Your gripes with CoC II

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Tenalc13

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Mar 16, 2020
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Do you understand that if you, as a player, want to kill her, you still can't do it? Because she is fucking stronger than you. And because she is the main villain. As said above, if you killed her, there would be no story. And killing unborn children and a pregnant mother is not the level of shit that a PORN game needs. If you don't understand this, just chill. You cannot prove your point of view here anyway.
 
Dec 9, 2020
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You right. Its just sad when you ask the why it doesn’t fit in the game and basically get yelled when you could have simply told me. Sorry I’m not writing a complex story with morally grey area. Again they could have just told me it doesn’t fit the theme of the game. Again it is immersion breaking when you see a final boss having a grunt motive for their goal.Also it didn’t help my case that I was attack without a jumping about the story. I never said Kill Kassyra I said Defeat to get a chance to do my opinion. Another more accurate example of immersion breaking writing for comparison sake is this. In Fire Emblem Fates they basically introduced the Dragon gate which is basically a Keyblade world travelling gate.now if that gate exists, what’s preventing Corrin from going fuck this on both Norh Hoshido and Vallah. My point is the protag saw what Kassyra can do for damage why he is not putting a wrench in her Imp building army.again sorry but when you can see such a small detail throwing the story out of whack because the champion or any character have self awareness is astonishing.again you should just not get to Etheryn sister a all so a blind player doesn’t get the conclusion I jumped to
 

Emerald

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Tide Hunter

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You right. Its just sad when you ask the why it doesn’t fit in the game and basically get yelled when you could have simply told me. Sorry I’m not writing a complex story with morally grey area. Again they could have just told me it doesn’t fit the theme of the game.
I'm like 99% certain that several people told you this several times over throughout this whole conversation
 

Tide Hunter

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May 4, 2019
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So anyways, attribute training (respecing) takes 46 hours if your character wakes up at 8 AM and instantly attempts to begin the training, rather than roughly 24 hours like I'd expect it to. I'm not sure what the cause is but I think it's marking the start of days around when you can no longer sleep and wake up on that morning, which is 6 AM. I assume in-game time is not all that important to everyone but for some reason I care about the in-game time and days passing (probably because Kiyoko is a nightly occurrence, except when things like training or Brint/Brienne's holiday gift block her and other dreams).
 

Scarlett

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Dec 21, 2020
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Currently underwhelmed by my lack of guy choices. Not that it's too much of an issue--I understand that I represent a small chunk of the player demographic--but I think there's room for more. Some cuntboys and male herms would also be nice to spice things up.

Also--to send positive vibes to this thread--I'm loving all the domme content. So there's that.
 

Upcast Drake

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Currently underwhelmed by my lack of guy choices. Not that it's too much of an issue--I understand that I represent a small chunk of the player demographic--but I think there's room for more. Some cuntboys and male herms would also be nice to spice things up.

Also--to send positive vibes to this thread--I'm loving all the domme content. So there's that.
This is in comparison to the girl choices I assume? Comparison is the thief of joy.
 

Scarlett

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Dec 21, 2020
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This is in comparison to the girl choices I assume? Comparison is the thief of joy.
I should be clear--I'm looking for more variety in the guy department, male herms, subby men, and the like. There are way more sexable gals in the game, but I expect as such.

That being said, I'm sure androphile players would much appreciate a few more masculine dudes added into the game. Since it's early in development, I guess it's less of a criticism and more of a suggestion.
 
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Scarlett

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Dec 21, 2020
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The problem is that these games are heavily community written, so if you want certain content, what you need is writers who want to write it or you need to commission it from those who do commissions.

Whether or not the writers are interested in writing androphilic content, from a game perspective all I can see are plusses in terms of more people enjoying it. If that's the goal. If not, then it's no skin off my back.
 

WolframL

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Feb 12, 2020
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Whether or not the writers are interested in writing androphilic content, from a game perspective all I can see are plusses in terms of more people enjoying it. If that's the goal. If not, then it's no skin off my back.
This has been discussed before (and so you probably haven't seen it since you're new) but the short of it is that the writers are not going to write stuff they're not personally interested in on the chance that an untapped demographic will like it, since all evidence shows that this demographic is illusory and won't move copies of the game in any measurable way. Here's an example.

