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in reply to: Invitation & Higher Tiers #24952
Faction membership is highly incentivized, as each faction offers a specific and significant reward to its members. The difference in strength between a T3 and a T2 is minimal, amounting to a slow +10 in a discipline, something any character with two combat foci can offset which. The first three foci are affordable before tiering up, so a T3 is only marginally stronger than a T2. Relics, which are relatively easy to steal, make the difference even less meaningful. In practical terms, two well-played T2s can defeat a T3 with little difficulty. The notion of T3 characters being substantially more powerful does not hold up mechanically.
T3s are expected to generate story and increase the sense of danger in the world. However, this expectation cannot be fulfilled if their presence forces constant combat in a setting intended to emphasize political play. Roleplay rewards are derived from story development, but meaningful storylines cannot emerge if other players consistently avoid T3s due to the excessive costs of interaction.
Adjusting the rate at which characters gain invitation based on their Tier could help balance progression. However, a similar issue existed in H6, where stronger characters were actually easier to maintain. In practice, there was no increased need to feed, and this imbalance likely carried over into the current iteration’s acedia system as well.
in reply to: Invitation & Higher Tiers #24937Playing as a T3 has proven to be a largely negative experience. Long-term roleplay and story development with others becomes nearly impossible. Even a private two-to-four-hour scene between just two characters can trigger a +1 increase. There are cases where a single text message exchange can result in an immediate increase. For example, rescuing a severely injured faction member over the course of forty minutes was enough to grant an invitation. While this could be argued as situationally appropriate, the game is designed to emphasize politics. Political maneuvering becomes impractical if nearly every interaction risks increasing invitation. Attempting to negotiate for Borough claims or coordinate actions, such as operations against the 63rd, often leads others to avoid contact entirely in order to protect their invitation.
Faction play suffers heavily under these mechanics. The Hand is effectively the only faction where a T3 is fully welcomed, especially natural T3. For the temple, the situation is restrictive: a soldier who has undergone Temple augmentation is classified as a demolisher without a chip, which prevents gaining standing, using half the order commands, or attaining rank. Other players may choose not to work with such characters at all. Efforts to plan missions, contribute to investigations, or sit at the planning table can trigger further invitation increases. This discourages collaboration, as other players are penalized for involvement. Even participating in larger group scenes is insufficient to balance the rate at which invitation accumulates. Once it rises past a point, players from righteous factions may go so far as to completely exclude T3s from play and it is absurd that the pro-supernatural faction is the only non-restricted place to be for a natural T3.
This environment severely limits opportunities for meaningful story progression and makes roleplay as a T3 feel unrewarding, as does interacting with them. If we interacted and you havn’t gained invitation, this is because I have not endeavored story effort on you.
in reply to: Let’s Talk Favour (Again) #24648It was previously mentioned that the 200 was removed without announcement, which in retrospect may not have been the most effective approach.
in reply to: Lieutenant Guests #24501This presents a problematic design. It does not address their point, why they exist, what they are there for, nor does it clarify how potential abuse will be prevented. As the commands can likely be used mid-combat, it creates the possibility of players functioning as free T4 characters with immunity on their own turf. This would significantly increase the difficulty of taking any Borough, as they could repeatedly arrest known contributors.
in reply to: Lieutenant Guests #24441Are they intended to be killed? Would doing so have any political consequences? At the moment they are used as free T4 characters and appear able to enter Downtown, although it says they should be restricted to the 63rd-owned boroughs only.
in reply to: Attractiveness questions #24424I decided to remove myself from the appearance system, which means it was tested by removing most beauty-related attributes except for “attractive” and reducing the rest to their minimum values. The overall beauty rating remained unchanged, at 7.8. This might imply that there is something deeply flawed with the system.
in reply to: It’s all combat and codeplay #23916Social-oriented characters can contribute effectively in combat activities. While combat-focused characters must invest in a wide range of stats, social characters can utilize allied combatants. Based on previous information, being knocked out while having successfully summoned an ally prevents capture inside the mist. Social roles can leverage contacts and the leadership stat, which significantly enhance the effectiveness of combat-focused teammates. Gadget training can also expand available support options(triage).
In some cases, groups may prefer not to include players who have not developed their combat disciplines. Tier 1 characters are generally advised to avoid the mist entirely, while Tier 2 characters, even those without combat specialization, can still be valuable.
The number of participants does not increase the number of monsters that spawn; rather, spawn rates are influenced by the depth reached within the mist. If the group remains together under a single leader, it is manageable. When the leader is actively butchering a corpse or a party member is healing, no additional monsters spawn.
in reply to: Normalize Favor #23550To suggest something: Perhaps one solution could be allowing a conversion of karma into favor at a 5:1 ratio.
in reply to: Normalize Favor #23479There is an impression that the current system may disproportionately reward PvP-oriented actions over PvE or social interactions. Characters involved primarily in PvP activities appear to be receiving significantly greater amounts of favor within their societies, compared to those focusing on PvE or social engagements.
in reply to: Character Art #22185in reply to: Mist thoughts? #19922Think map updates on restart.
in reply to: Mist thoughts? #19884I’ve liked the mist. Am treating it very carefully when I hunt, but what I’ve liked the most is the RP that’s sprung from rescuing or being rescued. Has provided with some meaningful ties and narratives I’m hoping to see grow.
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