[quote=“Coolthulhu, post:27, topic:12248”]That’s a big improvement over single pool, where it’s not just fabrication and tailoring, but fabrication, tailoring, electronics, mechanics, survival, cooking and first aid.
That’s more than “halfway fixed” already, compared to single pool.[/quote]
While I didn’t explicitly mention them in my last post this doesn’t change the post before, where I clearly state the only skill worth raising is Dodge. In terms of optimal play, outside of Lab starts there’s nothing that isn’t better handled by taking dodge and grinding up the rest. Anything that increases short term player safety is outright superior to skills, which are late game.
tl;dr: Multipool can handle archers, they just need more grinding to accomplish.
Or just pick correct stats. Don’t fuss so much about maximum range - that strength penalty is totally fine. Read speed lower than 100% is fine too, it’s just a matter of resources.
Then again, just increasing the point allowance would render that argument moot.[/quote]
Out of curiosity, what, exactly, do you think the argument is, at this point? Multipool shortening games and hurting character variety for no good reason is a big one for me, and the “best possible archer” being literally identical to the best possible anything else is pretty damning.
Also, from the character stats you listed and the descriptions, it looks like you think that you need 12 strength to use reflex recurve bow effectively.
If this is the case, then you should seriously check what you're talking about before making this the core of your argument.
Honestly the penalty for not being able to draw a bow should be much more extreme, since range is a function of projectile velocity, but currently 12 Strength permits you to fire the bow at maximum distance, every point less reduces range by 2 squares, no? I might be overestimating how short range that leaves the reflex/recurve, but by the time you’re aiming at things less than two reloads away you might as well forget stringing the bow and just hit them with it.
It's much easier (ie. possible) to fix dodge progression. By limiting the effect of high dodge starts, the only really serious edge case is eliminated.
Like I said, limit away, it will change literally nothing so long as a character with 15 dodge is better than 14 is better than 13 and so on. It will remain superior to put points into dodge rather than other skills that are irrelevant to both necessary survival and can easily be acquired through long term grinding until you either break dodge for everyone entirely forever or decide that multipool needs another arbitrary cap on how many points you can put into a single skill, at which point optimal remains “as many points in dodge as possible”.
Multipool says that all cars should have low top speed and great handling, because otherwise those fast cars have a huge advantage, and slipping on corners is annoying. Oh, and scenarios should put cars closer to the finish line, because the start of the race isn't fun.
More like multipool says that all cars should have wheels and be touching the road for most of the race, while single pool is a race where you have rockets, race cars and shopping carts with paddles, all pretending to be on equal footing.
You can still play with low skills in multipool. Those 2 points at start in non-challenge scenarios will certainly not put you in midgame. They will not even get you out of early-early game.[/quote]
Single Pool simply doesn’t offer the difference in kind that you’re claiming it to have. Look above, single pool optimisation: 20/20/20/17, multipool optimisation: 17/17/17/17 and 15 dodge. If you want to claim there’s a major difference in kind between the two, I’ll ask that you demonstrate that, experience and your own statements show quite the opposite.
Also note that being able to choose between low skills multipool and high skills multipool is pretty much exactly as I described it: You get to choose how close or far your car is from the finish line, not what kind of car you drive.
Sure thing - that's why Freeform exists.
Multi pool is the balanced option, not the roleplay option. It's the option the game is being balanced around, because no other option so far is "solid" enough to have the game balanced around it.
Why would freeform need to exist to voluntarily play a suboptimal character? A balanced option means the difference between optimal and suboptimal is narrow, not that you tell everyone who doesn’t fit an arbitrarily narrow style of play to take their ball and go to the sand pit out back.
I said I thought about it already.
It would help with grind a bit, but it certainly wouldn't unfuck single pool.
It would actually make single pool look significantly less balanced than it looks now, since you could just take all stats and then close the faster.
