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Overall i agree with this wall text.
So I am looking into the following possible buffs to Neptune. Not all of them will be implemented; that would make her too strong after the initial learning curve. So if you were to choose only three from the following list, which would you choose?
1. Energy gain per turn 2%, consumption per turn 3% (50% more uptime overall); starting energy increased to compensate
2. Enable setting focus of Puppet states (i.e. Default focus, Food focus, etc.), but I don't know if this is actually technically feasible without Community Patch
3. Pudding Parlor built in the Capital from the beginning, and Pudding Parlor automatically negates puppet penalties in the Capital regardles of population
4. Start with a Scout
5. Start with a Worker
7. Side Quests grant 0.5% Shares per turn permanently rather than grant a lump bonus
8. Side Quest lump bonus increased to 7.5% or even 10%
9. Purple Heart's UA 1% Yields per 2% Shares (this seems dangerous)
10. Purple Heart's UA also doubles Histoire's Energy recovery
I'll go through the list.
1) This would be pretty good. Just overall more favorable uptime, especially for more cities. Would also definitely help if the starting energy was higher for the early game.
2) Possibly. Not my first choice as I don't think the focus is what gimps her.
3) This would be very nice, and a good benefit. Not overbearing either.
4) Eh
5) Eh
6) What happened to 6!?
7) I think maybe, but I feel this could also become somewhat overbearing and all too dominant. It would give her a LOT of power, though.
Also a downside of this would be with two quests you could be Purple Heart permanently.
8) I don't think the numbers are the problem
9) I think defintiely not. Again, the numbers are not her issue. I think Purple Heart needs something more than just raw numbers to make her more favorable, which leads me to...
10) This would be a nice quality of life improvement, and incentive to transform. Given Histy is 'on vacation' here, it'd be nice.
Overall, my picks?
1, 3, and 10.
I think 1 and 10 synchronize really well. Giving Histy more growth than expense is a really nice quality of life improvement, and I don't think it overpowers her, and 3 just helps the early game slightly by giving you a few turns of reprieve.
7 is also a good consideration if it ends up being fairly balanced (disable this share growth during Purple Heart's transformation and this would be easily top 3)
Some other considerations is reduce the difficulty of only the first quest, if possible. Maybe even make a unique, static quest for Planeptune to get you off the ground.
And thanks for listening.
#6 was missing from the list since I merged it into #3.
One thing about her that I've picked up on that's actually really huge, is share production can supplement Histy, meaning early on you rely on her, but as the game progresses you can easily swap back and forth between Histy and Purple Heart to regen histy, giving you almost full control of your city(ies) until you've finished a quest.
It's actually rather subtle, but kind of genius.
when I play Lowee civilization -- the UU doesn't have any special ability (except recover when a writer is expensed). And it seems to be the problem of all the Hyperdimension Neptunia mods that the UU don't have any special abilities, since I didn't find any Units.xml in these mods. Can you fix them? Thank you!
The Pudding Parlor start is a real nice quality of life thing, and I saw you weren't fond of it, but I don't think it's that dangerous a gift early on. If anything, I would just tone down how fast she can gain shares.
I think the Eggplant harvest thing could possibly see a little toning down. The 'small' chance for a barbarian to spawn is disgustingly large, and I'd rather see that become less of a hassle. At the same time, it can be completely removed if you just sit a unit on top of the farm, which is a pain but not that expensive. So this creates a bit of an impasse where it's either an INCREDIBLY random pain, or just not even a thing. Maybe just increase the % of initial barbarian spawns, and negate the chance per turn (and of course tone down the benefit)?
I'm not sure if it was an error on my end, but the +1 yield for every pudding parlor was only granted once. Is this intentional, or an error? Because I sure hope it was intentional. I realized VERY quickly how dangerous that could be.
I'm thinking of giving AIs a flat bonus to Share gain based on the game difficulty (this is a Core Files change, but it applies here since Share gain is a bit of a problem). They generally already get one by virtue of them having such a tiny amount of Unhappiness, but it does seem like their ability to be competitive in that department is hit-or-miss.
My thoughts
- Reduce shares from UA
Probably a good solution to start with. I'll talk about what I mean 'start' farther down
-Increase the difficulty of quests
Yes and no. I say you should rather tweak some quests. Getting a quest like "3 national wonders" is incredibly easy to complete and gives you a huge advantage. Getting one such as "Complete a university" is downright impossible until you make it that far, and given that I play on Marathon+++ speed, that can be something like 2-3 hours into a game. Definitely a product of my own fault, but still something I feel should be kept in mind.
Instead of increasing the difficulty across the board, you can try and scale all the different quests up to the more mid-game oriented or difficult to reach quests. The quests are indeed quite rewarding, all things considered, so I would not feel too upset if it was way harder to accomplish this until more mid or late game.
-Stop Eggplant Act
Completely fair, then. It caught me off guard with how much they spawned though, so at least a small warning might help. I can avoid it in the future, but if someone isn't ready for it, that can really screw them over. I had around 13 barbarians spawn in less than 10 turns across maybe 10 farms empire-wide. Maybe I got ♥♥♥♥♥♥ by the RNG-god, but I was NOT expecting that rate.
-Flat bonus to share gain
Possibly. Sometimes empires will have share gain that outright demolishes you for reasons that I usually can't tell. A few weeks ago when I initially tried Neptune out, someone (who I hadn't met) had around 4% share growth. Maybe it was an anomaly, but I'm loathe to adding more variation to an already uncertain mechanic.
I do appreciate the incremental nature of your updates, and the consideration you take before making changes. I think you should definitely be careful, as Neptune's strange nature makes her mechanics incredibly volatile. My only concern is that you might take the Riot approach to game design and change too much at once (and in the process completely ♥♥♥♥ everything up), but at least from what I've seen from you, you're far too centered to do that.
Thanks again for your reply.