[Unstable] Talent rework feeback v0.20.0.X #10165
Replies: 10 comments 8 replies
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Wanted to add, as a comment, that the commitment to a specific tree limits the potential for a player and might force them to even purposefully kill themselves to try a different tree, which im not a huge fan of. |
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All the "Get extra X for completing Y" is are by far the weakest talents that almost every job has several of. Especially for extra exp, when the level cap has been reduced to accommodate the rework means less exp needed, and makes these talents much less useful, especially once the player hits that max level. Almost all of them need to go, replacing with a far more interesting passive ability or active that has a longer term effect overall for the player and campaign. The loss of some very interesting talents is also a bit of a bummer for this unstable, like tinkering which is always handy for some situations, like getting a sub quickly out of a flood to get out of dodge faster. Dual Specops was also such a cool talent too (not the free talent points), being able to dodge in water is silly to watch and use, and can zip around the waters is so much fun and useful. As for more specific talents that could use some work, Graduation Ceremony should at least let you pick which tree you want to get the skills out of, as certain people might be going after something specific, and RNG on a t6 skill might not be very fun to deal with. Iron storm's scrap cannon Greyshirt tree is much more lame and boring in comparison to the other two assistant trees, outside of its T6, which itself doesn't have much practicality unless they add mechanics to the pet mudraptors that makes them handy to have around, and allow them to follow very basic commands. The physicist specialization literally having two talents that's basically the equivalent of buying one sub upgrade seems really strange, feel like there could be more to this tree.
I'd say more but I haven't done more extensive testing on this unstable, and ton are things are bound to change. |
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I'd also like to add that limiting the talents to just 1 talent tree will probably feel punishing on small multiplayer crews as we have no influence on what the bots would choose for talents and to actually use them. An alternative way would be reworking how you can interact with bots by letting someone with a possible new permission be able to select the talents for bots and have new orders like "craft secial item -> Exosuit" for example. |
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v0.20.2.0 update Class recap:Captain: Security: Medic Engineer Mechanic Assistant Top 5 Worst Talents:1. Submarine of Things (double FPGAs) 2. Steady Tune/Drunken Sailor 3. Don't die on me) 4. La Resistance (35% opiate resistance) 5. Danger zone (volatile fulgurium) |
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Can we straight up remove all talents related to exp gain? They're not strong, a must pick for "exp optimization" and become useless once you reach max level. I do like the fact that there are more items available for crafting, but as many others have said, having them locked to 1 specialization hurts small crews (You can reroll but iirc there aren't any books anymore, so you can't get your skills back quick enough). |
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i dislike how you get locked out of the other trees when you pick a talent tree |
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For reference: This feedback is all based on my experiences of playing as the sole engineer in a 3-5 player crew. I like the general idea behind the changes but as others have pointed out I am a little worried about how this will affect smaller crew sizes in a more negative way compared to crews where you have the option of having multiples of one role. One way of solving this could be to have an option for how many talent trees you can specialize in when starting a campaign. This would allow members of larger crews to have a more specific role while allowing smaller groups to function where one member simply cannot focus on one task alone. Also one concern specifically relating to small crews is the locking of handheld monitors behind one of the specializations for the mechanic and engineer. Obviously this would not be as much of an issue if we could have the option of choosing how many trees we can pick but I'm wondering if the monitor unlocking talents could be moved to the non-specialization rows so playing as the only mechanic / engineer in a crew you can still have the QoL from them without being forced into a talent tree. In my opinion trying to fill the role of electrical maintenance without a monitor is doable depending on the layout of the ship but not a very enjoyable experience. |
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V0.20.4.0 Feedback goes hereThe top 5 remains the same for unchanged reasons, FPGAs by itself is still the worst talent in the game. Assistant has an identity crisis.
