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Strive for Power

Fantasy Slave Management/RPG Erotic Game · By Strive4Power

Suggestion on adventuring in the wild agrea

A topic by qinlongfei created Sep 01, 2018 Views: 524 Replies: 10
Viewing posts 1 to 4

The adventuring part of the game currently have works fairly well mechanically, although a couple things does bother me a bit and I'm not sure if anyone else shares my thoughts. Here are my thoughts:

Energy deduction when meeting traveler and choose not to fight feel like a punishment on players who choose to be good. I get behind the reason of using energy to sneaking pass hostile encounters since the party probably have to spend extra energy to stealth pass them, but for passive travelers we are just passing each other. It feels like the game is punishing me every time I roll an RNG with a passive encounter since I either take a hit to my settlement reputation, or my energy. Would be nice if a check can be coded into the game where my party doesn't loose energy if I don't fight any random traveler and I only lose the potential exp/slave.

I think it would be nice to get an additional rest option that's unlimited per day, but less powerful than 'rest and eat' option. Maybe just 'rest' or 'short rest' that takes 3 supplies, recover less HP, energy and stress but I can do it in every zone instead of only once per day. The mechanic of using 'rest and eat' at the last location is fine mechanically to keep my bodyguard from needing rest, but it feels like I'm exploiting game mechanic rather than making the more immersive choice, and have this extra option in the game would feel much more natural to me.

Just my two cents.

The point of the energy drain is not that you fight someone, but is that you spent some time moving form one place to another. I don't really like the idea 'you can travel and fight until you get bored' in the game, where resource and time management are in the center of everything. 

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tbh i dont really feel like the energy managment aspect is even a thing really. it feels like more of an annoyance in its current state. which, that is probably because it doesnt feel aggressive enough to me. 


like ok... here is my example of what i see in game.

main character: 115 energy (i have elven armor with +15 energy equipped)

there are 5 steps to a zone.

proceed (leave encounter):  -1

proceed (attack): -1

so given this attacking and leaving how many zones can i go through to find what i want? 23 if everyone is at 115. they arent though so i have to watch them. they are at 100 so its more like 20.

actually the only things that make any differences here are

-supplies (energy refill)

-lock picks (less of a hit for chest open)

-torches (access the secret area in the forest so its not just a wasted 1 energy)


my opinion is energy consumption should be more like:

leave encounter: -1 (you just did some traveling)

attacking: -5 (you did some work)

..and what they changes is you can still walk around looking for whatever you want. however, attacking will cost you. it probably isnt the case that you would attack every encounter in a zone even though ive done close to it when gathering essences. think about what that costed me in the current energy setup.


if i was fighting many packs of wolves say in every encounter for essence. the cost is a measely 5 energy out of my total 100+. big deal. if it was increased to 5 though and i did that it would have costed me 1/5th my energy. 


this is why i say it feels more like an annoyance than anything else. it doesnt really feel like the energy system has a real point. it needs to either be completely removed in favor of doing something else, or it needs to be more aggressive to go along with the idea of 'managing time and cost'.

In my opinion, right now the problem with energy management=time management system isn't how little energy gets depleted in travel, it's how there's no real consequence even if we hit 0 energy across the party. All it does is stop my character from opening treasure chest (20 without lockpick and 5 with) and using special attacks, which is negated by having a character with about 6 magic affinity and acid spit special attack since that move doesn't cost energy. 


-33 damage sounds like a lot on paper, but with a party fully trained, modded with enhanced muscle and decked out with hammer it is still very easy to steamroll through most enemy encounter in mid to high level areas. Only bandit encampment encounter will give you trouble if you have no high magic affinity character who can acid spit (insanely high damage with a high magic affinity character, apply -armor debuff without energy cost, I feel it'll get nerfed in next build) but that's about it. And assuming you are at the point where you can safely travel through the marsh you already have high enough awareness to sneak through this encounter so once again there's no consequence.


Personally I think it might just be better to cut the lose, and embrace the idea there's no real way to limit how a min/max type of player want to adventure per day. A huge revamp on how to limit adventure a player can do this stage in the development will more likely unbalance the game and make it not fun to play. Once again, just my humble opinion.

I suppose it is not agressive enough. Thankfully, I have a couple ideas it make it more agressive. 

33% reduction in damage and the lack of combat skills won't stop a well geared main character from massacring lv11+ bandit camps even if there are 13+ enemies.. (in which case the ui doesn't even let the player target the last few enemies directly with skills)

Stamina is no issue once invigorate is unlocked as long as the main char is combat ready (cause for some reason invigorate can be used on the main character who doesn't get any stress problems from it, and benefits twice from it at the same time, as it gives the main character 100 energy on use).

