Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Thx - good to know; until now I've left your mod out of my testing setup because I've feared for incompatibility with Aric's mod - and balancing just gets harder if you have variables and values mixed and matched from different sources. I hope you don't mind looking into your files so I maybe can rip out some functions that could come in handy and aren't included in the base game. Unfortunately; right now I'm still just learning how to do this without generating error messages. :)


> Someone requested a money sink with an increasing target each week, so I put that in. I changed guidance as it allowed unlimited travel in the original form. I removed invigorate to put a limit on what could be done in a day. Etc.

Yeah, the first point is something that is always on my mind when starting balancing those kind of games. It's interesting how few games (and I include AAA titles here) make use of diminishing returns, taxes/expenses or similar - because the main problem I see in most tycoon games these days is the lack of 'time pressure' - what makes them mostly sandbox environments where every limitation basically can be circumvented by pressing 'next day'. I play with the idea of some 'simple' weekly taxation right now - something that basically factures in your number of slaves & maybe even your mansion's upgrades - but coding-wise I'm far away from achieving such thing yet. :)

Guidance & Invigoration are a good call as well - currently untouched in my test environment, but disabling them isn't that big of a deal and testing with/without them can be easily done by just ignoring them, so no adjustment to mod files necessary. If possible I would like a setup without deactivated vanilla features though - I don't like black or white approaches as long as slight tweaking can lead to success as well.


> In the long term, the financials are always going to explode in Strive as you have low overheads, low capitalcosts, and high income (jobs or adventuring).  You can buy a slave for 100 and she starts earning 100 per day. You can go into the swamp and everything you get from treasure chests is profit. That's not going to be easily balanced.

Fair point - but to be clear about my intentions and ideas; I've not even planned to go 'perfectly balanced' with this 'project' - I'm just looking for slight improvements that create a less progressive game experience - mostly just because I'm curious if it can easily be done for the game. Balancing never is easy - that much I know - I have done it for different games and concepts in the past - but there is always a way to improve. I personally aim mostly try to find a state where every decision has way more weight applied to it than most gamedesigner aim for - I'm all for 'abstraction' over 'simulation' - so basically a quality over quantity approach - if something can be achieved with 2-3 decisions with impactful consequences, why wasting your time playing by repeating a certain task dozens of times instead?

But right now I've only just flattened out some gamestyles - 50% bonus on slavetrades/gold rewards instead of 100% bonus for Slaver & Hunter profession - Alchemist only gets +50% instead of +100% on potion sales - traversing the zones raised from base 5 energy per action to 10 energy. Also; halve the drop chance on gear in combat. This should bring the other - less effective - options more in the same range of those I would consider OP in vanilla, from there on it's easier to adjust options. If some of these playstyles are still too effective, I start with some simple money-sink behind the scenes - everything else should be just finetuning then.

And then I have to playtest this environment long enough to see if it works - what might take the most time and effort... :D

Take anything you like from my code. I'm probably not going to enhance it any more so you can even take the structure if you want.

Travel starts at 5 energy per step and that decreases based on agi and end down to 1 per step. I had also considered changing that, perhaps starting at 4 per step and dropping down to 2 per step. One possible variant of the guidance spell could change change this cost.

I seem to remember a bug report where the hunter bonus was inflated due to miscalculation. That might be worth checking out. If you really want to balance out Strive though I'd say the mage bonuses are the last thing to tweak after everything else is sorted.

Yeah, I've played around a bit now with my 10-base-energy/step setting - and it's a bit too harsh in the beginning - considering all other regular actions/tasks your slaves are involved on a daily basis the most you can realistically get out of a level 1-2 team is clearing a zone ONCE, and then a second time after resting in the field - after that you're exploration for the day is basically over.

That's quite a bit closer to what I consider 'challenging', but also quite a bit too far on the hard side - I would say trying for 7nrg/step base with a lower cap of 2 or 3 could work quite well. Without capping it on the lower side the early game is just way to limited while mid-lategame is as easy as it was before. But from the bit of testing I've done, I would consider the experience a bit clearer designed - before I went with 2 people around level 3 into Fairy Grove and just fished some high-priced slaves. Since I normally start with a Wolfkin 'companion' I can manage to 'scout' up to this zone-level, what negates nearly every danger since you can just pick the fights you want. And doing so, I regularly was able to circle 2-3 times to the zone - that's something you're unable to do, if you have to deal with higher energy cost though... so... I feel I'm on a good track in this department.


(5 edits)

i dont rl understand how clicking "end day" more times or gathering resources longer can made game more engaging

i m very involved in game design and i care a lot about moderm game market,  but challenge should came out from 

job or resource menagment or combat (for me erly combat and erlygame resource menagment in strive is prettty cruel already and i would just need something for lategame)

Leonais mod is not for me since he closed markets in other cities and basicly destroyed value in traveling to new places imo

but i like your case guys, just dont like methods you are using to made strive "challenging", i hope you will be more happy once you set it as you want and have fun playing

small NOTE: i m the guy who create Mage character with 2 magic affinity just to have 2x cheaper spells and is not focused on spells anyway, but needs 3k mana daily and alvays ends day with 120- -40 mana (even with 10 Nympho Sub-sexcrazed drows with every item thats gives daily lust and heavy drugs in their diet) and barely any gold left for 1st 10 days + my playstyle is heavy grind focused
Note2: i currently playing Strive without using Mansion upgrade points loop and its pretty challenging before you unlock sebastian as your source of mansion upgrades