Hold up there, friend. Who cares if it doesn’t fix single pool? Take a step back for a second, these are two distinct issues we’re talking about here:
1: Single pool vs. Multipool and getting the best out of the two systems.
2: Problems with the game that makes it tedious to improve skills from 0.
I go into problem #1 and the ways to balance a character based points system up in my previous post. You go back up there and go right ahead and tell me all about what you would consider to be necessary, or what problems you think would make it impossible, and we can work on it. This, however, is problem #2, consider it in isolation from a design perspective for a second:
We both agree, 100%, that there are skills that are annoying to grind, and that they shouldn’t be.
We both agree that one should not balance through tedium.
Fixing the grind does not in any way change single pool or multipool balance. The best character will continue to be the best character, just less annoying to play. It’s pool agnostic.
I raised this again because your only arguments against this idea are that it won’t fix the system you don’t want to balance around anyway, and that removing boredom based pressure against optimal play is somehow a bad thing.
Now, thinking impassively, what problems would this change introduce?
It won’t make multipool or single pool worse or better - you can still gain skills with or without a fun system of improving your skills.
It won’t change the meta except by removing tedium aspects from it - again, you still gain skills either way, the only difference is how fun it is.
Will it make books less valuable?
Will it make exploring less valuable?
Will it make gameplay less fun?
If you have valid reasons against it, then we can talk it out and try to solve it or come up with another solution to those problems, but single pool still being imbalanced is not a counter.
"Critical failure" system is a lot of work, a lot of bullshit, with the end result being, in most cases, "you can do all the crap that pretends to be risky, you just need to exploit the weaknesses in the system"
This is better, you gave some reasons here, so we can work it through.
1: Critical Failure systems are a lot of work, sure, but the failure system is already in place for skills, isn’t it? “You fail and lose some materials” is a reasonable place to start. Is there a similar failure system for cars? I barely notice crafting failure as it is, but I do note that there are faulty engines in the game, perhaps this could be revisited when the vehicles system is next reviewed?
Even if it’s just “you fail and lose some materials” or deal a % damage to the car in that location (exactly the same as tailoring and repairing damaging garments) it would take the biggest hard ceiling off of the early game where you need to grind up to 2 mechanics without being able to even practise on one of the thousands of useless, broken down cars that litter the streets.
This means “You can do all that crap that pretends to be risky”. - If someone is going to savescum, they’re going to savescum, this does not mean that Faulty Bionics Removal is a bad thing, not a risk that the player needs to work around, nor one of the most entertaining parts about playing faulty cyborg characters.
So what could be done to make fake risk real? If the penalty is as simple losing your materials 9 times out of 10 and it’s dandelion greens, then no big loss and the player eventually gets breakfast, even if it is a little black (roughly the same as my cooking methods). What if it breaks your only baseball bat? In the early game where resources are tight losing those resources can be a major penalty. Expend resources to lower the risk: Amphetamines, coke, caffeine, booze, music, or run the risk as is. Later game, when the grind is terrible (level 12 electronics, anyone?) you can pour resources into trying over and over again, requiring even more resource intensive exploration.
So it won’t fix the system on its own, but recombine the two suggestions: You can expend resources to practise without grinding menus, and you can try to accomplish things even if your level is low, so long as you have the recipe and resources.
What problems with the early game does this not fix? What more would we need to do?
At least I have multi pool then, which greatly helps with some of the problems with survival and growth stages.
It either “skips” those problems by giving you Mid-game tier skills, or “does nothing” about those problems because all the grind and tedium is still there because you played optimally and ignored a bunch of skills anyway.
I semi-agree about soft ceiling in crafting system (not in chargen). The problem is, soft ceilings often turn into just pushing the hard ceiling further instead.
Alright, let’s explore this:
A: “You can try to craft any recipe so long as you know that recipe.”
