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Strive: Conquest

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

0.3.1 Feedback and Suggestions

A topic by notmalthus created Aug 29, 2020 Views: 698 Replies: 5
Viewing posts 1 to 6
(+1)

Overall, I love the direction of the new UI!    New classes, factor training, etc, all make character progression satisfying!  Too many Other great things to call out individually, but overall, loving it!     


Some critical observations/bugs, in no particular order:

- Selecting a travel destination is a bit clunky.  Having to pick a destination then back out a level to pick travelers feels cumbersome.

- Awkward to deselect a social skill if you change your mind, or there are no valid targets.  Would be nice to be able to simply click the same skill button again to unselect it (similar to how most other navigation UI elements work).

- Character Info/Details UI is also hard to get in and out of.  Usually have to go to Gear to find the exit button.  Also strange the “Confirm” button on the Details page doesn’t close the UI.

- The crafting menu sometimes only comes up partially, and requires choosing Smithing to proceed to actually choosing recipes to craft.  (Seems like this can happen even if you don’t have a forge yet?)

- The crafting Return-on-investment is weak.   (Thoughts on this below)


Suggestions/Discussion:

The resource system feels really flat right now.   In my latest play through, I rushed the forest and mountains for wood/bones to create top-tier items before trying any dungeons out.  Ended up OP, but also killed the fun.   It would be nice if it mirrored the character progression curve, which is extremely cool right now.

Some thoughts:

- Limit Resource Types by Region.   Ie. Farming is exclusive to the plains, lumber/hunting exclusive to the forest, stone/metals exclusive to the mountains, fishing exclusive to the ocean, and monster bits exclusive to the underground.

- Upgrades required to access higher tier resources.  Ie. Forest initially only has wood, needs an upgrade to access magic wood; mountains initially only access stone, need an upgrade to access iron, etc.  this would probably mean bringing the core resource regions closer to the plains?

- Building / Resource Upgrades require appropriately skilled followers.  Ie upgrading forestry to get better wood requires at least one character with the Worker job, etc.  Maybe only characters with the relevant skills can perform the upgrade job itself?

- Building / Resource Upgrades require “crafting exp” to level up.  Ie. You need to create some amount of that crafting good, or harvest some amount if that resource, before the upgrade option appears.

- Update crafting ROI to match “real world” rules-of-thumb.  Short versions:

Lowest quality goods are often worth less than their raw materials, since any random person could fashion a piece of junk. ;)

Each major quality tier improvement increases performance by approx 10%, and increases price by approx 10x.  Example:  Magic Wood should be  around10x the price of Wood, and Iron Wood should be 100x the cost of Wood, roughly.  (Current power scaling on items feels about right already)

Value-added markup is usually around 100% (or usually you charge 2x your costs).  This applies at each stage of production:  resource gatherers charge twice their collection costs per unit, manufacturers charge twice the raw material cost for wholesale, and merchants charge twice the wholesale cost to customers.  End result is usually round 8x markup over original collection costs.  Example:  Raw Mithril Ore should be sold for roughly half the price you could sell a finished mithril sword.   (This gets a bit weird when the only merchant in town is operating as both wholesaler and consumer retailer.  Maybe each region lists different goods as wholesale vs retail?  Local goods at wholesale prices, and imported goods at full retail (Ie 2x price)?)   

Note: This would also add a large benefit to opening your own shop, and being able to charge markup (instead of paying it), but at the trade off of not having exact control of when goods sold.  (Maybe a random total value of goods sell each period, and random items are selected from shop inventory?)

With the right mouse button u exit every menu in game or esc, but the right mouse button works nice and its pretty confortable

if its char detail or traveling menu shops crafting whatsoever exit by hitting the right button:p

- Upgrades required to access higher tier resources.  Ie. Forest initially only has wood, needs an upgrade to access magic wood; mountains initially only access stone, need an upgrade to access iron, etc.  this would probably mean bringing the core resource regions closer to the plains?


Or you need better dungeon maps, and/or have to travel farther/deeper into more dangerous sections of those terrain types. You want the really good stuff, that is 2-3 mountain ranges away, and has quite a bit of travel time, and monsters require more gear/levels to fight safely.  Rarity could play a larger role later, having a Common Uncommon pool.

A lot of the character strength already comes from items and class skills. So it isn't impossible to see having to grind out one tier of gear to get to grinding the next rarity zone's level.

(3 edits)

Yes, the buy-craft-sell cottage industry loop is unviable now. If you instead gather the raw materials yourself, you can still make enough of a profit to get through the early game. Having most of the resources in villages a bit away makes sense both story-wise (everything nearby the city is already used up, or at least claimed by someone) and gameplay-wise (you need to go out and explore).

A few bugs (v0.3.0e, Linux x64):

The save-game dialog (and its filename edit box) leaks keypresses back to the game itself -- type "day 13" and watch the game going into fast-forward into the next day and the banker taking her cut in the morning. (This might be an old strive-sequel bug that the GUI_New/ reorg resurrected.)

You can sex Daisy even though her storyline hasn't progressed far enough to allow it.

The new character template system (nice!) locks in the character name but not the food prefs -- I think it should be the other way around.

The town screen shows your funds (good), but not all the time (bad). [v0.3.1]: Right-clicking makes the fund/food/time/speed widget show up in the corner. That's nice.

I think that the Travel Destination button works like a tab for the pane above. The problem is that it doesn't look like one. [v0.3.1]: Starting the Travel pane at the Destination "tab" helps quite a here.

Some UX things that would be nice:

The character screen title bar has decorations that look like prev/next arrows -- please make them work like that.

Please add a quick-select "home" travel destination and/or add a "Send all home" button to the dungeon screen. That would streamline the "...and back again" part of every excursion. [v0.3.1]: Done by the Travel Destination "pane" change . Thanks!

Please design and add a two-thumb slider for the female/male/futa setup option (like ====[]====[]===. With the current two-slider setup I always have to check my notes to remember what's what. (Interesting design choice here: When one thumb is moved, how should the other one behave? Stay put, or move to keep the proportion, or something else?)

Some guidance at the beginning for a 'starter' combat area or maybe a training arena? Also some summary of expected monsters in area. I went to the the first 'easy' area, and every fight was 6v1 wolf and spider fight.

The parser-based descriptions sometimes spit out weird-sounding sentences. For instance you can give a male companion/peon/slave whatever giant breasts but the parser might describe their body as "manly".  It'd probably be worth going through to ensure that it's throwing out descriptions based on their proportions rather than strict values like their sex.