While I understand your argument, I'm very sad to inform you this current system of using energy drain to limit how much adventure a player does per day has more or less completely failed its purpose of time management. All it functionally does right now is stop a player from opening loot chest in the higher level areas or using special moves since having 0 energy doesn't stop a party from continuing their adventure. I'm not trying to put down Kazama from this community, but he even suggested a 'complete main quest in 2 days' challenge in general discussion areas which pretty much bank on the ability to have unlimited adventure per day.

The way I see it, unless this game gets a complete revamp of its adventure part and introduce a The Elder Scroll like 24 hour in game time system, there's not much can be done to stop a player from exploit game mechanic and continue to adventure in one day since even high level area can be cleared by using basic attack for a highly leveled/lab modded party. Another way I can think of to limit adventure is implement a very severe debuff to a party with 0 energy and extreme high stress, but that just feel mean to player who doesn't fully grasp the system and gets stranded in the wild before their energy hit 0.

I agree with you on principle there should be some limiter on how much adventure one can do in one day, since I too feel this game gets extremely bogged down whenever I gets a party strong enough to leave town. I just feel like it need to be implemented better although I myself have no good ideas of how. Hopefully someone smarter will make better suggestion in this thread.

Once invigoration has been unlocked, there is less of a limit to the amount of adventuring you can do in one day. Guidance also saves precious energy.
However, I feel that the punishment for not having enough energy is adequate. Died in a fight last night due to not being able to use combat abilities or run away, both because of running low on energy.

Invigoration causes stress, so though it prolongs the time spent exploring, you have to be aware of that.
qilongfei, if you are exploring, fighting every encounter you come across, the stress from combat might well be what sends you home rather than low energy. But if you are skipping encounters (eg innocent bystanders), the relative stress cost of casting invigorate is acceptable. As you're not stacking the stress caused by casting on top of stress caused by combat. So once this spell is in play, the system seems more balanced.

(If and when the players magic affinity gets high enough, the stress caused by this spell can be negated, or reversed, reducing the targets stress! But as you have to be a high leveled and magic focused character to pull this off, it doesn't feel game breaking. More like a perk for being an awesome mage haha.
func invigorateeffect():  person.stress += rand_range(25,35)-globals.player.smaf*4)

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Maybe I haven't truly went to the high level areas so far (Only got through the Gorn part of main quest, and never went to dead end areas like mountain cave and sea so my highest level area is the marsh), or maybe I just don't spend enough adventure on one day. My longest journey so far is going foot from Wimborn to Frostford and then back, fighting every last hostile encounter and still come back home safely everytime. In my personal experience neither high stress nor low energy is a significant issue. 

Stress gets capped at 120 and doesn't seem to have significant debuff to my party, and acid spit special move doesn't cost energy and erode armor so that pretty much negate 0 energy problem. 

Then again, I tend to always lean more towards caution when playing video game, so that may be why I don't find adventure to be particularly challenging since I usually go low level adventure with full party of chain mail/long sword, and high level adventure with lv10+ all have hammer. I'll probably have to play more of the game to tell for sure, but so far Strive is definitely more of a relaxing experience which is not a bad thing, since I always prefer a relaxing game over a high challenging game anyways. I just don't feel the game mechanic does what the game maker wants to accomplish.

I will definitely have to give Invigorate/Magic build a try. Haven't really feel I needed it, but if that move has unlimited use per day unlike Sedation, it sounds like a really helpful spell.

Just made it from Wimborn to Frostford in my most recent playthrough with an under-equipped under-leveled party. They had no energy left! But those chests are so tempting and i can't afford lockpicks hahaa.

Totally agree about enjoying a relaxing experience with games. Like to take my time generally and explore the mechanics.

Even if energy management  becomes more important in the next update. There's nothing stopping you taking a few days to restock, recover then trying to catch that reclusive dragonkin again.

With content for the kennels on the horizon, would adding stables be out of the question? Could completely negate energy loss from walking. Including your whole team at stage 4.

I guess I'm just too over-prepared for all my adventuring. Although this game does feel like it lacks real end game zone so far. I went to the ruin beyond Amberguard to farm high level treasure chest with a party of mainly regular strength race (my starter a beastkin fox with +2 End trait with no lab mods, a halfkin bunny and a human both with +2 Str trait), my biggest threat for this item run was running out of carrying weight and can't get a good enchanted item instead of get wiped out by enemy. Acid Spit and Invigorate made enemy encounter more or less trivial and I foresee both skill get nerfed in future build. I used the same party to utterly curb stomp the final boss which is actually a huge let down.

Stable is an interesting idea, but I don't see Maverik implement it or at least implement it like suggested here. Considering they want to limit how a player can adventure per day, not let them go wild without penalty. Maybe someone will modded it in once mansion upgrade modding become a thing.