To add to Malidica's earlier comment, another option if you want particular content and think your talent is up to it (or can be made sufficient with practice) is to write such content yourself and submit it for inclusion.
 
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The Observer

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Whether or not the writers are interested in writing androphilic content, from a game perspective all I can see are plusses in terms of more people enjoying it. If that's the goal. If not, then it's no skin off my back.

Cool, so you're volunteering. Gdocs is free and submissions are open; sit down and write. Alternatively, pay someone who will.
 

Paradox01

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This has been discussed before (and so you probably haven't seen it since you're new) but the short of it is that the writers are not going to write stuff they're not personally interested in on the chance that an untapped demographic will like it, since all evidence shows that this demographic is illusory and won't move copies of the game in any measurable way. Here's an example.

To add to Malidica's earlier comment, another option if you want particular content and think your talent is up to it (or can be made sufficient with practice) is to write such content yourself and submit it for inclusion.
Cool, so you're volunteering. Gdocs is free and submissions are open; sit down and write. Alternatively, pay someone who will.
To be fair, this thread is called "Your gripes with CoC II", not "Your gripes and solutions to all the problems with CoC II".
 

SomeNobody

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Dec 18, 2020
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Presumably content submissions for the game include people writing non-pornographic scenes as well as sexual ones?
 

Paradox01

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Alypia

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Apr 22, 2016
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Presumably content submissions for the game include people writing non-pornographic scenes as well as sexual ones?
One of my biggest projects included no smut content at all, and another was like half non-smutty.
 

Herod_Hammerstar

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Dec 24, 2020
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So far, my biggest pet peeves (meaning not things that I expect should necessarily be changed, but just things that annoy me personally) are as follows.

1. My straight male character keeps getting his arse raped by footlong cocks whenever he loses a battle, and there's nothing resembling the D&D "challenge rating" system to keep me from walking into battles that I can't possibly win, or losing winnable battles due to bad luck. Often times I don't even have time to notice that I'm losing so that I can flee. I have to intentionally break my own immersion in these cases, and that keeps me from enjoying the game the rest of the time.

2. The extreme length of the sex scenes, and the variably-pastel purpleness of the prose used therein, means that I tune out quickly and start skipping ahead. Obviously this is highly subjective; the scenes that I'm into are more likely to hold my attention, but even then, more than a full page of text soon bores me.

3. The game system is overly complex, yet produces relatively few meaningful choices. If I only have five different powers to choose from per character, then why do I need to have like twelve game stats? Is a +1 to my Presence ever going to be relevant...how should I know? It seems as if the game was intentionally made overcomplected just to have room for future expansion, I don't know if that's actually the case.

Aside from these issues, I tend to like the game; it's certainly kept me addicted since I discovered it the other day. (If you care, you owe your ad revenue payment to a Pornhub user known as GamerWolfSix. His QuickLook video on it was rather dry, but it was enough to give me an informed choice that I wished to come check it out.)
 

Emerald

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Jun 8, 2016
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1. My straight male character keeps getting his arse raped by footlong cocks whenever he loses a battle, and there's nothing resembling the D&D "challenge rating" system to keep me from walking into battles that I can't possibly win, or losing winnable battles due to bad luck. Often times I don't even have time to notice that I'm losing so that I can flee. I have to intentionally break my own immersion in these cases, and that keeps me from enjoying the game the rest of the time.
Git gud and maybe you won't fucking lose. Or ya know, change the difficulty to something easier. :U

2. The extreme length of the sex scenes, and the variably-pastel purpleness of the prose used therein, means that I tune out quickly and start skipping ahead. Obviously this is highly subjective; the scenes that I'm into are more likely to hold my attention, but even then, more than a full page of text soon bores me.
This varies between writer to writer. You have Will's style of writing that can get rather purple, whereas with Tobs his writing I wouldn't call purple at all. Different writing styles vary, there's actually not a whole helluva lot of purple prose in the writing as a whole. In fact for me it gets jarring to suddenly read purple prose because it's not so frequent in the game's normal writing outside porn stuff. (Not to rag on Will at all. But gotta admit even when I'm now used to it it always throws me out when suddenly I see all the purpleness in my smut lmao)

