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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - kenwth81

Pages: [1] 2 3 ... 10
1
Suggestions / Re: If everybody is special, nobody is
« on: November 30, 2023, 07:20:38 AM »
No no no. I understand perfectly. It is common for Seasoned and Experienced players to be saying this game is not challenging enough. They would be saying please make the game harder. I am saying please don't.
You write that you understood, but you definitely didn't :)
Wrote that based on the forums new players generally find the game too hard (usually a mix of not being able to run away from bigger fleets and deploying too much so battles are expensive).
No need to bump the baseline up and a new difficulty level doesn't prevent you from playing easy, just adds something for people who want a more even playing field.

Adding hard mode is what you want. I don't play Dark Souls.  It's a more polite way of saying “I don't like it.”.

Most games are lazy in their design of hard mode by increasing the damage by X amount and increasing max Health of enemies to make it literally hard to get through.
It isn't more mechanically challenging as it is just tedious.

I don't think the developer could be focusing on developing specifically for hard mode, take resources devoted to developing the base game. Minimal effort on developing hard mode is not what you expect, but what you probably get. The modders could probably do a better job. Hard difficulty game mods, why don't people go play those?

If a woefully lacking hard mode is the only plausible addition, would you still be demanding it? Might as well add Expert, Nightmare and Hell mode while we are at it.

2
Suggestions / Re: If everybody is special, nobody is
« on: November 30, 2023, 05:07:14 AM »

Don't think you understood that post, it's right there in the quote that the game is hard for beginners.
There is easy mode to help with that: -25% damage taken is massive, especially combined with s-mods the AI doesn't get.
What's missing is a way to bump difficulty up by making the AI use the tools available to the player, in the current state your ships will always be much stronger for the same DP.

No no no. I understand perfectly. It is common for Seasoned and Experienced players to be saying this game is not challenging enough. They would be saying please make the game harder. I am saying please don't.

3
Suggestions / Re: If everybody is special, nobody is
« on: November 29, 2023, 03:41:55 PM »
Hard for new players starting out and probably reaches a good spot as they progress and build their fleet.
With some experience it's easy from start to finish and there is no challenge when you just want to tinker with fleet on fleet combat.
Player will naturally have an advantage without big handicaps but currently the player gets "cheats" and only the special fights (tesseract and smod bounties) are close to fair.


Not everybody want to play Dark Souls. "Easy" mode is fine.


4
Suggestions / Re: If everybody is special, nobody is
« on: November 25, 2023, 10:02:30 PM »
Player is not getting "super flagship and super fleet" with high Combat and Leadership like in old releases.  He is merely keeping up with (or maybe slightly better than) every other human faction at endgame, and he is still below full Ordos in at least some aspects.  Like one guy posted earlier, I would need to see ten combat related skills on a character to be impressed.  Player getting that much will dump something.  The thing about player who prefers units gameplay is he can afford to ignore Combat entirely (and would ignore tier 2 tech/industry if he could), while player who prefers hero action still needs a good fleet if he wants to pilot a regular ship (that is not overwhelmingly overpowered), thus he probably needs to dump Tech or Industry (or dabble in both and sacrifice capstones).  I tried dumping Leadership, but it hurts too much.


Stat wise Ordo being stronger than the player that is intentional. The developer want Ordo to be strong and challenging. You can tell the developer you don't want ordo is too challenging, and please nerf Ordo.

Don't think reducing their cap by itself is a good idea, would be a big relative buff to capital ships.
If you can't fill up your fleet with officers it's best put the few you have into the highest DP possible.
I did just that in the older (post-0.8a) releases that had four base officers and there was that one Leadership skill that added +2 officers per level when skills had three levels.  (That made it one of the most powerful skills in the game.)  I passed that skill and used only capital ships.  Even then, I still wanted level 1 for at least six officers so I could bring extra capitals as substitutes.

You need Lots of officers to fly frigates. You need highly skilled officers to fly capital ships. Reducing the number of officers hurt frigates fleet, reducing the max skill limit hurt capital ships fleet.



5
Suggestions / Re: If everybody is special, nobody is
« on: November 24, 2023, 06:49:10 PM »
But if you can get everything, there's no absolutely no choice or variety. Raising the skill points cap would absolutely fix this "problem" but would create new ones. You'd have your super flagship and super fleet and the only that could challenge you is some super enemy or arbitrary scenario that handicaps you.
Right now, player needs at least 11 points to get a flagship with six skills (since level 6 NPCs are common) and a fleet with stats comparable to endgame fleets (they have lots of officers).  Plus, perhaps BotB if we go against some contact bounties loaded with s-mods.  (If they get three, then that is explained by their BotB.)

My gripe is if I want to achieve stat parity with the enemy, I spend too many skill points to do it.  I do not care if player can outperform NPCs with a weaker ship (like my baseline Eagle vs. their doped-up Eagle).  Enemies have the advantage of free and infinite resources and can sacrifice as many ships as they want to get the job done.  Meanwhile, player needs to win almost flawlessly to not lose more (money) than his gains after a fight.  And this is just human faction fleets.

I do not mind getting everything if getting much of the skills means merely keeping up with everyone else.  I can only keep up (with stat parity) if I spend too many skill points on flagship and fleet stuff.  Now if getting skills meant my flagship and/or fleet is a cut above the rest (like in pre-0.8 releases), I can see the point of not getting everything.  But as things are, I do not think there is quite enough, at least not if I want my flagship and fleet on par with the enemy.

The real culprit is probably the Leadership skill tree rather than fleet or officers. My prediction would be Nerf hammer incoming for the Leadership tree. Probably swapping good things from the Leadership to other skill trees. Overindulgence in power and pleasure is exceedingly painful when it is taken away. I thought the developer want to add harder content, the Omega Whatchamacallit.

