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Orlandar

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A member registered Mar 10, 2021

Recent community posts

When traits were first added, a small error made Daisy virtually unplayable. I came here to say as much, where I was assured that I was not the first to note the situation, and corrections were already underway. Now, Daisy is not unplayable herself, but rather is an obstacle to the story. Since my prior concerns were addressed almost before I spoke, I decided to wait, see how things shook out... so far they are not.

When I first started playing the game, Daisy was my social anchor, because that's really what she's designed for. I found the socially based Obedience system intriguing and unique, even if it needed certain adjustments. Following this, I would make Daisy a Maid, a Thief, a Natural Pet, and a Bard. I'd increase her Physical Affinity to become a Rogue, a Dancer, and an Assassin. I always intended to make her my Headgirl and finally Director, but never got that far before I'd receive an update and would start over.

Now, the Obedience system has been uprooted for this Slave Training system, which I find clunky and generally unsatisfactory. I cannot get Dating activated fast enough to keep my girls (and myself) from suffering through this. The fact that it only applies to slaves means that servants gain none of the benefits without first being turned into slaves, which requires a one-time-use alter that appears at random in some dungeons. And I can only train 2 slaves at a time. No, correct that. 1 slave at a time. 1! Because Daisy occupies a slave training spot for her ENTIRE STORY! Even with hundreds of useless Loyalty Points to finish her training

Typically, I don't finish Daisy's story until after the Civil War. When you only have 6 housing slots, and you need 6 characters to have an effective fighting unit, it doesn't make sense to knowingly take Daisy out of commission for a whole week, either mechanically or from a role-play perspective. And at the end of the Civil War chapter, you gain two slaves. It doesn't make any sense to take them as servants, because they'll miss out on the training bonuses. But it also doesn't make any sense to take them as slaves because you can't put them to work without training them, yet I have only one training slot. So someone sits on their ass.

Let me state that I have, in fact, been playing the game. I know that there are classes and Master Points that increase the number of slaves I can train. They don't fit my characters in the early game. Do you know who they do fit? DAISY. Because that's how she's designed! But giving her those classes doesn't do anything until she finishes training. Which she can't do until after the end of her story.

The matter of class brings me to Maid and Natural Pet. Without the social interactions, these have become useless to me. All they do is factor into Service, which I don't assign any of my characters anymore. Between harvesting raw materials, crafting, upgrading, and guild tasks, there's more than enough work to be done. A fully upgraded household has 82 job slots (which doesn't include the 4 obsolete spots for Upgrading) and only 36 beds. I know that I can cheat and have over 100 beds, but I prefer to save that until I've maxed out the build. Furthermore, Maid and Natural Pet increase Value, which sounds nice on the surface, but for me, that only means paying more for Factor upgrades. 

To continue, I point out that the cost for Factor upgrades is ridiculous. First, I'm sacrificing a character for the exchange. But then, I'm paying what appears to be 50-75% of the value for the Character I'm upgrading. Basically, I'm losing a character and paying enough gold to add another for a total loss of two characters to increase a single number by 1. When I get the letter offering, what is it, 2500 gold, I have to laugh at the line suggesting that this would "more than cover" my expenses in her training. NOT EVEN CLOSE! because I raise her Factors as high as I can get them. Assuming you can find the Excellent ratings, that's 25 increases, most of which will cost over 200 gold each, plus a slave. That's 5000 gold, if you're lucky, and the cost of 25 people. Not to mention her dress and her training with the Servants Guild.

Now that I've been critical, let me be constructive:

1. As long as the Slave training system remains the same, increase the Master's initial Slave training slots to 3. I don't see it upsetting the balance of anything, especially considering how long Daisy will occupy that first slot.

2. Re-examine the prior Social system. Social interaction shouldn't be cut down between two people and then terminate once they reach a certain point. It should be an ongoing process to keep Servants and Slaves both in a balance between contentment and obedience. One of the biggest drawbacks to the older system was classes with duplicate abilities without added benefits. The current combat/magic skill system solves that. A new section can be made for Social skills, dividing along Generosity, Fear, and Lust. I'm sure other categories can be thought of, if necessary.

