View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0007349 | Valley 1 | Suggestion - UI Ideas | Apr 29, 2012 6:20 pm | May 28, 2012 12:57 am | |
Reporter | khadgar | Assigned To | |||
Status | resolved | Resolution | open | ||
Product Version | 1.030 | ||||
Summary | 0007349: Add "Reroll" option on character select screen. | ||||
Description | Lets face it: Sometimes the list of characters presented to the player is just not great. You could end up with all your choices as lower than average health when you wanted high health. In any case, it would be nice to have a "reroll" button, to just generate a new list of characters to choose from until you found one that has the stat balance you want. Here's why I think this is a good idea: as of currently, if I don't see the character I want, I immediately abandon the character and try again. It pops up as a death, but I don't think that's really fair to call it a death. Why did he die? Who knows? | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
has duplicate | 0007656 | closed | Roll new glyphbarer choices more intelligently. |
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A re-roll button sounds like a great idea, but 10 different skelebots should be impossible to ever get. It should always have at least 2 characters from each unlocked time period, bare minimum. Is that not what you are observing? |
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If you are going to add a re-roll button, can we get a 'save rolls' button that allows us to carry forth one character from previous rolls or something? |
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I just had to kill my new character three times to get the stats I wanted. I'd like to do this with a button instead. |
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I feel like the system should be changed so that each character is quite good, because it's trivial to just kill off your character repeatedly to get good stats and just kind of adds an aspect of "Okay, I have to roll these dice that cost nothing to roll until I get what I want, otherwise I'm shortchanging myself." |
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But each character build would be good for someone else. Like I hunt for someone with starting 125 health, 125 attack and 100 mana and I am sure people would accept others, but I only want that and that alone. :P |
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If people are just going to kill off their NPCs in order to roll better stats for them, then that indicates a problem to me. A re-roll option seems like a much more efficient way to do the rolls instead of cheesing the death system. I'm sure the way stats are randomized was meant to give us as the player a chance to make a gameplay decision, but since you can just kill the NPCs off to get more rolls, it is a rather pointless choice, unfortunately. I can't blame you for doing it, even if I personally have never bothered. As such, I support the re-roll option. |
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I'm inclined to just show every possible combination, or to make repeated re-rolls/death un-apealing myself. Would rather one extreme or the other. |
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Death in general isn't a big deal in this game. It's a minor setback at best. I also agree that killing yourself again and again to receive the desirable stats is undesirable. I think they could do something better with deaths in the future, but until then the button is a great idea. |
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@x4000: The above screenshot was at least 8/12 total characters were skelebots. I believe that I had all time periods unlocked when this occurred. If I encounter the issue again, maybe with some way to reproduce it or a world file where it happens, I'll let you know in a report. |
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...the rerolling suggests to me more that there's something wrong with the cost of death, if you can keep dying to force optimal characters rather than choosing good-but-not-absolute-best. I wouldn't want a "reroll" button, though; if going for choose-your-own-statline, I'd suggest a point buy system since there's even less tedium involved. In order to slow down and make it less worthwhile to do this, maybe reduce the number of characters to pick from by 1 each time you pick a new character to a minimum of 3 choices (each from a different Age if possible); the range of choice would then increased by 1 up to your maximum for every mission (secret or otherwise) completed; it'll also be a good representation of the pool of survivors diminishing as glyphbearers die, and increasing as resources and the like mean survivors can have a little easier life under your care. |
