Shoals Surfer
Posts: 270
Joined: Sunday, 23rd March 2014, 23:51
Bultungin/Gnoll Feedback
The name is bad/call them Gnolls
Bultungin will be changed to Gnoll, it's only waiting for the query bots/scoring scripts to be updated to not have overlap with Gnomes.
Skill ceiling too low/too high
I pretty much expected this to occur. The majority of players have been up in arms about the skill ceiling being too strict and frustrating, and yet I continue to see feedback from a minority that the species is still too easy and doesn't restrict enough. While the majority hit skill level 11 and see the massive wall and hate it, the minority have already mapped out the XP to go 20 M&F, 15 Fighting,12 Armor/Dodging/Shields/Invo/Evo and find it too easy. It's frustrating because the minority are going against what I feel is the intent of the species and finding it easy, while the majority are already hating the species and will write it off if it goes any lower. If it comes down to the species choosing one instead of appealing to both, I would prefer appealing to the majority but with the main aspect (lowered skill ceiling/generalist over specialist) still being the focus. Of course, this isn't really my choice anymore to make, it's the dev team's choice.
Species not powerful enough/not a hybrid species
This is a species that was originally designed around the concept of a bunch of spread out evenly skilled lower skills versus having a few high skills and some low investments in others, as well as taking inspiration from the Loremaster tournament banner. The difficulty is secondary (but important to consider, as seen above) compared to achieving this in some format first. I may push a pull request to change to how the species works to expand the generalist role after testing it (see way below at "Use a different system"), but it will likely never replace High Elves or be the powerhouse hybrid that some are hoping it to be.
Raising the skill cap mid-game
I've pointed out the issues with raising the skill cap with a hard limit before, but there are also issues with doing it on the soft cap:
Raising the skill level that the aptitudes start to decay, keep player's spent experience
For example, change skill level 8 from costing 983 experience (+2 apt) to costing 900 experience (+4 apt) after raising the decay point by 1 level, without changing the player having already spent 983 experience. The player sees their skill level jump up, and will probably be happy with it. However, there is now the potential for the unspoiled player to spend more than the experience required for skill level 27 after the cap has been fully adjusted. I could put a hard limit in to prevent spending past a certain point, but that's also getting back to hard caps which were already problematic.
Raise the skill level that aptitudes start to decay, reset player's experience progress
Same as above, but change the player's 983 to 900 to make the skill level appear unchanged. Unspoiled players would assume they are getting a bonus to their training for free, while spoiled players would immediately see they are being cheated and avoid spending experience past the decay point unless absolutely necessary. It's terrible on both sides.
Give experience in all skills on certain level ups
This has the same problem as the first one, to a lesser degree (account for how much free experience is given, train skills only up to that point).
Give experience as a potion of experience on certain level ups
This would lead to the skill super focusing that I wanted to avoid.
Switch to the original skill table with high aptitudes at XL 27 or so
Still has the same issue as the first or second point depending on implementation.
This is just a couple off the top of my head at the moment, but most keep cycling around to either being tedious, spoilers, or defeating the point of the species.
Not enough secondary abilities/not interesting enough
I still don't have a good solution for this, and I've been trying for weeks to come up with anything. It got pushed to Trunk with the likely expectation that one would come up. Suggestions welcome!
Low MR/Low XL/Low Stats/Bad Stat Growth are bad
All of these were all added at each point in development as side balancing aspects to tweak the difficulty in places without adjusting the skill cap lower, specifically in preventing extremely large stockpiles of consumables from trivializing everything meaningful in the late game. They are not essential to the species and can be adjusted if necessary.
Use a different system
Some criticism is related to the current system being unfun, or bad due to being the current skill system on steroids. If the current system is too busted to be balanced, there are a couple different approaches left to salvage it:
-Set skill level for all skills at game start, disallow training
-Set skill level based on XL level (I really dislike this one), disallow training
-Keep aptitudes the same at all levels (with a high aptitude) and no skill level cap, hard lock stats to a low value (no raising or lowering through items or abilities, only level up growths)
-Probably some other ideas I'm not remembering or thinking of at the moment
If I missed responding to your feedback somewhere, bring it up again and I'll reply!