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If you could make the Ghost feel more like a "second chance" rather than a death delay, I think it would be a great way to solve Talisman's death issue. Here's some ways I came up with that could help a Ghost get "back into the game" while still making progress. Just throwing out ideas here:
- Ghosts start with life equal to the life value of the character.
- Ghosts always fight in psychic combat that uses life instead of Craft, whether
-- vs creatures (so you can make all the Spirit Realm enemies craft)
-- vs non-Ghost characters (so non-Ghosts who challenge Ghosts must use life also)
-- vs other Ghosts.
So in the "spirit world," Strength or Craft isn't really used; it's always life. It gives the Ghost sort of a unique flavor (always fighting psychic combat using life). But mechanically it helps to balance Strength characters who become Ghosts while still allowing them to always fight in psychic combat. Also, by forcing non-Ghosts to use life vs. life against Ghosts, it prevents high-stat characters from killing ghosts (since life vs. life is usually more even) helping Ghosts get back into the game.
More ideas, along the lines of life in the spirit world...
- As a Ghost, trade trophies like normal (e.g. 7 points) except gain a life instead of Strength or Craft.
- Once per turn, a Ghost can lose 1 life to gain 1 Strength or Craft, or vice versa.
- To resurrect, a Ghost loses a life at the grave marker.
- If a ghost gets to 0 lives, he is killed.
Again this gives more flavor to the Ghosts using life. By gaining life for Spirit Realm trophies, the Ghost gets stronger in the spirit world. By turning life in for stats, the Ghost gets weaker in the spirit world but accumulates Strength or Craft as an investment for when he returns to the corporeal world. Plus it allows Strength or Craft to be gained even though you're always fighting in psychic combat.
Just some ideas.
Your proposition would not alleviate the issue you're stating (that it could be more frustrating since if you die, you still lose everything). You can still be killed as a ghost that way, and if you are killed, then you will have lost even more turns than if you had 0 life.
Besides, if your life equals life value and you always fight in psychic combat using your life stat, then you will start to snowball towards death as soon as you have one less life, a bit like how the Possessed character can snowball to death quite quickly if he is unlucky enough.
As for making it harder to kill a Ghost - it all depends on what the expansion wants to tackle. Does the expansion want to tackle PvB (Player Versus Board) death recovery, or does it want to tackle PvP death recovery as well? If a player wants to actively hunt down another player - should it be made harder for him to ghost-kill the player being hunted?
Since Ghosts cannot be targets of Spells, I guess the current direction tends to be towards making it harder to PvP ghost kill. There are still a lot of ways to kill a Ghost though - Oberon's bow, Shatter the ground, movement ability + encounter, Metamorph.. So maybe the devs want to have a bit of PvP remaining still. But if the focus turns out to be towards facilitating PvP death recovery, and making it harder for other players to kill a Ghost, then your proposed idea of Psychic Combat with Life might be a good idea.
When I tried out this beta, I just didn’t like becoming a Ghost because I kept dying too fast since I could only lose one life (at first). I think the rest of my rules above are at least worth consideration... provided that you think converting S/C to life and vice versa is a good thing. If that’s a no-go, well then... never mind! :P
Also when the Rising Mists event is in effect, that also isn't shown.
Also when you have to draw Harbinger cards (when he's in your region), the button still says "Draw an Adventure Card", it should say "Draw a Harbinger Card".
Also cards that become Soulbound or Fireproof need some sort of marker on them: https://steamcommunity.com/sharedfiles/filedetails/?id=1596264569 All the Ghost's objects here are Soulbound as he has the Soul Seal, so could all his objects have a Soulbound marker added to them? (Something like the Bag of Carrying markers).
Edit: I reloaded this turn and instead of choosing to kill him I took his Soul Seal, then on my turn I attacked him, chose to kill him and the game ended normally.
I also noticed if you click "Ghost" in the log the Adventure card is shown not the Character card: https://steamcommunity.com/sharedfiles/filedetails/?id=1596274059
It's also missing on the Expansion selection screen.
A few sugestions:
1. Could the Region & Ping line be changed so it doesn't keep moving about when the Ping changes.
2. Split the players (2 /3 etc.) and the round numbers up to make 3 columns.
3. Add some headers to these 3 columns: TABLE NAME, PLAYERS & ROUND.
4. Do away with the 's Table at the end of the table name and show the full name, not cut it short.
Thanks
Edit: I also noticed that the Profile screen (and the Goals screen) doesn't show your XP amount, could that please be added?
Edit 2: Could the highlighted game on the Saved Games screen please be a bit more highlighted as it's sometimes hard to see.