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Maybe rerolls could have an escalating Shard cost? Say 100 for the first roll, then double it every further reroll until some amount of time has passed. That allows an escape valve for bad rolls, or a bit of extra choice if you don't like what you see, but not limitless twiddling to get optimal stats. |
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The problem with having a downside to pressing any "reroll" button is that until the loophole of abandon-rechoose is fixed, you can keep doing that to circumvent any cost applied. On another note, the issue of where the survivors on that list come from hasn't ever been explained to me. They aren't people currently in my settlement. Do the people on that list come from: *Rescue missions that the Ilari somehow completes without your help? *Cloning of current residents? *Reanimating the dead? *Thin air? *Secret underground cyro-storage building? *Two survivors have a child? *Consciousness shards? *???? So I've accepted that this is a irreconcilable concession for the purpose of gameplay (this isn't a survival game, so), and with that established, it is understood that the characters to choose from on the list come from thin air. Since they aren't tied to any characters I have in the settlement currently, or anything else at all, might as well let me pick the exact character & stat distributions that I want. |
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I would also prefer a "roll your own" option. I recorded roughly 15 continent events when I first joined a MP, and was looking for a specific character: Must be Ice Age, health is fine, attack can be below average, must have 300 base mana. This was a few versions (and days/weeks) ago though, with only 3 time periods unlocked. Now, I prefer 200+ base mana at least. Side-note: Do the character base stats still use the pre-revised (16/32 stone) upgrade system? PS. This is what you trade when looking at character stats: 1 unit = Health 16 = Attack 10% = Max Mana 50 |
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If death is going to have a bigger cost, then you have to ensure that every character that pops up is at least pretty solid... too many with <100 health, <100 attack and <150 mana on some of my 'attempts', especially if i'm playing on the harder difficulties... if death starts gaining catastrophic consequences, then in multiplayer you could be stuck with a suboptimal character to be fully involved with the rest of the players on your team. |
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@Zem: Don't forget that heat and cold resistance take up potential stat points! Not sure how many. @Skarlath: This is true. I'm pretty sure that there is a reason they haven't made a bigger death penalty beyond wanting people to avoid reloading old saves to avoid death. In singleplayer, that is a concern, but in multiplayer, you don't necessarily want a bad player to mess up your whole world by dying a lot. It's a fine line. |
Date Modified | Username | Field | Change |
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Apr 29, 2012 6:20 pm | khadgar | New Issue | |
Apr 29, 2012 6:33 pm | khadgar | File Added: skelebot factory.jpg | |
Apr 29, 2012 7:06 pm | Chris_McElligottPark | Note Added: 0023029 | |
Apr 30, 2012 12:35 pm | tigersfan | Internal Weight | => Feature Suggestion |
Apr 30, 2012 12:35 pm | tigersfan | Status | new => considering |
Apr 30, 2012 6:11 pm | Skarlath | Note Added: 0023102 | |
May 3, 2012 5:23 pm | Quaix | Note Added: 0023375 | |
May 4, 2012 12:48 pm | nflftw | Note Added: 0023429 | |
May 7, 2012 7:44 am | MouldyK | Note Added: 0023680 | |
May 9, 2012 7:10 am | Barty | Note Added: 0023840 | |
May 9, 2012 8:59 am | OmegaJasam | Note Added: 0023849 | |
May 9, 2012 10:11 am | infestedandy | Note Added: 0023854 | |
May 9, 2012 1:35 pm | khadgar | Note Added: 0023871 | |
May 9, 2012 1:59 pm | tigersfan | Relationship added | has duplicate 0007656 |
May 9, 2012 2:07 pm | MouldyK | Note Edited: 0023680 | |
May 9, 2012 6:11 pm | BenMiff | Note Added: 0023886 | |
May 10, 2012 12:49 am | CodexArcanum | Note Added: 0023916 | |
May 10, 2012 2:58 am | Barty | Note Edited: 0023840 | |
May 10, 2012 3:08 pm | khadgar | Note Added: 0023980 | |
May 10, 2012 4:20 pm | Zem | Note Added: 0023982 | |
May 10, 2012 5:20 pm | Skarlath | Note Added: 0023990 | |
May 10, 2012 6:36 pm | khadgar | Note Added: 0023993 | |
May 10, 2012 6:37 pm | khadgar | Description Updated | |
May 10, 2012 6:39 pm | khadgar | Note Edited: 0023993 | |
May 25, 2012 3:54 pm | tigersfan | Status | considering => resolved |
May 25, 2012 3:54 pm | tigersfan | Product Version | 1.006 => 1.030 |