Legate of Mineta Posted December 2, 2010 Report Share Posted December 2, 2010 Schwarzbart; That's the easiest way, definitely. I'm not quite sure we'll go that route, but that could be done in the DLC. Quote Link to comment Share on other sites More sharing options...
Adrian Posted December 3, 2010 Report Share Posted December 3, 2010 Oh I'd like to second (or third? possibly) the idea of an event log - I wouldn't nessesarily have to go way back but if it just kept a log of the events that happened in the last completed day(or two). (Might be problematic with adventures but.. gneh) Quote Link to comment Share on other sites More sharing options...
Melnemar Posted December 3, 2010 Report Share Posted December 3, 2010 Here is an idea: Independent Study For those true book works or just so happened to get a 10 in a course Skill. Allow the player to go to Independent Study to get the Study for the Skill for a modest fee for the year for the extra class resources, testing, and access. Only one point per study and the associated influence with the teachers. Have a Request Final option later and some merits/glory waiting for the enthusiastic [nerd] student if he scores >100. It maybe simpler for a student to test out early of one class and allow him/her to start another course. Probably simpler to program. School may wat to do this to help reduce their better students from skipping class. Or replace the class with research/helping the teacher. So many options. Quote Link to comment Share on other sites More sharing options...
Legate of Mineta Posted December 3, 2010 Report Share Posted December 3, 2010 Melnemar; Another Academagian has requested almost this exact idea- it's not something we will implement in Year 1, I don't think- but Year 2 offers you more options in terms of studying (although you cannot strictly test out.) Quote Link to comment Share on other sites More sharing options...
Nyaa Posted December 17, 2010 Report Share Posted December 17, 2010 The list of action and ability is getting ridiculously long near the end game especially for those who use exploration a lot and if all these pass on to next year and it keep stacking it up like that every year, it would become a horrible mess. So I want to ask for a function for player to remove a skill/ability from the list put them in a dumpster stat box or a new menu tag that hold them there. If that's not possible, I would rather you make an ability that delete those skill while reminding the system I already learned that. Not exactly a huge problem in year one, but it will be in year two. Quote Link to comment Share on other sites More sharing options...
Legate of Mineta Posted December 17, 2010 Report Share Posted December 17, 2010 Nyaa; We are looking at a few ways to categorize this in Year 1, but for Year 2 we already have in mind a good way to filter this for the Player, and it's not too unlike your suggestion. Thanks! Quote Link to comment Share on other sites More sharing options...
89157Z Posted December 17, 2010 Report Share Posted December 17, 2010 A suggestion for the team! Release an optional mod which alters the difficulty of the adventure-paths when used, and nothing else. I'd do this myself but I haven't been able to make the modtools work. They don't seem to cause problems for you, though... Quote Link to comment Share on other sites More sharing options...
Legate of Mineta Posted December 17, 2010 Report Share Posted December 17, 2010 89157Z; Suggestion noted! If there's time in between the DLC, we'll see if we can accommodate. Quote Link to comment Share on other sites More sharing options...
GunslingerV Posted December 17, 2010 Report Share Posted December 17, 2010 Suggestion: Change Sacrifice Clique member to something more...interactive. It doesn't really make sense that using a clique member would automatically help you get past a certain part of the adventure - instead maybe you can choose to have the clique member perform a roll for you, or cast a spell for you, etc. Or maybe you can choose 2-3 clique members to take with you on an adventure and they automatically provide bonuses to your rolls on certain skills. Quote Link to comment Share on other sites More sharing options...
Nyaa Posted December 17, 2010 Report Share Posted December 17, 2010 89157Z; Oh, so is like easy mode for the game? Then make a hard mode for me too! (with bonus for completing it of course) Quote Link to comment Share on other sites More sharing options...
Legate of Mineta Posted December 17, 2010 Report Share Posted December 17, 2010 Gunslinger; I personally like this idea, but for Year 1 (because the aspect of the game which allows you to modify Student Behavior was dropped), we felt that this would be less helpful to social characters. You'll see a similar kind of system return in Year 2, though. Thanks! Quote Link to comment Share on other sites More sharing options...
GunslingerV Posted December 17, 2010 Report Share Posted December 17, 2010 Gunslinger; I personally like this idea, but for Year 1 (because the aspect of the game which allows you to modify Student Behavior was dropped), we felt that this would be less helpful to social characters. You'll see a similar kind of system return in Year 2, though. Thanks! I personally think this wouldn't hurt social characters at all. In my current game, my character is holding steady at 12 clique members - all those clique ability bonuses add up . Personally, I've chosen to not use sacrifice clique member for any adventure - I'd rather find some way to get past tough spots using a combination of spells & my familiar. Good to hear that the system will be re-implemented in Year 2. Quote Link to comment Share on other sites More sharing options...