3. The game system is overly complex, yet produces relatively few meaningful choices. If I only have five different powers to choose from per character, then why do I need to have like twelve game stats? Is a +1 to my Presence ever going to be relevant...how should I know? It seems as if the game was intentionally made overcomplected just to have room for future expansion, I don't know if that's actually the case.
Depends on your build. If you're a Charmer or Summoner, that one point of presence for some can be extra points in sexiness/summon power or something. While the bonus stats you get at the start don't REALLY have a huge massive impact in the long run it always can't hurt to have that one little bit for some. Plus, the game really isn't that difficult to understand. if you can't tell that you're supposed to focus on only a few out of all your main stats by the first level up screen and optimize for your build idk what to tell ya. but it ain't that complicated to get, at all. >.>'
 
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Herod_Hammerstar

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Dec 24, 2020
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Git gud and maybe you won't fucking lose. Or ya know, change the difficulty to something easier. :U

I suppose I could reduce the difficulty, but I think part of the issue is that the game tries to push you toward a certain area (the north) where most of the low-level enemies are, and for personal reasons I wanted to go the other way, not realizing that the other directions (east and south) are higher-level areas with enemies that would overpower me at level one. Still, it'd be nice if this information could have been obtained from a villager before I went out those gates, rather than at the expense of my character's anus.

Different writing styles vary, there's actually not a whole helluva lot of purple prose in the writing as a whole.

Mostly only in the sex scenes. I actually really like the background description of each area, although it annoys me when the game doesn't offer the relevant options (eg no Explore in areas that have clearly-defined interesting features that I'd like to investigate).

In fact for me it gets jarring to suddenly read purple prose because it's not so frequent in the game's normal writing outside porn stuff.

Agreed. This Will person must be a member of the school of thought which ranks the quality of erotica by the number of different synonyms used.

if you can't tell that you're supposed to focus on only a few out of all your main stats by the first level up screen and optimize for your build idk what to tell ya. but it ain't that complicated to get, at all. >.>'

The tutorial aspects could always stand to be improved. They are after all fairly easy to skip if you've already learned everything.
 

Paradox01

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Feb 8, 2020
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I suppose I could reduce the difficulty, but I think part of the issue is that the game tries to push you toward a certain area (the north) where most of the low-level enemies are, and for personal reasons I wanted to go the other way, not realizing that the other directions (east and south) are higher-level areas with enemies that would overpower me at level one. Still, it'd be nice if this information could have been obtained from a villager before I went out those gates, rather than at the expense of my character's anus.
That's called "game design". The game pushes you toward certain areas at first by design, because that's where the low-level enemies are. You said it yourself. Every RPG ever does it this way, either through only offering quests in those areas or hard gating higher tier areas behind levels or some other mechanic. And if you do find yourself stepping in an area where you get one-shotted by the first NPC you meet, then that's a sign to run the fuck away and come back some other day. If you insist on going somewhere the game isn't nudging you into, then on your head be it.

These games don't have real-time GMs to keep you on track or adjust on the fly to moronic players. Hell, when I GM'ed D&D back in the day and my players absolutely insisted on being idiots and going to an area they weren't prepared to enter, I'd just say something like, "Fine, you arrive at the evil sorcerer's castle, walk inside and set off a trap and you all die instantly. Game over."
 
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Akhter13

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Aug 30, 2015
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and for personal reasons I wanted to go the other way
Was it this?
tenor.gif
 

