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Colony Ship Early Access Release Thread [GAME RELEASED, GO TO NEW THREAD]

Alpharius

Scholar
Joined
Mar 1, 2018
Messages
607
Not sure about this learn by doing system, seems like its too easy to make a jack of all trades, especially considering combat is trivialized by the prescence of a party.

Like, it seems that any combat that 3 party members + main character optimized for combat can handle, 3 party members + not very combat-oriented main character would be able to handle just as well, with a few additional quickloads. Which means that combat skills can be disregarded when choosing which skill to train.

This leaves cs(for takedowns), biotech, computers, electronics, persuasion, streetwise, impersonate, lockpick, steal, sneack.

Of these CS seems to be fairly easy to train by using high crit chance attacks in combat and takedowns. While biotech, computers, electronics, lockpick and steal will probably very rarely have a mutualy exclusive skill check for different skill(right? seems logical, and its like that in EA too). It would seem that mastermind with +50% learning rate would be enough to train these to high level assuming the main character takes every oportunity to use them.

So we end up with persuasion, streetwise, impersonate, sneack. And with 10 inteligence one can tag 4 skills, how convenient. It seems likely that +150% from tag and mastermind would be more than enough to train these to high levels even when choosing combat, stealth and persuation quest solutions equally often. (Though i'm not sure its necessary to tag all 3 dialogue skills. After all, succesfull persuations often give xp for all 3)

Am i wrong?
No :lol:.

I would suggest at least making it so that 6 charisma (+ implant) is not enough to get all 3 party members. If 3 party members required 10 charisma there would have been some tradeof at least. (And replace that implant effect with something else).
 
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lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,271
Not sure about this learn by doing system, seems like its too easy to make a jack of all trades, especially considering combat is trivialized by the prescence of a party.

Like, it seems that any combat that 3 party members + main character optimized for combat can handle, 3 party members + not very combat-oriented main character would be able to handle just as well, with a few additional quickloads. Which means that combat skills can be disregarded when choosing which skill to train.

This leaves cs(for takedowns), biotech, computers, electronics, persuasion, streetwise, impersonate, lockpick, steal, sneack.

Of these CS seems to be fairly easy to train by using high crit chance attacks in combat and takedowns. While biotech, computers, electronics, lockpick and steal will probably very rarely have a mutualy exclusive skill check for different skill(right? seems logical, and its like that in EA too). It would seem that mastermind with +50% learning rate would be enough to train these to high level assuming the main character takes every oportunity to use them.

So we end up with persuasion, streetwise, impersonate, sneack. And with 10 inteligence one can tag 4 skills, how convenient. It seems likely that +150% from tag and mastermind would be more than enough to train these to high levels even when choosing combat, stealth and persuation quest solutions equally often. (Though i'm not sure its necessary to tag all 3 dialogue skills. After all, succesfull persuations often give xp for all 3)

Am i wrong?
No :lol:.

I would suggest at least making it so that 6 charisma (+ implant) is not enough to get all 3 party members. If 3 party members required 10 charisma there would have been some tradeof at least. (And replace that implant effect with something else).
never tried but it appears that you can leave most skill checks to party members? Faythe can be turned into quite a skill monkey, covering electronics, computers sneak an lockpick.
As it stands you would need to cover just speech checks.

I never liked skill checks in party based games in general, usually its easy to cover everything. Colony is adding another dimension with reputation system but will see how much it changes
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,251
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
yea!
walk back to doctor, pay 50$!
engaging!
Or buy medkits and use them after fights.
Which is fair enough, but it does kind of mean that medkits will need to cost pretty close to 50$ to heal entire party, or else it will be highly advantageous to waste time by loading screens. Admittedly money seems pretty plentiful in chapter 1 if you do everything, but I assume there will be lots of great gear on sale once we go to "civilization".
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,535
I could cover all skill checks with PC with a 10 CHA build, required a bit of back and forth though.

Biggest problem with the system seems to be the excessive combat XP, it diverges very quickly from other skills and makes later fights too easy.
Could make each encounter be worth a fixed amount of combat XP, then hand it out afterwards, split depending on skill usage.
 
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Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
Along those lines, how useful is feedback about UI aesthetics? It's very flat right now, and I expect that once I dive into EA I will end up an advocate for a more Fallout-ish UI, with depth and physicality. I think it could be done with the general style of UI already in place, just with a bit of tweaking to add depth and personality.
I actually really like the current UI aesthetic and feel that it really fits the game/atmosphere while maintaining functionality. I think the only complaint I have is the choice of font, which has this shitty "v" and "w" that looks like it's in italics when nothing else is - which is a pity, because the font otherwise fits, too.
 
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Jaedar

Arcane
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Joined
Aug 5, 2009
Messages
10,251
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Could make each encounter be worth a fixed amount of combat XP, then hand it out afterwards, split depending on skill usage.
Afaik this is how it works. Each NPC is worth a certain amount of xp, when you shoot them they give out a little bit, when you kill them you get all the remaining xp.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,535
Could make each encounter be worth a fixed amount of combat XP, then hand it out afterwards, split depending on skill usage.
Afaik this is how it works. Each NPC is worth a certain amount of xp, when you shoot them they give out a little bit, when you kill them you get all the remaining xp.