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Just though I'd put my two cents in. People have already voiced very clear opinions about Tinkering and Water Prankster, I wanted to add something about the captain. It seems like many players I've talk to regard playing the captain as a chore, with his only merit being roleplay value. I think this is mostly due to a combination of being bound to the helm and how little involvement his talents give him, and while standing at the helm is probably not going anywhere, there's always the possibility of giving him other tools to play around with from time to time. In that, I think, this update fails to deliver. One topic which was already touched upon are the EXP talents. The old captain talent tree had these in the form of medals, and while the necessity of rushing medal talents wasn't great, they did provide some engagement in managing how experience was given out to crewmates and added further roleplay elements to the class. The new captain tree has talents which provide experience for himself and skill gain and money for everyone, but they're all passive talents - they provide a benefit that's hardly tangible (especially since they, again, are an obvious first choice, meaning very little campaigns will be played without them) and seem more like a point to mark off the new game checklist before the captain can actually get to the fun stuff. I am overall disappointed with how passive the new talents are. The new Skipper tree in particular, while providing amazing bonuses, reduces the captain to a very passive role, as the optimal way to play him would be to avoid all danger, since he gets no talents to keep himself safe, and give his crew bonuses through simply existing. As you can imagine, this is hardly engaging gameplay and most people forced into the role would have a very boring experience ahead of them. While the old system of giving out buffs through orders was clunky at times, again, it provided the captain with at least some decision making and engagement as he stood by the sonar looking for danger, all while his crew was out looting wrecks or destroying alien nests. Even if usually it amounted to clicking on the person currently panicking the most on the radio comms, and returning to staring at the sonar screen, wishing you were better equipped to join them in person. The Gunslinger tree seems to be made worse despite already being the weakest, although the most fun at the same time. The Handcannon, even if not optimal, was still an exclusive weapon that felt like an actual reward for choosing the class. And while some changes in the tree, such as the Drunken Sailor (+ finally we get rum!) I find good, others confuse me - Quickdraw feels very weak compared to other combat focused trees, and Lone Wolf provides melee damage - not bad, but I'm not sure if it fits the theme. Still, despite being weak, I foresee myself taking it much more compared to skipper, simply because I enjoy being able to get involved with the crew more. As far as I understand, the third tree is still in development. Personally, I'd love to see something that's directly related to the helm - maybe special abilities that only the captain could enjoy related to submarine control, such as panic breaks, ramming large creatures, smokescreens, improved sonar, target spotting, limited drone control while manning the drone turret, etc. But I'll be happy with anything that gives the captain a more active role, either in helping the crew or attending to his helm duties. |
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Updated with recap down in the thread
First impressions so far. Will keep updating this after further testing and updates
For unchanged talents there might be some repeats of #9625
The good:
The bad:
Disappearance of active talents. Specifically looking at Tinkering and Inspire. Talents can feel "active" via a recipe that gives a specific item, or using an active component. Tinkering by interacting with machines, Inspire by giving orders. Both are gone, and it's never good to have less things to do, and that those tinkering bonuses turned into boring passive bonuses. I'll detail and give some examples of more active talents at the bottom
Some talents don't do enough / are unexciting. A bit of a repeat as above, and maybe a contradiction with more "focused" and "balanced" statements, but there's a fair amount of talents that just don't feel good to unlock because they give an imperceptible, passive bonus.
Classes:
Captain:
-NO INSPIRE. Really unfortunate to see inspire go as it was a somewhat active ability. It was also a good incentive to use the order system. Inspire's problem was that it lasted all round, and it's possible from experience to make inspire orders that grant only temporary bonuses or limited per mission, so giving order becomes a more active process.
Security
-Endgame recipes (slipsuit/axe/shotgun/rifle) are unlocked very early compared to every other class.
Medic
-Everything about alien resources disappeared; old Xenologist was not balanced but strange to see it completely gone.
Engineer
-All specialist trees compete for the final recipe: RFA vs PUCS vs Arc
Mechanic
NO TINKERING
T1 Fair choices although Salvage Crew doesn't give extra money. Extra wrench/Crowbar damage is nowhere near Engineer levels. Hard to judge Ballast Denizen as it isnt "low O2" resistance but something else.
T2 Oiled Machinery is an absolute must pick no questions asked. It's tinkering but much stronger, and also passive/boring. Repair Packs got weaker since they don't give XP like they used to and need a buff. Makeshift armor, like all body armor, competes with diving suit and therefore has very limited use.
Scrapper: Gives a metric shit ton of resources (like it used to). There is no reason to pick Mass Production/Redidual Waste. It assumes resource scarcity is a factor and that 10% alleviates that, but it isnt the case. Miner/Scrap Savant will generate a ton of excess resources. Double scrap output on Scrap Savant especially is HUGE. Iron Storm is interesting but only if you're willing to interact with the submarine tier system and from experience most players don't want to. Scrap canon is also weaker than regular shotgun? (8x8 vs 16x3 damage, uses scrap which you can scrap savant). Tool maintenance is a complete freebie and gives +1 Quality to everything for no particular reason.
Machinist: It's not a bad tree but... it's no tinkering. Although it does have some good active items.
Brawler Heavy Wrench can be a superior Boarding Axe if you take 100% increased wrench damage in T1. Berserker/Foolhardy aren't good (low health talents in general) and feel like Security talents. Heavy Lifting doesn't increase swim speed and doesnt feel useful compared to Mudraptor Wrangler which gives two decent permanent stats. Exosuit can carry its own oxygen/batteries which means virtually unlimited fuel to run on, and since oxygen/batteries stack it's a non-factor. Scooter propulsion multiplier should be 0; it allows you to move without a battery. The exosuit can also be affected by a lot of different speed boosts.
NO TINKERING. It's very important, as the loss of one of the most well liked, ACTIVE abilities leaves a pretty big void in Mechanic gameplay.
Assistant
Let's talk about active talents a bit
More or less Active abilities lost:
Tinkering as a whole, Inspire, Books, Tumble, Buccaneer, Dual Specops, Beat Cop, Dr Submarine, In The Flow, Slapstick Expert, True Potential
Other minor changes
Holsterable 1-Handed Riot shield
Perfect for peacekeeping since you can also use a Stun baton.
Pressure Resilient Clown Crate:
Acid grenade emits acid over time:
Avanced syringe gun with more capacity and health scanner HUD
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