Tide Hunter

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May 4, 2019
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1. My straight male character keeps getting his arse raped by footlong cocks whenever he loses a battle, and there's nothing resembling the D&D "challenge rating" system to keep me from walking into battles that I can't possibly win, or losing winnable battles due to bad luck. Often times I don't even have time to notice that I'm losing so that I can flee. I have to intentionally break my own immersion in these cases, and that keeps me from enjoying the game the rest of the time.
I suppose I could reduce the difficulty, but I think part of the issue is that the game tries to push you toward a certain area (the north) where most of the low-level enemies are, and for personal reasons I wanted to go the other way, not realizing that the other directions (east and south) are higher-level areas with enemies that would overpower me at level one. Still, it'd be nice if this information could have been obtained from a villager before I went out those gates, rather than at the expense of my character's anus.
Enemies have levels, but just like D&D, you don't get shown them at every encounter. Your DM generally isn't going to say "oh by the way, this one is level 2," and similarly, this game doesn't. That said, areas also have adaptive difficulty based on character level: Harder foes like Arona and the Harpy Wingleader only show up in the foothills (east) if you're at level 3 and up, and the Manticore only appears if you're at level 2 and above. Meanwhile, the southern path, the Harvest Valley, actually has level 1 and 2 enemies (albeit, most are a mixture of one at 1 and one at 2). The level 3 and 4 enemies stay away unless you ford the river. And even in the north, the Old Forest, all of the encounters except for the wolves (and the Effigies if below level 3) have enemies higher than level 1 present.

3. The game system is overly complex, yet produces relatively few meaningful choices. If I only have five different powers to choose from per character, then why do I need to have like twelve game stats? Is a +1 to my Presence ever going to be relevant...how should I know? It seems as if the game was intentionally made overcomplected just to have room for future expansion, I don't know if that's actually the case.
6 stats you can increase, each of which impacts 2-4 actual stats. They're not complicated overall, and even if you examine them more closely, it's relatively plain. Strength means you do more damage and take less damage (I think specifically in regards to physical damage, but I think it might also impact other damage due to its penetration stat since it's not specified). Toughness means you have more health and are less likely to get hit by physical abilities. Agility means you hit sooner, more often, and also get hit less often. Cunning means more crit power and you take less damage, less often, from magic. Willpower means you do more magic damage and take less damage, less often from tease/mental attacks. Presence means you hit more often with tease attacks and also all of your companions get a damage buff, plus summons are stronger.

Basically: If you're a warrior or thief, focus on Strength and alternate between Toughness, Agility, and Cunning.
If you're a white or black mage, Willpower first, Presence second, Toughness, Agility, or Cunning third.
If you're a charmer, Presence first, Willpower second, and pretty much whatever stat third.
The stats are very rarely needed for roleplaying, they are pretty much purely for combat. If you're looking for meaningful choices(Which was how you introduced the point. Not sure why considering that the stats are not related to choices.), well, then look in the actual game. There are several things which are meaningful choices (and also a lot of moments which are just the illusion of choice because the other one shuts out the majority of the content associated with it)
 

Herod_Hammerstar

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Dec 24, 2020
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That's called "game design". The game pushes you toward a certain area at first by design, because that's where the low-level enemies are. You said it yourself.

Except that, as I stated, my personal preference directly counterindicated my going toward that area. Nobody in town said "you should not go south, the enemies there are more dangerous", and the knowledge that Kasyrra was somewhere to the north made going anywhere else seem like the imperative choice, since s/he was both obviously too powerful to fight, and personally distasteful to me (as I mentioned over on the Too Futa For Me thread). As a final boss for the game, s/he works fine, but that means that whichever direction s/he appears to have gone in, I'm heading the other way pretty much without exception. Whether that makes him/her a terrible villain or me a bad player, I will let you decide. *wink*

Every RPG ever does it this way

Well, not *all* of them, but certainly most of the more popular ones.

either through only offering quests in those areas

Garth offers quests in all three directions more or less simultaneously; there's like three to the north, so some players might assume it's better to go that way and get multiple things done at once, but I generally have the opposite philosphy, preferring to have only one job on my plate at a time, so that I don't absent-mindedly forget what was going on (even having a quest log only reduces, not eliminates, the possibility of this happening; insert obligatory reference to bolting on one's own head).

or hard gating higher tier areas behind levels or some other mechanic.

