Warphorror
Active Member
- Jan 2, 2018
- 805
- 1,046
- 379
So now if I understand well xp points are less valuables, the amount of time and fight a character does do not count only the rng of finding better stats captives. Without good stats character the higher difficulty dungeon can be almost impossible but you won't be able to get those stats without doing those higher dungeons.i tried it and it's not very unbalanced, and not in "too OP" or "too big a nerf" way.
before the update,
all you had to do was go to the slave-market, and raise the Growth stat in exchange for a lot of money,
and the other stats you could raise simply with XP instead of using money or anything else.
now here's how it work:
let's say you have a slave with Average Growth and Average Magic stat, you want to upgrade it's stats.
you need to catch a slave with better Growth and/or better Magic so you can transmit the stat to your first slave.
let's say you caught a slave with both Excelent Growth and Excelent Magic while exploring a dungeon,
you will have to sacrifice the new-slave to raise the stat of the first-slave plus a totaly ignorable ammount of money.
Problem is: you can't raise multiples stats at the same-time, only one.
so you will have to decide whether you want to raise Growth, or Magic, you can't do both at once.
i understand what they're trying to achieve here,
they probably wanted a way to slow-down progression to avoid having a entire army filled with characters with maxed-stats.
which is also the reason they changed how XP work, because in previous versions you could easily get characters to high-lvls.
they tried to tie the reworked stat-raising system with their new "capture" system you get from exploring dungeons,
which on paper is a great-idea, but in practice it remove agency from the player's choices.
in previous versions,
If i wanted to raise the stats of a slave, all i needed was to pay the cost,
now i need to find a character with EXACTLY the stat i'm searching for, despite it being completely randomized.
the Slave-Market and Guilds won't be that much help unless they've been upgraded to show up characters with higher stats,
and capturing slaves in dungeons entirely depend on RNG, for example i struggled a bit to find a slave with Excellent Magic.
(tho' they said it depend on the region and difficulty, and i still need to check in differents dungeons beside bandits den/forts)
anyway, here's my final thought on the current itteration of this system:
i think it has a lot of potential, they're trying to make a gameplay-loop that ties all the submechanics together,
which is really ambitious and sound great on paper, and it's working pretty well for now.
but the main-problem is that it heavily force players to focus on the dungeon-exploring part of the game,
at least if you want a reliable source of slaves to upgrades the ones you're planning to keep.
and i'll be honnest, not only dungeon-exploring is the least interesting mechanic of the game, as it's very barebone,
but it also end-up removing some freedom from the player as they now have to rely on RNG to get what they want instead of currency they can get albeit a bit too-easily.
Dungeon-Exploring still need somes additions to become really fun, things like events and skill-checks.
because for now it's just rooms and rooms of enemies with the occasionnal slave, chest, trap, and ritual place.
I can definitely see something really fun come-out of their new system tho' once it's been polished a bit more in the future.
Do I understand well or is it different?