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Strive: Conquest

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

About New Personality System

A topic by Shadowsonger created Feb 10, 2024 Views: 1,880 Replies: 11
Viewing posts 1 to 3
(+2)

Didn't really try out the new personality system update before this one since it had broken the personality choice system, so was waiting on a fix for that. Seems to be solved now, so was giving it a go, but then noticed the new stat changes that personalities affect.

Just wondering what other people think about this, because personally I'm finding it significantly annoying, at least as far as the changes for the shy personality go. That's always been the go-to personality for my starter slave, but now its hindering her in no small way. I always make her a rogue, so her attack has always been on the lower side as is, relying more on crit. The overall damage is further hindered by there being no advanced form of the dagger weapon, which I use for crit bonus, whereas other weapons have one.

But the new -20% debuff from shy personality is having a pretty rough effect on it. I don't particularly like the fact I'll have to give her a different personality just to avoid getting a nasty debuff to attack. If this new system were optional, then fair, it could be a good challenge for people who like that sort of thing. But when you're having to sacrifice freedom of choice on character personality to avoid making a character suffering stat bonuses... yeah, not liking this. Especially since only SOME personalities give debuffs. Using the shy example, shy is now a hinderance to every non-mage character, which seems utterly silly.

Not the first complaint I've had about a choice like this, to be honest. When it was switched so that you could only choose certain classes of starting slave from guild you chose to start with, was a bit annoyed since it forced you to choose your guild based on your starter slave rather than your actual character, which whilst it does make sense (since they'd offer you a character in line with what 'staff' they have), on flip side made you join a guild that didn't necessarily suit your character (I'm now a mage joining the fighters every time, which is a bit odd, especially since they seem to dislike mages :D). Chosen guild didn't have any effect on gameplay, though, so at least that wasn't a real issue. This one, on other hand, will either make you play with stat changes that could hinder characters or be forced to pick certain personalities to avoid that.

Not necessarily telling developer to change this, though by the gods I wish they would, but more just posting this to see what other people think of this new system. Guessing some people might just see it as a minor annoyance, but personally finding it really irritating.

(+2)

I know you haven't asked for my reasoning, but here it is anyway. 
Basically, I think the original personality was, what it said when you pick it, entirely cosmetic. It affected character speech, paper doll pose and that's almost it. With the new revamp it actually is a part of character as their build. I'd say the easiest way to correct it is to mod the stat bonuses for them, which is pretty easy to do. 

(+2)

Yeah, could understand the reasoning behind wanting to make it do something. Just think it actually debuffing you makes choosing one you like instead of one you want for the character an issue. The kind buff, for example, I liked. Made sense, gives you slight buff that may not affect character its on, but if it doesn't, oh well. Doesn't hurt you not having the buff. Whereas an actual debuff can actually hurt the character. Since shy raises matk, can understand wanting to lower atk as a counter, but wondering if it may not be better choice to just lower the bonus and remove the debuff instead, because then its more like the kind one. That way having a certain personality CAN help slightly, but it doesn't cause problems if you want a different one.

As for modding it, I've no idea how to mod this game. I can install mods, but not make them. Only seems easy if you know coding. Unless you mean using json editor on save file to alter bonuses? That at least I know :D

(+1)

I wanted to make personalities have bigger impact, so if we just add +10% matk its not really something to consider compared to bigger bonus.
Game scripts are not encoded. To change it you'd go to Effects.gd file and search for e_person_shy entry, after which its pretty much same as working with json.

(+1)(-1)

Get why you'd want bigger impact, but if its actively crippling character's combat abilities in exchange for choice of personality, personally think it's more than a little broken. Getting to choose personality might have few options at present, but now we've got even less unless we want to damage the character's combat skill. Sorry if sounds like over-pushing issue, just trying to explain thoughts.

Thanks for the tip about the effects file, will give go to try and get around issue. Probably going to end up removing the bonuses completely tbh, because not liking the system, but at least gives me that option.

(-3)

Without taking a side in your ongoing discussion I'd like to say this though:

The developer has both the right and the responsibility to design as in 'make the entire game work'. You as a player refer to the past and insist on 'old' design while the developer has clearly changed the design. It has been clearly stated that there is still development ongoing which is why you should have kept the old version if you insist on a particular way of playing it.

You wish for a particular design to cater Your way of designing characters is a very personalized view whereas the developer has to cater for more than just one style. This game has excellent ways to modify things by yourself if one just invests a minimum of time and willingness to do so. This is the 21st century and editing simple code is not rocket science nowadays anymore. Make a mod. Really. That simple. Many coders started that way because they where not happy with how something worked. Dont make developers jump through hoops and risk the entire project being delayed or broken. Become part of the process instead.

(+1)

Yeah, I can see that now trying to make a bold mage having a -25% MAttack, even with hidden powers boosting them, that's still -15% to their magic. In a way, I could make this work because, my thought process for her was she was a daughter of a noble house that think's she's very good, but in actuality, she's terrible at magic, the only problem for me outright is that now their is no immediate choice between them being a Slave or a Peon. Something minor that, I'm assuming can be fixed with a Writ of Exemption, but thinking on that, if everyone in the house only have slave status, that item will no longer be necessary.

(+1)

Yeah, the peon part is pretty much unnecessary with new specialization system, and it wasn't very liked overall

(+3)

My problem with the personality is the same with the food category. Too little depth to them, too little categories to make a real difference.

Having a personality attribute being cosmetic to give characters more personality (pun intended) is more than fine, but there isn't enough variety. Instead of having it become an actual attribute that affect bonus stats, I wish it has a Galactic Civilization 3/4 like system, where we can customerize dialogue of what the characters say during certain triggers. 

You say that, and I immediately think: "I-I-It's not like I like you or anything! B-B-Baka!"Might be too much of an ask, I don't know how big the team is that work on this game, if it even is a team.

It's actually not too hard to do if you are just doing it for yourself by editing game files, but making ui for it would take a LOT of effort I don't really believe worth taking. 

(+1)

Maybe something to think about for a 3rd installment in that case (as well as more food types, where are diaries, eggs, or fruit categories)? The game already feature customerizable backstory, portrait and body image for the characters. Customerizable dialogue feels like a natural next step.