Legate of Mineta Posted December 17, 2010 Report Share Posted December 17, 2010 Gunslinger; 12! Now that's dedication. Quote Link to comment Share on other sites More sharing options...
GunslingerV Posted December 17, 2010 Report Share Posted December 17, 2010 The list of action and ability is getting ridiculously long near the end game especially for those who use exploration a lot and if all these pass on to next year and it keep stacking it up like that every year, it would become a horrible mess. So I want to ask for a function for player to remove a skill/ability from the list put them in a dumpster stat box or a new menu tag that hold them there. If that's not possible, I would rather you make an ability that delete those skill while reminding the system I already learned that. Not exactly a huge problem in year one, but it will be in year two. This made me think of something good, though somewhat unrelated: What about creating some "clique actions", ie. you take your entire clique into the city to watch the circus - bonuses apply to everyone in your clique. Quote Link to comment Share on other sites More sharing options...
Nyaa Posted December 17, 2010 Report Share Posted December 17, 2010 What about creating some "clique actions", ie. you take your entire clique into the city to watch the circus - bonuses apply to everyone in your clique. I think it would be easier if we make a "Invite Clique" action that force bring everyone to one of your ability like job/library/location and the system run a roll against their AI preference/relationship to see if they will accept or reject and everyone who come with you will gain whatever stat that place have to offer and also one relationship point if they gain three stats that they like or make more than 100 pims in a job. Once a month only, of course. Quote Link to comment Share on other sites More sharing options...
Legate of Mineta Posted December 17, 2010 Report Share Posted December 17, 2010 Gunslinger; This actually has been requested by another Academagian, and is an excellent idea. I think you'll enjoy how this is implemented in Year 2. Quote Link to comment Share on other sites More sharing options...
GunslingerV Posted December 17, 2010 Report Share Posted December 17, 2010 I think it would be easier if we make a "Invite Clique" action that force bring everyone to one of your ability like job/library/location and the system run a roll against their AI preference/relationship to see if they will accept or reject and everyone who come with you will gain whatever stat that place have to offer and also one relationship point if they gain three stats that they like or make more than 100 pims in a job. Once a month of course. Hilarious. And I like. Legate: Oooo, can't wait to see! Quote Link to comment Share on other sites More sharing options...
ShiningCity Posted December 17, 2010 Report Share Posted December 17, 2010 i wish the game had saved my character at the end. i went through all the events at the end and then got stuck on a screen whose only option was quit game. i lost about 3 hours of play... Quote Link to comment Share on other sites More sharing options...
Legate of Mineta Posted December 17, 2010 Report Share Posted December 17, 2010 Mat; That's been requested by another Academagian- to have an auto save feature on the last day. Because of the Vista save game issue we've been reluctant to implement it, but we may proceed with it soon regardless. Thanks! Quote Link to comment Share on other sites More sharing options...
Nyaa Posted December 17, 2010 Report Share Posted December 17, 2010 Why not open a save menu to ask if the player want to save or not so it would not be automatic? Quote Link to comment Share on other sites More sharing options...
Legate of Mineta Posted December 17, 2010 Report Share Posted December 17, 2010 Nyaa; That's an excellent idea, actually. It's fairly straightforward- I like it! I'll see what I can do. Quote Link to comment Share on other sites More sharing options...
stalinbulldog Posted December 17, 2010 Report Share Posted December 17, 2010 I've been enjoying this game a great deal more than any I've played in some time, however, that said, I think it would greatly help new users to have more of a hint when choosing action responses to random events, knowing where subskills are, and if you're any good at them, is a rather difficult thing to get a hold of, possibly displaying the current value of the subskill beside response choices, or else displaying which skill category it falls under. In addition, this might be too difficult this late in development, but with the sometimes quite long lists, a nice fully functional scrollbar would make navigating the information displayed much easier. Keep up the good work guys, I am really enjoying the game :}` Quote Link to comment Share on other sites More sharing options...
Nyaa Posted December 18, 2010 Report Share Posted December 18, 2010 I've been enjoying this game a great deal more than any I've played in some time, however, that said, I think it would greatly help new users to have more of a hint when choosing action responses to random events, Did you apply the latest patch, the choices should had color coded so you know which one will have better chance. Quote Link to comment Share on other sites More sharing options...
stalinbulldog Posted December 18, 2010 Report Share Posted December 18, 2010 Did you apply the latest patch, the choose should had color coded so you know which one will have better chance. I have now and it helps quite a bit! Quote Link to comment Share on other sites More sharing options...
Legate of Mineta Posted December 18, 2010 Report Share Posted December 18, 2010 Glad to hear it...ah, Comrade! Quote Link to comment Share on other sites More sharing options...
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