Is there a real hard cap?
Might be that the numbers are just widely overtuned.

Being based on securing the kill is also a bit problematic if you aren't playing solo, leads to some degenerate gameplay.

On that note, when does the '...'s quick demise' of getting CS instead of Armor for killing someone trigger?
Seemed to be guaranteed if you 100 to 0 an enemy in a turn, but also in some other cases.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,271
problem is not regular xp, but rather skill xp. You can be takedown god and your CS will be nowhere near murder hobo run. And its not just that: why takedown enemy for minimal sneak and CS bump, while killing same enemy will give you far more xp in CS, armor, evasion AND weapon of choice?
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,535
problem is not regular xp, but rather skill xp. You can be takedown god and your CS will be nowhere near murder hobo run. And its not just that: why takedown enemy for minimal sneak and CS bump, while killing same enemy will give you far more xp in CS, armor, evasion AND weapon of choice?

It's disgusting really. Takedown on someone gave me 25 sneak, 25 CS. Killing the same dude straight up gave >150 CS, and 50ish for the rest.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,271
reaction weapons are... odd. Not a big fan of a system that favors big stuff over small.
Take melee for example, lets say you like to use 1h hammer. Optimal is to disable response on it and have use 2h instead in 2ndary slot.
If I use daggers, responses should be from machete instead. Dagger response usually doesnt cut through armor. Speaking of daggers and swords, their AP costs make little sense while looking at dmg range and minimal penetration that some daggers offer. While testing I was never able to have flurry outperform double strike too
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,535
reaction weapons are... odd. Not a big fan of a system that favors big stuff over small.
Take melee for example, lets say you like to use 1h hammer. Optimal is to disable response on it and have use 2h instead in 2ndary slot.
If I use daggers, responses should be from machete instead. Dagger response usually doesnt cut through armor. Speaking of daggers and swords, their AP costs make little sense while looking at dmg range and minimal penetration that some daggers offer. While testing I was never able to have flurry outperform double strike too

How does the game decide which reaction attack to use?

Sometimes you get hit with snap shot, sometimes burst.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,271
reaction weapons are... odd. Not a big fan of a system that favors big stuff over small.
Take melee for example, lets say you like to use 1h hammer. Optimal is to disable response on it and have use 2h instead in 2ndary slot.
If I use daggers, responses should be from machete instead. Dagger response usually doesnt cut through armor. Speaking of daggers and swords, their AP costs make little sense while looking at dmg range and minimal penetration that some daggers offer. While testing I was never able to have flurry outperform double strike too

How does the game decide which reaction attack to use?

Sometimes you get hit with snap shot, sometimes burst.
I thought it grabs cheapest attack from given weapon? On revolvers its only snapshot. On daggers/swords I saw fast attacks only. I guess burst is from smgs, On rifles I saw snapshots too I think?
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,231
Take melee for example, lets say you like to use 1h hammer. Optimal is to disable response on it and have use 2h instead in 2ndary slot.
If I use daggers, responses should be from machete instead. Dagger response usually doesnt cut through armor.
There's a tiny button in the corner of weapon slot by which you can able/disable reaction attacks so you can use your 2h hammer from 2nd slot for that, for example.

The game checks reaction for main wep slot first, then for the second, and yeah, uses the most cheap attack so it can be burst with SMGs only as far as I'm aware.
 

Haba

Harbinger of Decline
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Joined
Dec 24, 2008
Messages
1,872,147
Location
Land of Rape & Honey ❤️
Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
Had a quick look at this, and pretty impressive job I'd say. The only minor nitpick I have is that I'd prefer if the dialogue had different color than the descriptive text.

The fact that the first goons you encounter can have quite different background than you assumed is classic AoD, more of that. An old trick, but still worth it to make the player occasionally regret being too quick to act in violent ways (and too eager to accept any random request of help).
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,271
just had a thought regarding disappearing enemies.

In free the deacon quest you can sneak in. Whats unique in that one is you being able to stay afterwards and get that combat xp.
Would it be possible to do same with both frog encounters? Show your sneak thief superiority and come back to get some combat experience for hybrids. Same for 2 scavengers by elevator in armory.

In last armory encounter by vault doors, can you move escape area 1 tile towards armory? That way you would be able to lockpick doors and execute some takedowns easier.

Why are there no sneak options for xroads chains at the end? Both bases seem easy to break into with some dexterity no? Not talking about easy killing boss, but take down few enemies and try to survive while main force arrives?

Not related: I love how enemies are not limited to fall dead on the floor, but can bend over tables and such. Notticed that in house of horrors combat.
Speaking of that encounter, if you knock down any enemy that was standing by the door, you are unable to target until they stand up
I wonder if devs are even reading random stuff I type in here
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,059
We are reading all posts, but we don't have time to respond to every post. Numb from pre- and post-release stress and overloaded (fixes, improvements, next location).
 

Nm6k

Scholar
Joined
Jul 9, 2018
Messages
155
Location
California
The others also want to run to a faction of their own choice for support while Jonas wants the help of a anarchist gang now I don't know if any of them can get the help they want without the player's aid but just in case if I wanted to help the Brotherhood take control of the Pit (if they even want to at this point) I rather the Pit be reinforce by a gang then a big faction
 

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
how long can the pit resist annexation?
Forever.
upyours.png
 

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