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Strive: Conquest

A successor to first Strive For Power game, currently at alpha stage · By Strive4Power

Here are some subjective problems / suggestion

A topic by Idk created 85 days ago Views: 642 Replies: 4
Viewing posts 1 to 2
(1 edit)

I played this game until week 13 and even though it's a great game there are some subjective problems with the current version / v.0.8.2 that i listed here:


First problem: farming money with the board is so overpowerd ,because when you have enough slaves, you can earn over 3000 gold in 2 days.

Second problem: the market sometimes sells so overpowerd stuff like full mythril gear for 400 gold, that you can do a hard dungeon already in week 3, which makes upgrading the forge for gear nearly useless.

Third problem: the guilds slaves are even with their quality upgraded 4 times terribly bad and sometimes even have 4 terrible staats.

Fourth problem: the classes all feel the same, there should be special weapons for every class (like a guitar for the bard) and special social and combat skills.

Fifth problem: there are too little trainning perks / the perks are too cheap even with the raise of the price for every other locked perk when you buy one.

Sixth problem: there are too little costumes, that give a certian bonus, there should be for example instead of the worker outfit others like a fisher outfit.

2. It would be nice if you go a bit more specific
3. Might just be an RNG issue
4. Not sure about every class but bard only weapon can be a fun idea
5. Not really have much to add plus with 6 new specialties its a bit hard to fit many more in there
6. I don't think it would be a fun experience changing multiple work clothes depending on the task you need to do at the moment

Maybe show the lacy underwear,  see through lingerie,stimulating underwear and chasity belts on the paperdoll models? I think that's what he means, but thats just my interpretation to his suggestions.

(+1)

I can't really say much on their behalf, only bring forth my own experiences to supplement theirs and provide my own opinions and feedback.

With number 1, hard agree with them, I had a slight issue getting some money at first after a few of the nerfs were putting in place, but after a few weeks I ran into no issues paying off the loan and having enough dosh left over to bank-roll a full squad of people with equipment. This was in hard mode as well, so I was dealing with the Civil war stuff in tandem with the loan (and no, I did not put the civil war on hold to pay off my loan)

With number 2, provided I am understanding it properly, I believe what they are saying is that the auto generated items from the market and various quest rewards generate a bit too strong at times giving stuff like full sets of mythril armour and whatnot too early in the game and for too little, making it too easy to steam-roll through even the difficult encounters leaving little reason to make your own aside from a few fine tuned stats. I too have had this problem in which I was lucky enough to afford stuff like obsidian weapons and tools by week 2 and from there it was able to coast through the entirety of acts 1 and 2 without making myself anything new until about half way through act 2 if only because I wanted to. I wouldn't even consider upping the cost too much of a deterrent, since as outlined in part one, money is too easy once you get past a small hill, personally I'd say having lower quality equipment and sometimes materials that spawn infrequently to make new ones would probably be a safer bet as it would incentivize upgrading your forge.

With number 3, I have also had that issue, even after fully upgrading a guild's servant generation, I found that the average stat distribution tends towards Good and Average ranks in a few stats, with a few generating Great in one stat and rarely two, and very very rarely Excellent in anything. I personally have had more luck getting fodder slaves for stat upgrades from random dungeon slaves than the guilds.

With number 4, I am inclined to agree with you since there wouldn't be a whole heck of a lot you could do for a lot of the classes outsides of a few specialised ones, such as engineer/battle smith, assassin, ranger; you could make class specific equipment for the specialised classes, but I feel like it'd be an absolute shit-ton of stuff to make/code/put in.

With number 5, I personally am not too sold on the slave specializations myself, I like that they are something to sink the absolute abundance of excess loyalty into, but I am not the biggest fan of them being locked to certain personality types, or how there are none for neutral, or any specifically for "service" people. As for what they are saying, I don't really have any issues with the amount of loyalty perks or the costs for each of them, often times I find it frustrating to have to deal with a new slave that won't co-operate with me for months at a time because I don't have the loyalty buy all the obedience related training, and even sometimes I have to deal with an old slave because strangely enough they still have obedience drain, even though they have been in my control for ages and are clearly capped out (This is without using the new mind control training or whatever it is called) and I have to take off whatever neck piece or hand equipment they have to keep them shackled in perpetuity.

With number 6 I am inclined to agree with both parties. I think it'd be nice to have a couple of cloths that grant bonuses for specific tasks but am inclined to agree with the idea that it'd not be fun to have to swap them out all the time; that being said, we do already have this aspect with the tools where specific tools are useful for specific tasks, and for the most part they are set it and forget it since they have their own slot, it'd be pretty annoying if it took up your hand slot and you had to keep swapping out your weapons for a tool; but that being said, most of your home slaves are going to be working on one task and possibly another adjacent task, so you're not likely to swap their equipment out all that often. In summary, it'd be nice, but I wouldn't consider it bad by any stretch of the imagination if there was nothing added.

The old save will have old obedience drain reduction bonuses from loyalty tree (which are worse than the current ones since bonuses from swear loyalty perk has been redistributed among them)
Otherwise it seems we could use some rebalancing for later game upgrades/prices/slaves I already have an idea what to do about