalties. So having bonuses from one class to beat another is kind of moot when they're all equal difficulty.
Last edited by SnuffSaid; Nov 15, 2022 @ 3:21am
Fearlesscaper Nov 15, 2022 @ 3:20am 
Originally posted by Fingeris:
Well, that's what Roguelike is :dssmile:

But as far as I know, you will gain permanent bonuses if you complete a victory condition per class.
actually it isnt . defeat the purpose of progression and development and why these games FAIL
Lancenig Nov 15, 2022 @ 3:29am 
Originally posted by SnuffSaid:
Originally posted by Nistrega:
lol

I always wonder what kind of mouth-breather sits at the end of these kind of comments. I just imagine some fat, spotty teenager surrounded by empty cans of Monster Energy drinks, shouting at his mum because she wants him to come away from trolling Reddit for 5 minutes to do his chores. Either that or a middle-aged sex tourist.

LOL
JordyL Nov 15, 2022 @ 3:36am 
There are already a number of meta-progression features, the biggest one are the Legacies. Each backstory you win (start with the easiest one for your play-style is my tip!) gives permanent significant bonuses to all other future aspirants, forever.
Of course you can also boost next characters as a soft meta-progression.

During early access I will 100% add more soft and full meta-progression.
Last edited by JordyL; Nov 15, 2022 @ 3:38am
SnuffSaid Nov 15, 2022 @ 3:42am 
Originally posted by JordyL:
There are already a number of meta-progression features, the biggest one are the Legacies. Each backstory you win (start with the easiest one is my tip!) gives permanent significant bonuses to all other future aspirants, forever.
Of course you can also boost next characters as a soft meta-progression.

During early access I will 100% add more soft and full meta-progression.

Grand, maybe something like increasing the cost of Scollo upgrades but they persist after death. I mean that makes sense anyway if it's the same school all our dead aspirants train in, if one improved the facilities before dying, others could benefit. Just being able to permanently unlock the heirloom feature would be great, because even just one item getting passed along feels like slight progression.
The author of this thread has indicated that this post answers the original topic.
JordyL Nov 15, 2022 @ 4:00am 
Originally posted by SnuffSaid:
Originally posted by JordyL:
There are already a number of meta-progression features, the biggest one are the Legacies. Each backstory you win (start with the easiest one is my tip!) gives permanent significant bonuses to all other future aspirants, forever.
Of course you can also boost next characters as a soft meta-progression.

During early access I will 100% add more soft and full meta-progression.

Grand, maybe something like increasing the cost of Scollo upgrades but they persist after death. I mean that makes sense anyway if it's the same school all our dead aspirants train in, if one improved the facilities before dying, others could benefit. Just being able to permanently unlock the heirloom feature would be great, because even just one item getting passed along feels like slight progression.

Yeah I definitely toyed with idea of the scollo upgrades being permanent, but I do like run based ones like now because it allows you to 'spec' in certain directions.
I think in the end I might do both, have essentially two lists of upgrades - very specific nice (run based) ones and global permanent upgrades. Disclaimer - of course this is not set in stone, just telling you what's on my mind at the moment!
DemonOsairus Nov 15, 2022 @ 9:49am 
when I completed the game with one of the classes( dont remmeber his exact class name) I unlocked 4 arenas from the get-go, instead of having to pay the fame amount.
Redavic Nov 15, 2022 @ 10:27am 
Jordy, Permanent progression is a must friend.
Malwen Nov 15, 2022 @ 11:10am 
Originally posted by Redavic:
Jordy, Permanent progression is a must friend.
No, it really isn't. You're thinking of Roguelites. Roguelikes have you start out with basically nothing. Small difference, but completely different mindset.
SnuffSaid Nov 15, 2022 @ 11:15am 
Originally posted by Malwen:
Originally posted by Redavic:
Jordy, Permanent progression is a must friend.
No, it really isn't. You're thinking of Roguelites. Roguelikes have you start out with basically nothing. Small difference, but completely different mindset.

Can you name the last roguelike or roguelite that had no kind of progression whatsoever? Feel like you'd have to go back 10+ years to find one. And if this is one of those "I'm nostalgic for old masochistic game features" things, it always make me wonder why they don't also yearn for the days you couldn't save games, lol.
McFuzz Nov 15, 2022 @ 11:35am 
Originally posted by SnuffSaid:
Originally posted by Malwen:
No, it really isn't. You're thinking of Roguelites. Roguelikes have you start out with basically nothing. Small difference, but completely different mindset.

Can you name the last roguelike or roguelite that had no kind of progression whatsoever? Feel like you'd have to go back 10+ years to find one. And if this is one of those "I'm nostalgic for old masochistic game features" things, it always make me wonder why they don't also yearn for the days you couldn't save games, lol.
Caves of Qud, Cataclysm Dark Days Ahead, Dwarf Fortress, Dungeon Crawl Stone Soup, IVAN Roguelike, Rift Wizard, and also Rogue, most of those (apart from Rogue obviously) are either still in development or recent releases.

Player skill is permanent progression.
(Edit: I am a supporter for some kind permanent progression btw don't crucify me lol)
Last edited by McFuzz; Nov 15, 2022 @ 11:36am
SnuffSaid Nov 15, 2022 @ 11:45am 
Originally posted by Frank McFuzz:
Originally posted by SnuffSaid:

Can you name the last roguelike or roguelite that had no kind of progression whatsoever? Feel like you'd have to go back 10+ years to find one. And if this is one of those "I'm nostalgic for old masochistic game features" things, it always make me wonder why they don't also yearn for the days you couldn't save games, lol.
Caves of Qud, Cataclysm Dark Days Ahead, Dwarf Fortress, Dungeon Crawl Stone Soup, IVAN Roguelike, Rift Wizard, and also Rogue, most of those (apart from Rogue obviously) are either still in development or recent releases.

Player skill is permanent progression.
(Edit: I am a supporter for some kind permanent progression btw don't crucify me lol)

Most of those are definitely not new releases, they range from like 8+ years ago, Dwarf Fortress was nearly 20 years ago and Rogue itself was an absurd was 40+ years ago, haha. So I definitely won't crucify you because those examples actually illustrated my point quite well, the vast majority of this genre has permanent progression, the select that don't are either ancient or little niche games.
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