B: “Your chance to succeed at a level 12 (max?) recipe with level 0 is 0% at 8 intelligence” and improved with skill and intelligence, up to 100% at skill level 18 (success chance chosen arbitrarily as an example). Failing to succeed by over 10% means that some or all materials are lost, but still grants some skill based on how close it was to a success.
Assuming the player does not savescum, because we do not balance around cheating, what are the downsides to a completely unrestricted crafting system? Faster progression for a lucky character? More demand for resources as a player constantly fails?
13 intelligence to read SICP at full speed (without going back a line to understand it, without stopping to decipher an example), 12 strength to wield the strongest available bow at 100% capacity.
Yeah, I admit the whole book thing is a little strange anyway. 13 intelligence to read a simple computing book, 12 intelligence to understand laboratory notes detailing cutting-edge fringe science, 12 intelligence to understand a college level textbook on chemistry and circuitry, it’s not consistent, and seems redundant when there’s already a system that defines how quickly you read and understand books called “intelligence”.
But yeah, back to bows, modern hunting bows have a draw weight around 40lbs and up by law. If we assume the reflex-recurve is designed for a decently fit, large framed adult male it’s probably in the 45-60lbs range.
The British Longbow had a 110lbs minimum draw weight in order to qualify as a war bow. Alpha mutagen had not been invented by that point, so we can assume that those archers and their 200+ yard range probably were well within the realms of human strength. A sixty pound draw weight and a college level text book sounds about right for “12” as “pretty strong, pretty smart” but still doesn’t come close to “peak human capability” which is far higher than the minimum draw English longbow and the things kids learn in college.
You really should get a better example.
You’re right, but not for the reasons you claim. Wizards and other spellcasters offer a significant difference in kind to what Fighters can offer, while DDA stats vs skills offers only differences in scale.
Though honestly I'd be fine with this kind of long term vs. short term in DDA. I'm only heavily against no-brainers like stat starts.
Well this is progress, let’s work on this.
Survival → Growth → Influence → Transcendence
Type A character stronger and easier to survive and reach next stage of development → Type B character overcomes early game trouble and comes into their stride, gradually closing the early advantage of Type A and catching up to their technological and progress advantage → Type B overtakes Type A → Transcendence, Type A and Type B more or less equalise asides from ways in which they are specialised over other, similarly advanced, characters.
Ideal balance is that different types are equally viable, and that non-optimal and optimal, VBD and Evacuee don’t fall too far apart, while still rewarding optimisation and specialisation.
To make this viable we need, and feel free to add any I miss:
Type A short term (skills and professions etc) must give a tangible early advantege over Type B long term (stats and long term trait advantages etc) in the early game, allowing them to gather more, better get faster, survive more easily, and lose less often.
REQUIREMENT: Type B characters must be able to survive early game with skill, perseverance, and optimal play in order to reach the next stage.
Type B long term must give a tangible advantage over Type A in the longer term. This should be large enough to allow them to close any equipment or skill gap with type A characters and equalise.
REQUIREMENT: Type A characters must still be able to survive mid game threats, develop their skills and generally advance through optimal play, skill and perseverance.
Type B long term must surpass Type A as diminishing returns and escalating costs on skill growth and optimal equipment loadouts are reached.
REQUIREMENT: Type A players, while having the hardest experience at this point, should still be able to confront and defeat the challenges or the Influence stage.
Types merge in the transcendence stage because:
Stats don’t matter when you run people over in your six square wide Megatruck → Equipment reduces the value of stats and skills.
Stats become much closer together post mutation → Increases to stats become more widely available, and the proportional differences shrink.
Skills begin to plateau as they reach high levels and exp costs to raise them increase → The difference between a single level of skills becomes less than the starting advantage,
OVERALL REQUIREMENT: Sub optimal builds within reason (all stats set to 8, all skill points set to 0 “forgot to buy skills” character should be able to achieve all challenges with caution, patience, and optimal play.
Is this a worthwhile design goal? If not: What else does it need? If so: What changes to game balance can help bring it about?