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Strive: Conquest

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

QoL-Suggestions: "forfeit all available quests" & "leave and forget dungeon"

A topic by Acador created 23 days ago Views: 160 Replies: 1
Viewing posts 1 to 2
(1 edit)

yeah these should imho be pretty straightforward:

- a button that allows you to just "remove" all quests on the notice board that you havent taken. taking&forfeiting a quest means you get more new quests the next day and since forfeiting doesnt have an actual downside to it, this would make it more convenient to cycle through the quests you have no intention of completing anyway. the button could be placed right under the reputation collected for the guilds.

- since dungeon resources can now be harvested immediately and the travel interface has been changed a bit, this one feels more important than ever: please add/change it so that I got an option to "send all characters home and forget dungeon" in the dungeon interface after clearing it. you can still manually send home your units if you want to harvest resources later/with other chars, but this would imho make it easier to keep track of your completions and just be cleaner in the travel view

- edit: this is not a QoL thing, well not really, but more of a design thing: it's a bit annoying that classes give + skill points and + skills and that there's no bonus for going above 5/6 points in a skill, this means you need to carefully plan what kind of classes you want to take and possibly have to delay useful spells/skills. One idea might be that you can only unlock skills up to a certain tier unless you have a class like "archmage" that removes most restrictions for magic, for example. And/or that skill points above the cap give something like +10% damage (additively, not multiplicatively) simply so they're not wasted and the additional dmg shouldnt skew the overall balance too much

PS: great game, even though 0.10.3 seems to have minor bugs, I think you're going in a good direction overall.

(2 edits)

Responses:

1) Having a "Reject" button next to "Accept" would be nice. I never tried Accepting then Forfeiting as they eventually go away / get replaced by other quests, but thanks for the tip.

2) I suppose a button in the dungeon to "send all characters home and forget dungeon" would be nice for some in the beginning, but "Forgetting" the dungeon from the Travel's "Adv. Mode" Location List does the same thing already. Personally, I use Teleport as it is instantaneous and then "Forget" the dungeon when done. So, I would only use the button you suggested in the very early stages of the game, which is only slightly more convenient than the mechanics already in place.

2b) I do wish, however, there was an option to select "Characters on the road" and "Send" them somewhere else. Even more convenient would be modifying this category to be "Traveling to [Location]" so I can actually see each character is traveling to where I want them, or change their destination if needed.

3) While technically there IS already a "Bonus per point" for each Mastery skill (including past 5/6), I was hoping any 'excess' resulting from a chosen Class would have been converted to "Universal" (or the respective Combat/Magic) points. Playing the game further, however, I kind of like having to strategize with the current game mechanics.

One of the best D&D games I've played thus far (and I've played a lot). Keep it going!