Don't get too attached to this "leadership" fleet build. Enjoy it while it last... you know...

6

I really shouldn't comment on people's grammar before I quadruple spellcheck. Whatever, it's quoted now.

I was partially assuming, and partially asking because it sounded like you were putting words in my mouth, but I wasn't sure due to not fully understanding what you were trying to say.

Given you didn't take the chance to clarify and ended your reply with "my good sir." I'm going to safely assume you're doing just little bit of light trolling. Carry on.

Instead of apologies, you escalate your antagonistic and obnoxious behaviour. I am done with you.

7
General Discussion / Re: Missing produced ship
« on: November 20, 2023, 06:07:17 PM »
Check your production gathering point. It might be sent to another colony.

8

This is why I think you're trolling. I'm trying to increase the total number of viable or efficient builds, not decrease it. Likewise, I never said to make the game harder.
It could just be your grammar making me mistake why you're trying to say, however.

Disagreeing is not trolling. I consider falsely accusing someone of being a troll disrespectful and offensive, potentially defamatory and slander, my good sir.

9
Suggestions / Re: If everybody is special, nobody is
« on: November 20, 2023, 05:04:36 AM »

There's an important psychological difference in how this works in most games that do it, compared to Starsector. When in Dark Souls your character is a malnourished ghoul with a rusty sword, fighting a big ass dragon, you immediately understand your place as the underdog and it feels right. In starsector, when your character is an Eagle-class cruiser, fighting another Eagle-class cruiser, but the enemy one magically does a lot more damage and has more HP, despite looking the exact same, it feels unfair and frustrating.


The Reality is the quite opposite, you are immortal. Being immortal give a sense of detachment and a diminished sense of danger. You only lose your fleet. The worst thing that can happen is you have to start over, but this is rarely the case, you usually have spare ships stashed somewhere.  Nothing is able to kill the player character.

10
Suggestions / Re: If everybody is special, nobody is
« on: November 20, 2023, 12:27:43 AM »

- The "combat skills conundrum" would be mostly solved by this. The reason players feel pressured into taking combat skills is that we need them not to stand out, but to keep up. A combat game where your avatar character is plain weaker than most enemies... not a fun concept. If there were rarely more than one or two enemy officers, you could still impact the fight without combat skills. As it is now, that seems impossible.


Superpowers is always unbalanced. In the past, only the player have “super powers”, he was special and overpowered, like superman. Then the developer decided to give everybody superpower and everyone become superman.  If everyone has superpowers, then  “super powers” is normal. If the player don't choose the “super powers” he/she become a weakling, If he/she does, it is just being normal. 

Being normal is probably what is more balanced.  The player totally don't like that, being a nobody. On a level playing field, you will not think you are anything special because you are simply not.

11
It's okay to play "sub-optimal" builds.
I highly disagree with this if the player is not intentionally building a challenge fleet.

It is annoying that Leadership is a must for a standard or conventional fleet (similar to what a human NPC faction might use).

Your build is suboptimal. It is like disagreeing with yourself.  ???


Late game you start fighting near 1,000,000 credit human bounties from high importance contacts. Thier fleet comps are actually decent, frequently have 10 pure level 7 officers, and three s-mods on their ships. Thier fleet compositions range anywhere from okay, to very good. They're typically not as dangerous as the tesseract ordo, but sometimes are more dangerous. Also, for ordo hunting purposes.
Changing skill arrangements so that other fleet compositions are equally as powerful as my above response to you makes the game more fun for those of us that play well into the late game, and for those that mod their game to be harder as it opens up the number of viable builds. All while having either no effect, or beneficial effects on players that want to play with "sub-optimal" builds.


The current skill system was created with intention of discouraging people picking the "best" build and allowing more diversity. That didn't work. As expected, people who pick the "best" build would continue to do so.

I don't consider elite bounties or tesseract ordo a threat. They might kill one or 2 ships but they can't possibly win vs my fleet. On a good day, I don't lose anything.
Another victory! My fleet is still standing, while theirs is gone. Hooray!
Since I don't see how it couldn't be done, it is not even a proper excuse.

You need to win battle but it doesn't matter how you do it.  ;)

How would players of non-optimized or sub-optimal builds win battle if the game doesn't allow other viable playstyle? A harder game doesn't mean a no in most cases.

12
Player needs a fleet unless he pilots the few overpowered cheese ships like some phase ships, but even those are not as optimal as a good fleet.  Fleet should be boosted too.


It's okay to play "sub-optimal" builds.

Or Are people all fighting 5x Ordos Fleet that they absolutely need the most optimal build? :-\

13
You pick a build that doesn't help you to fly the flagship at all and complain it doesn't help you to fly the flagship at all ...
You could but you don't want to.

More accurately combat build encourage you to fly your flagship (unless you are terrible pilot), being significantly more effective. Fleet build don't.


14
If you actually read my previous post I stated that difficulty sliders are dumb without standard difficulty modes. As in, they're ALWAYS good to have, unlike dozens of random sliders without any context.

Newb doesn't usually touch the default setting. To not add a feature for everyone because someone might not know what they are doing or impede someone who want to do something and make it impossible which is worse? Dozens of random sliders might be useless for you but does not mean that for everyone. Context.

15
I'm not a game dev but I've played a ton of games in my life (except sports ones) and especially indie ones. That has to account for something.

You don't need to be a chef to tell how good the food is.

Games with one fixed difficulty setting often have one bunch of player complain the game is too easy and another bunch that complain it is too hard.  People like different food, you know.

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