Reply To: Events

#5158
ManaSeed
Participant

1) At first glance, it makes sense for trait Gluttonous to enable a brother to have trait Fat. The event dialogues are cute and interesting too. However, it doesn’t make sense in terms of game mechanism. If Gluttonous will make you Fat in the end, then these traits should always come in pair when you choose recruit. Imagine a player struggled hard between choosing a Gluttonous recruit and Fat recruit, just to find out the Gluttonous one has both traits in the end. In reality, there are people who won’t get fat even they’re gluttonous, and there are fat people who aren’t gluttonous. No I’m not fat, just gluttonous. (っ- ‸ – ς)
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2) it’s a clever move that mood will revert to normal over time. But it seems traits gained during event are permanent, so far I’ve only “gained” Greedy and Fat. I think it is far too punishing to put a permanent debuff of -15 max fatigue to a handpicked brother, for funny reasons like clicking one button in an random event, not to mention it’s the only button. If a brother is given -15 max fatigue permanently due to player’s failure or mistake in battle or medicine management, I think a lot of players might accept it. Also, I think it is weird that brothers can be Greedy for several months, after they have increased pay from that trait.

My suggestion: put a time limit on negative trait gained from events, OR put a counter-event to remove the trait with some sacrifice.
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3) regarding event “Pay Raise”, it seems the wages doesn’t increase when my brothers was inflicted with Greedy trait.

Also, when I agree the pay raise, the wages increases by about 10%. When I disagree, my brothers become greedy so their wages increase too (apparently not working). It is like a thug asking you to choose between money and life. Even if you man up and choose money, he will spare your life and take your money after using all kinds of MMA on you. He called them choices, but in the end you have no money to buy battle brothers regardless what you choose.

I suggest one of the choices should not affect the wages at all.
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4) let’s talk about new swordmaster issue, I mean old- nvm this is so confusing. My swordsmaster became old in about 30 days (just for reference purpose). I actually chuckled when it happened. This Is Not Even My Final Form. Later I was touched by the dialogues, and immersed in imagining the scene…….. I APPROVED THIS. But new stats are too punishing, let’s take a look at both version of swordmasters.
      - swordmaster ==> +10 resolve, +20 melee, +20 Mdef, -10 hp, -10 max fatigue, -10 initiative
      - Old swordmaster ==> +15 resolve, +15 melee, +15 Mdef, -20 hp, -20 max fatigue, -20 initiative, -1 vision

My suggestion: I personally think it should be -15 max fatigue & initiative instead of 20, the vision penalty should also be removed. Make it harder to trigger the event (increase the required duration or lower the chance). So when it happens, players might see it as an unexpected but memorable experience.
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5) Events, they make you feel like the protagonist in the game. It fulfills some of your desire for first person view/perspective. I’ve encountered about 6~7 events, but none of them has any difficult choice, they are more or less like this:

      A) let me help you / let’s do this! / trigger the event
      B) shut up and _ _ _ _ off

I never choose B because I suspect the events will end abruptly.