Which is my preferred approach, and that's not what the game does, at least not in these instances. (There is flavor text that implies it in several places, but it's hard to tell when that's actually meaningfully binding. Mostly I only figure it out by Exploring about ten times and noting that I still haven't gotten a new path in the direction I'm trying to go.) The south gate isn't sealed, and the path east from Cait's wagon is also open; if there was a guy charging tolls or something, it would discourage blundering in those directions before being prepared. I'm not saying the game is terrible because it doesn't do this, I'm just saying that I would have personally preferred if it did. :)

nd if you do find yourself stepping in an area where you get one-shotted by the first NPC you meet, then that's a sign to run the fuck away and come back some other day. If you insist on going somewhere the game isn't nudging you into, then on your head be it.

Which is exactly what I did, but not until after my straight-dude character got assraped by the Crazy Horse (who attacks twice each round for some reason, so I didn't have any time to see that I was losing before I lost). Damn near ragequit the game over this.

These games don't have real-time GMs to keep you on track or adjust on the fly to moronic players. Hell, when I GM'ed D&D back in the day and my players absolutely insisted on being idiots and going to an area they weren't prepared to enter, I'd just say something like, "Fine, you arrive at the evil sorcerer's castle, walk inside and set off a trap and you all die instantly. Game over."

While these kinds of stories definitely involve an idiot player, they also tend to involve an overly inflexible hardass of a GM. A somewhat less lethal version of this message, like having all the characters blunder into a Teleport Circle instead of a Rocks Fall Everyone Dies, would obviate the need to roll up new characters. (Granted I'm given to understand this was a less onerous process back in the TSR days; I grew up playing 3E, where creating a character generally involves several hours of painstaking craftsmanship, so I have a bit more of a bias against unncessary character death. 5E has mitigated this somewhat, and amusingly every single 5E character I've played for more than two sessions has died, or in one case been given a "do this or die" bargain by a demon. I have nothing against those deaths, but that's largely due to being less invested in 5E characters, as they are so low in customization.)

Was it this?
tenor.gif

I don't get it....

Enemies have levels, but just like D&D, you don't get shown them at every encounter. Your DM generally isn't going to say "oh by the way, this one is level 2," and similarly, this game doesn't.

The GM can however say something like "your character gets a gut feeling that this thing is way out of your league" or "your sixth sense warns you of extreme danger". The flavor text in COC2 occasionally does this kind of thing, but frequently lays it on equally thick for foes that have become utterly pathetic by the time you level up once (at least if you have the right party put together; Brint and Cait together are pretty much Easy Mode regardless of how badly you screw up your own build).

That said, areas also have adaptive difficulty based on character level: Harder foes like Arona and the Harpy Wingleader only show up in the foothills (east) if you're at level 3 and up, and the Manticore only appears if you're at level 2 and above.

Besides Crazy Horse, most of my worst losses were due to the goblin cultist (before I figured out that spamming Tease was the answer there) and to the Cultist Bloodletter. The harpies are annoying with flying but I can usually manage them, and the centaurs aren't that tough either. Maybe I just got really awful luck the first couple times, and that sort of imprinted my brain with the idea that I couldn't win, which made me run away too much and thus gain too little XP. Could well be my own fault, but I'm still entitled to whinge. >:D

Meanwhile, the southern path, the Harvest Valley, actually has level 1 and 2 enemies (albeit, most are a mixture of one at 1 and one at 2). The level 3 and 4 enemies stay away unless you ford the river. And even in the north, the Old Forest, all of the encounters except for the wolves (and the Effigies if below level 3) have enemies higher than level 1 present.

Right. My level 3 party with Brint and Cait has now gotten to the point that it can mop the floor with these guys, and I'm rather tired of them still showing up (in basically every RPG I ever played, I've wished for an auto-win system for battles sufficiently below your Challenge Rating; the industry really hasn't caught on to my perspective on this issue). For my other two characters, who are at level 2 and using only one of these companions each, I still break a sweat against even the weaker foes; I've learned to save a lot, which is always a good habit to get into.