3. Decrease the gold charged for Factor exchanges. Either charge a fixed rate for the increase, say 20 gold to go from Terrible to Poor, and then 40 from Poor to Average, or significantly lower the percentage of the Character's Value that is being paid. Honestly, I'd like to see a revamp of the system to be an additional room upgrade in the house, with the rate paid in Alchemy, Mana, and/or recovery time rather than gold. I wouldn't mind being able to keep the Donor so they could be milked until all of their Factors are Terrible before you decide how to dispose of them. 

These are far from my only concerns, but I've gone on long enough. Yes, I know there is a Discord. No, I'm not inclined to join it.

I'm glad to know that this has already been addressed. I wasn't finding it here, so I thought I'd speak up. I agree that the trait should drop after her Guild training. Especially if one goes the "fucktoy" route. I still think Clumsy would be a better choice, overall. Or if Coward just made her less effective rather than a total lock out.

The Elven City shop feels pretty late in the game to make that kind of correction, but it's good to see that the mechanic is already in place. Maybe I'll see about writing a Soul Stone into my inventory. It's times like this that I miss the Lab from S4P.

 I'll take a look at the save data. I haven't done much editing for Conquest.

Thank you, this was very helpful.

As I said, these issues all have workarounds. I am well aware of them. I was simply voicing my frustrations before getting to the main point. As to your suggestions:

1.  The point is that using all three charges of Fear and Sedation, with 6 or 7 Caster classes, Great Magic Factor, Good Wits, still leaves you with almost 0 mana increase from day to day.  It's ridiculous. At those levels, magically maintaining my flock shouldn't leave me dead in the water for almost a week, work or no.

2. Yes, That is true. It's true for all of your characters. I am not talking about how to build a character over the long haul, I'm talking about creating a balanced character at the start. One has just enough points for a Master Character to have 1 Great Factor, 1 Good, 1 Average, 1 Poor, and 1 Terrible.  A decently balanced character who excels in one particular area and progressively diminishes in others. Slave/peon characters, however, have the ability to be Excellent, Great, Good, Average, Poor, and 2 Terrible. Yes, Servants have 2 additional stats to stack, so it makes sense that they have more points to work with. However, they get to have an Excellent Factor without breaking the progression. I simply think that the MC character should start with enough points to be Excellent to Poor instead of Great to Terrible. 

3. That is your opinion, and you are welcome to it. I, however, feel that the amulet is worth having. Is there another equippable object that gives you a bonus to all of your proficiencies? I haven't found it yet.  How much better are those bonuses?  What slot does it equip to? Unless and until Maverick adds enchanting to the item creation process, the amulet will continue to stand out significantly over other options. Especially on a Master Character.

I've been playing Strive: Conquest for quite a while now. The story development has been quite engaging, the mechanics are unique, and no matter how distracted I am with other things, Conquest has offered me something to step back into to change gears for a bit.

There have always been aspects that are teeth grinding. Mana doesn't regenerate at a useful rate for Caster classes. Alchemy materials are difficult to obtain, and cannot be cultivated at the mansion. Sexual and Social classes overlap to a point of almost being identical. The Debt is burdensome and needlessly eats up resources at the beginning. One cannot create well-balanced Master Characters with Excellent Factors. The Advanced Mode doesn't offer the amulet you get for completing the first stage, forcing one to start completely fresh with every update. Slave trading isn't a viable source of income. Gender switching has yet to be implemented. So many of the numerical values are either so complex they seem to be arbitrary, or they are completely arbitrary to give an illusion of complexity. 

Though frustrating, these aspects could be overlooked or worked around to some extent or another.   This brings me to the focus of my present criticism. The addition of Traits to the game has now completely broken Daisy as an even remotely useable character. Daisy's only positive factors are Sex and Charm (setting aside Timid and Tame for their more complex roles in Obedience). In short, Daisy's principal function is Social rather than Labor or Combat. The new Trait that she has been given is Coward, which prevents her from using any Social skills whatsoever.  So what good is she now? 

Honestly, it would have made more sense to introduce positive Traits now, and only add negative Traits once a means for removing them had been implemented. As far as Daisy's character and storyline are concerned, Clumsy would have made a much better detrimental Trait. If Daisy somehow drops the Coward trait in the course of her storyline, the proper place to do it is after her Sextoy training, which doesn't happen.  And even then, it's really late in her development.  Usually, her training is her 6th or 7th class for me.  In my personal opinion, you're taking a fairly decent character and making her completely useless.