Since Strive 2 is still in heavy development rough edges are expected in many places, for sure. Always a lot to chase especially as you’re introducing new stuff. There’s also the thing where sometimes what you planned for doesn’t turn out like you imagined, which is part of my feedback as well regarding, in particular, the combat and money situation, especially for the beginning of the game. “Game forces you to develop around combat very early on and more or less gates off other revenue streams” is, really a “is this actually intended?” sort of question. To which Maverik’s answer seems to be “yes, actually” which is fine.
I was paying more attention and saw stat growth indeed being affected by jobs, but it seems to be very slow. I think this could use a buff, it feels hard, at times, to get the required stats for labour classes on many characters, Foreman
and its 50 physical requirement come to mind. Growth
is a bit nebulous, the way I believe it works is you get an additional stat cap of 10*min(char.level,char.Growth)
. And yeah, definitely see the change in value and all. Later in the game, if you have a couple of properly built servants you’re rolling in service money.
Additionally, paying a bit more attention to the UI I saw the tags for what class of task each one is on the right, so answered my own question about “what do you mean +farming, tho?”. It’s just a lot to learn and check but comes with the territory of the type of management game that this is
Also Mav explained the right click to cancel and I was able to do it more consistently. I guess a tangential QoL change in this direction would be adding a tag in the mansion servant list for those who already got Loyalty on that day. But just being able to cancel skills already helps, =)
For Crafting jobs, I guess what I mean is that, sure, in the late game they’re useful… BUT You become really powerful rather quickly and being in more advanced dungeons means you’re getting better loot. But to craft stuff you need materials which can be tricky to gather in good quantities due to other restrictions of the game. Just getting enough roster for you to have a number of collectors takes some effort in mansion upgrading etc, initially you don’t even have enough for your full combat party since you yourself take up one mansion slot. So by the time you can actually get started on crafting the good gear, it feels like you’re deep enough in the game that there’s little reason other than vanity to do it. You probably have half-decent gear for everyone from random rewards anyway. The super good stuff also happens to be really expensive and you don’t get there “naturally”.
What makes that point a bit more nebulous is that progression in “crafting and resource track” and “storyline track” have not progressed equally. I don’t really expect Maverick to implement too much more crafting progression, I would guess that side of things is mostly done, as is there isn’t going to be an entire new tier or 2 of gear (pending the game bloating a bit and new difficulty tiers needing to be included as well if that curve stagnates too much for too long). But the storyline is still quite unfinished, feels like there’s a fair amount to go there so it makes sense that they are unsynced. Crafting work tools is definitely the most important one outside of specific quest requests too, imo.
As I mentioned, with the game being in the state it is, a lot of this is mostly a “this is how this game feels to me as a player” so that Maverik can check it against what’s intended. Some QoL, as it’s easy for the small stuff to fly a bit under the radar when you’re implementing the big stuff.