The river makes a good barrier, although the "you will be vulnerable" warning is a bit vague, since you don't actually see the enemies before you first attempt the crossing (and this is a game with, as far as I can tell so far, no Game Over mechanic, so stumbling into the ambush doesn't result in just a quick reset to your last save point, it leaves your character having been abused and possibly corrupted with little warning). However, that is the only such clear distinction I've gotten thus far, and even then, beating the Tainted Witch gives the misleading impression that you can handle the upcoming area, where the difficulty again spikes - and, annoyingly, you have to keep fighting the Tainted Witch every time you go back and forth. That part is the only thing I'd really criticize about this design; getting a couple uniquely tough encounters, and even possibly losing them, is fine, but repeating a tough encounter you've already had twice quickly becomes tedious.

Cunning means more crit power

Wow, that's brilliant. I think I have to steal that as a D&D houserule, especially in 5E where Intelligence is the dump stat for pretty much all non-wizards.

and you take less damage, less often, from magic. Willpower means you do more magic damage and take less damage, less often from tease/mental attacks. Presence means you hit more often with tease attacks and also all of your companions get a damage buff, plus summons are stronger.

Just so I know, is all this laid out in the actual game anywhere? I would argue that it's not great if you have to read the forum for a game in order to be able to understand its basic mechanics. Granted, that's partly me being the kind of grognard who remembers when computer games came in a box with a manual that you actually had to read (often as a deliberate anti-piracy/resale effort).

The stats are very rarely needed for roleplaying

Which I would argue is a bad thing in terms of any tabletop RPG, although I'm not certain what exactly you mean in bringing it up with reference to a computer game. If you describe your character walking with a confident swagger and flexing his muscles a lot, he probably should have decent Strength and Charisma stats (unless the entire point is for him to be a ridiculous poseur).

If you're looking for meaningful choices(Which was how you introduced the point. Not sure why considering that the stats are not related to choices.)

It was mostly in reference to not being clear on the tactical utility of consumable items. For a while I hadn't figured out why anyone would care about an item that gives you extra Resolve, because I hadn't run into any of the enemies that attack it. Likewise, if I had a potion that would give me a boost to Presence, I had no clear indication of whether it would be worth spending my action drinking it, when I had no idea what would happen as a result. The default there is of course "don't", but this makes those items useless, and yet the mere fact that I got an item means I pay attention to it and have to wonder whether I should use it. It'd be nice if the game offered more of this information, even if you have to work for it a little. Eventually I started to notice where some of these answers were, but some of them remain unclear.

well, then look in the actual game. There are several things which are meaningful choices (and also a lot of moments which are just the illusion of choice because the other one shuts out the majority of the content associated with it)

*nods*
 

The Observer

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Nobody in town said "you should not go south, the enemies there are more dangerous",

Actually, once you collect Brint or alternatively Atugia, all three areas are valid starting zones. Old forest is 1-3, Harvest Valley North is 1-3, and foothills are 2-3. This is perfectly fine; the foothills were actually the first zone to be released because their content was pre-loaded from before public release; that was a time when Cait was your only party member. Tough, but doable.

In short: there is no need to gate any areas leading out of Hawkethorne because all are valid starting zones. The difficulty fluctuates slightly, but all are valid for a level 1 full party. We don't believe in handholding players to that extent, so you're not likely to get that level of signposting even were there a problem to begin with.

who attacks twice each round for some reason

Action economy of single entites; as a general rule, encounters that consist of a single enemy will have two actions per turn, sometimes three. They act more times a round, recover from debuffs faster, and recharge powers faster. Yes, this applies to random encounters.

Brint and Cait together are pretty much Easy Mode regardless of how badly you screw up your own build

There's a reason we push them so hard; they form an easy warrior/priest axis you really can't go wrong with and help to carry players through the early game. It's only later that Brint's crippling pheromone and blight damage weaknesses come into play when enemies start using more exotic damage types with regularity.

I've wished for an auto-win system for battles sufficiently below your Challenge Rating

The waystone fast travel system basically eliminates most of this problem. Encounters do change based on events in the game, with older ones being removed and others introduced; for example, when skow gets to writing it, the level 1 hornet encounters in the old forest will be replaced with level 4 hive knights once a certain dungeon is completed. Maps change based on events; for example, after dealing with the centaurs in Harvest Valley, you can lower the drawbridge to the left of the map to let you get to that side of the map without going through all the hassle.

