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Fufurist

4
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1
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A member registered Mar 23, 2024

Recent community posts



MMMMM. My favorite non critical d100 roll 100. So I assume that critical success means that you need RESULT to be very high. So without already high stat you are completely unable to progress in your skill by any way only through critical chances. For charisma there is a stable way to level up(every 10th joke on dinner). but for something like manipulate or int there is just no consistent way. It seems that my start from scrap run is screwed since i cant reliably maximize all skills.

Well, I started new game, it seems i wrote a lot of bs about roll result showing but this part still confuses me a lot. How can i roll 2 with 5d20? It just doesn't make sense. I still need to know how crits work and overall reasons why i can cast less than 5 throwing 5d20. It would be convenient if i was able to see all parts of my basic score and what sums into total skillcheck. But I can understand if it would remain hidden. Just confusing to roll 60 and get -70 of total score. You mean I had no chances even if previous attempt was successful? Would be good if I could know what brought me to failure at least after that happened.

I want some clarification on how dice rolls work in game and more. I've searched through wiki and comms but there is only a few lines on what different sets of dices mean but nothing about actual mechanics. I am willing to start new game with character only some passive traits and no points directed into basic stats etc. Just minimum possible stats at start and long long in game years or even decades to develop them all to caps and more. I can see the way for it through "critical rolls" for most stats so i assume it is possible. But roll system still confusing for me, so I summed up some questions about it.

1)How does it even works? After most actions there are "results" of dice roll: red or green success or not line and some number.So this number doesn't seem to mean anything. The most confusing part for me is that it can be negative, so it is not affiliated with dice points you rolled, because dices don't have negative numbers of course. Neither it shows difference between needed and total points bc it can be red even when it shows 40 or 60. So i have no idea what this number means it can be close to zero in most cases, it can be negative, it can be relatively high but still red. it just doesn't make sense. If there were more clear vision of what just happened it would be much more convenient. Maybe my base stat/rolled number or sum of points/needed. Or another values if the system is more complex.

2) How does critical success works? Is it only procs when all dices roll single maximum point? Like double 50 or five 20s? It is like 1/2500 chance for two d50 seems unfair. Maybe there is some threshold like "roll more then 95 to crit" it will be more doable but still insists that i should play 1d100 to roll crits more consistently. Or maybe i need to overwhelm skill check so much it counts as crit? In this case the lower your stat - the lower chance to crit so you only able to upgrade your stats when you already have then high enough which is absurd. 

It would be nice if all this were specified in manual or on wiki. 

With all this in mind it seems too hard to start completely from scratch. It would be nice If your allies were able to mentor you on their skills like you educating them or slaves. Or some expensive academy program of personal mentoring(personal trainers for all possible stats that for 50$ a day each would give you 20% chance to get 1 point in appropriate stat or attribute with some low hard cap like 50 or 40 points). It would give you opportunity to perform actions with somewhat reasonable success chance of 1/3(or smth like it) instead of trying to talk to your slaves 20 days in a row without single successful roll until you roll crit.  Also, current system makes me completely unwilling to take courses or reading books until i reach cap of them with repeatable incomes. Why should I, if i can wait a few in game years and them maximize all stats over this cap. It would be better if all this single use incomes either added to cap so you can then upgrade it further, either they should have same cap another ways so I would not hesitate to use them now and not save for later for maximum output.

This game is very special and I like it. I can see a very good part of sandbox, work simulator and Ariral dating sim, so I look forward to development of this aspects of the game. But I also understand that most of the people like the spooky part, which I am not a big fan of.  To solve this interest conflicts I would like to see more difficulty settings instead of story/infinite/peaceful game modes. There are a lot of good story mode events connected to Arirals which i don't want to skip. I also don't like to hurry, so I made my ingame day length 2x and very happy about it. current difficulty settings does not let you to manage your work amount, survival feature difficulty and frequency of different types of events separately which is not very good for me. Maybe I want to play hardcore survival(in the way of food consumption) work simulator, or change my game experience to the endless barricading against huge amounts of entities. Or I completely don't want their existence next to me and just want to endlessly feed my Ariral friends(or wives) with shrimps. (Also it would be a big loss if they will leave us alone on this base).

I very appreciate your work at balancing all of this aspects in this complex simulator. To not make it insignificant there are need to be basic presets for the best experience but it is always awesome when you can play a sandbox game in the way you personally want to.

In current state this game nearly ideal for me, but some future additions can completely ruin it for me(like if there will be some really dangerous creatures which you cant resist e.t.c), so I'm very interested in fine tuning my game experience in the way I want.