Wow, that's brilliant. I think I have to steal that as a D&D houserule, especially in 5E where Intelligence is the dump stat for pretty much all non-wizards.

We designed the combat system to have no dump stats.

Just so I know, is all this laid out in the actual game anywhere? I would argue that it's not great if you have to read the forum for a game in order to be able to understand its basic mechanics.

Try the codex, that repository of all things helpful that is on your sidebar. The information therein has yet to be updated for the latest resolve rework, but otherwise is good.
 

Tide Hunter

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May 4, 2019
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Except that, as I stated, my personal preference directly counterindicated my going toward that area. Nobody in town said "you should not go south, the enemies there are more dangerous", and the knowledge that Kasyrra was somewhere to the north made going anywhere else seem like the imperative choice, since s/he was both obviously too powerful to fight, and personally distasteful to me (as I mentioned over on the Too Futa For Me thread). As a final boss for the game, s/he works fine, but that means that whichever direction s/he appears to have gone in, I'm heading the other way pretty much without exception. Whether that makes him/her a terrible villain or me a bad player, I will let you decide. *wink*
I mean the game is about you trying to fight Kass so your character (and you) immediately deciding to go anywhere but basically means that, story-wise you may as well have just picked the "don't get involved" option in the tutorial.
Which is exactly what I did, but not until after my straight-dude character got assraped by the Crazy Horse (who attacks twice each round for some reason, so I didn't have any time to see that I was losing before I lost). Damn near ragequit the game over this.
Crazy Horse is a pretty easy encounter honestly. He's level 2 and alone, so unless your build is AOE only and also you're also not with any teammates he should be generally easy. The only reason why him attacking twice per round would seem ridiculous and lead to you loosing super quick is if you just straight up eschew the companions and go out solo (especially considering how strong Cait is, primarily with healing but also her single-target damage). Also he attacks twice because the game is balanced around you having two companions with you at all times, and doesn't adjust if you handicap yourself.
Besides Crazy Horse, most of my worst losses were due to the goblin cultist (before I figured out that spamming Tease was the answer there) and to the Cultist Bloodletter. The harpies are annoying with flying but I can usually manage them, and the centaurs aren't that tough either. Maybe I just got really awful luck the first couple times, and that sort of imprinted my brain with the idea that I couldn't win, which made me run away too much and thus gain too little XP. Could well be my own fault, but I'm still entitled to whinge. >:D
The Evangelist and the Bloodletter are both level 2 foes and, well, yeah tease is super strong against her. The inspect option takes a turn but (I think) shows the stats and weaknesses of opponents. And yeah, you are pretty much expected to fight everything you come across unless you absolutely can't win.
Right. My level 3 party with Brint and Cait has now gotten to the point that it can mop the floor with these guys, and I'm rather tired of them still showing up (in basically every RPG I ever played, I've wished for an auto-win system for battles sufficiently below your Challenge Rating; the industry really hasn't caught on to my perspective on this issue). For my other two characters, who are at level 2 and using only one of these companions each, I still break a sweat against even the weaker foes; I've learned to save a lot, which is always a good habit to get into.
I mentioned the "adaptive difficulty thing" earlier. There are encounters which, at level 3, get a new enemy added, like the Pollinator Effigy and the Harpy Wingleader for the Effigy and Harpy encounters. There are harder fights which appear in areas they weren't in before. Some basic bitch fights like the wolves still pop up, and not every fight scales, but they still change. And as Tobs said, you don't need to trudge through hordes of these battles to get everywhere since once you clear the Old Forest and beat the boss, the Alraune, you can unlock the Waystones.
Just so I know, is all this laid out in the actual game anywhere? I would argue that it's not great if you have to read the forum for a game in order to be able to understand its basic mechanics. Granted, that's partly me being the kind of grognard who remembers when computer games came in a box with a manual that you actually had to read (often as a deliberate anti-piracy/resale effort).
For what I specifically said, go to the journal, go to the Codex section, and press on the first entry, Attributes and Stats. It lays out the specific stat numbers each attribute increases, and below it describes what the stats that are increased do. Of course, if you don't want to look in the codex or if you want to look up things like enemy levels, you can check the wiki, though a lot of entries are incomplete or out of date. Not that you generally have to.
It was mostly in reference to not being clear on the tactical utility of consumable items. For a while I hadn't figured out why anyone would care about an item that gives you extra Resolve, because I hadn't run into any of the enemies that attack it. Likewise, if I had a potion that would give me a boost to Presence, I had no clear indication of whether it would be worth spending my action drinking it, when I had no idea what would happen as a result. The default there is of course "don't", but this makes those items useless, and yet the mere fact that I got an item means I pay attention to it and have to wonder whether I should use it. It'd be nice if the game offered more of this information, even if you have to work for it a little. Eventually I started to notice where some of these answers were, but some of them remain unclear.
Oh, the consumables. I barely ever use them except for transformatives that fit the specific appearance I want for the character, though that's mostly because, while they can be useful, they aren't generally needed. That said, some consumables are useful outside of combat in a few situations: When doing the Getting Into The Closet quest (after Alraune is beaten) if you have the Camping Supplies item you can scale a cliff and if you have Naptha or Wyvern Venom you can void a combat encounter, though of note this is one of the situations where stats can have an impact as if you level either Strength or Agility with every level up you'll have a high enough combined score to bypass the camping supplies requirement.

Also, not sure why you were referring to consumables but followed up by talking only about stats.
 

Herod_Hammerstar

Well-Known Member
Dec 24, 2020
92
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I mean the game is about you trying to fight Kass so your character (and you) immediately deciding to go anywhere but basically means that, story-wise you may as well have just picked the "don't get involved" option in the tutorial.

I was annoyed that this option was a Game Over; it could just as easily have turned into Garth coming over and asking you more directly to help this person, maybe even bribing you in some fashion (while the other two options gave you different bribes, such as a "courage bonus" to your stats instead of a piece of equipment). Just because Kass is the big bad doesn't mean that a level 1 character should immediately go out and attack "it"; you'll keep hearing about what's going on and should eventually come to the conclusion that you need to do something, but not that early. Look at the various Buffy seasons; almost without exception, she doesn't try to go after whoever the big villain of the season is in episodes 2-4 of the season. Instead, the threat builds in the background until eventually the story forces her to start dealing with it.

Crazy Horse is a pretty easy encounter honestly. He's level 2 and alone, so unless your build is AOE only and also you're also not with any teammates he should be generally easy.

If you wound him, he frenzies, and his already deadly attacks get worst. He basically two-shotted me.

The only reason why him attacking twice per round would seem ridiculous and lead to you loosing super quick is if you just straight up eschew the companions and go out solo (especially considering how strong Cait is, primarily with healing but also her single-target damage).

She's a good healer, but she's not so good that she can't be dropped without warning if you're not super careful. I forget what kind of a party I had at the time but I'm pretty sure I had her and was still wiped out before I could really react.

Also he attacks twice because the game is balanced around you having two companions with you at all times, and doesn't adjust if you handicap yourself.

Well that's a bit of an issue. A smaller party should have the advantage in issues like stealth, and if lone enemies get extra actions then so should a lone player.

The Evangelist and the Bloodletter are both level 2 foes and, well, yeah tease is super strong against her. The inspect option takes a turn but (I think) shows the stats and weaknesses of opponents

For some reason I don't always have the Sense option available.

And yeah, you are pretty much expected to fight everything you come across unless you absolutely can't win.

Avoiding an unnecessary combat should be nearly as rewarding as defeating it in many cases. Otherwise the players turn into murderhobos.
 

Malpha

Well-Known Member
Feb 22, 2016
429
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You should try some actual threat management if you're that squishy. Those colored orbs on the portraits aren't just for show after all. Also only the PC can use Sense, and you can't Sense an opponent you've Sense'd before, it saves their data so you can just open their page and check.

Anyway, this isn't some open world game like Fall Out, Far Cry, whatever, you're basically just traveling down the road or trails, nor do some of the companions even fit the stealthy type anyway, like Brint. It's only one button to run away from a fight you don't want after all, which is more sense than just looking at them and saying "I win" and getting the rewards. Besides some people like myself like some of the defeat scenes.
 
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