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Epitaph • Patch Review
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Patch Review

Posted: Mon Apr 20, 2015 6:30 pm
by mara
This is the first major patch to be executed since I started playing Epitaph back in January. Being not very old, there's a lot of things addressed or added in the patch that I don't have the ability to do (like crafting) yet so can't comment on.

Sidenote: I loved having the patch notes about what was to be coming. It was fun to look excitedly forward to the changes and modifications.

The Neutral:
[*] The interactions system and replacement of resolve with the mercurial mood system. It seems like it will be an interesting element added to the game for some fun realism and interaction with NPCs. However, its very frustrating to try to figure out and I haven't discovered anyway to report any kind of personal relationship stat with an NPC to aid in understanding the system and how certain interactions will help/hinder relations.

The Good:
[*]Searching/scavenging fixed!! SO MANY THINGS! SUCH HOARDING! I finally get to see an actual book. Also seems well balanced in terms of WHAT you find and percentages. Food is more scarce, as it should be, but still not desperately hard to find, and we can now also find beverages.
[*]Appreciate the seemingly better variety of room chats for ambiance.
[*]Second Wind not wasted if you die before it kicks in! Woo! I can already vouch for the niceness of this.

The Bad:
[*]I have encountered at least 3 or 4 zombies so far that don't die when they should. Hugo came and rescued me from one as it wasn't letting me successfully disengage. The other two I was luckily able to remove myself from combat after burning through too much energy. They get stuck on completely drained and in bad shape. Once, an NPC was battling the same zombie and I was getting continual notifications that it had died and a few subsequent xp every 2 seconds and it took four cycles of "stop" to finally get it to release me.
[*]I really don't like the deactivation of the soul system as it's a major way I interact with my friends on the game. I can't just automatically huggle my friend when she logs in. We've lost a lot of the variety and its annoying as hell to have to create custom aliases to replace such simple actions to player friends as "waves goodbye" when I'm logging off, etc. I'd REALLY like to have souls reinstituted at least as pertains between players with its greater variety. Keep it a separate system from interactions, leaving the latter as is (eg: Mara opens her arms to you offering a hug.) and returning souls as they were (eg: Mara hugs you.)

The Ugly:
[*]This again pertains to the interactions system. I absolutely HATE that I am now pretty much at a standstill in the game other than just seeing what new items are now available to scavenge. Why am I at a standstill? Old John will no longer teach me a damned thing and it appears the only way to get him back to teaching me is to cajole him slowly over eons using the confusing interactions that don't seem to TM. Every time I log in, I make a point to try to interact with John and have maybe a 60% positive rate of interaction but he just want teach me anymore as I went from a max 500 available for learning to just maxed out. I'm not strong enough to venture south without dying EVERY TIME yet so now I'm pretty much stuck in the game. I can't get to the factions I'm interested in to work on reputation with them because my skill level isn't quite high enough to venture south but I can't continue working on needed combat skills to eventually get there. I'm stymied badly enough now that I'm feeling put out on the game as the ONLY thing I had been able to figure out I could work on was those combat skills and now those are no longer available to me. I have heard from other players that they feel the same. So..I would highly suggest reviewing how this system affects learning skills that we'd previously been able to access and how it will affect player retainment.

Re: Patch Review

Posted: Mon Apr 20, 2015 6:46 pm
by mara
Oh, another GOOD I forgot to mention: now starting with some free command and knack points!! I think that's awesome as its a daunting prospect to a new player to start with pretty much NOTHING and it takes so long to build up command and knack points. This allows a new survivor to at least pick up to two commands at their discretion and feel a little less thrown into the Mariana's trench.

Re: Patch Review

Posted: Mon Apr 20, 2015 7:09 pm
by cheeky
I'd like throw in the fact that xp gains and xp costs have been rebalanced, and I'm gonna file that under good. New players are going to be able to gain, at least up to level 75 or 100, a lot faster than before, on the average. I haven't really thoroughly checked out the changes to advancement cost, but it looks like about 2.6 times what it was when we were 1.0.0. I also never really got a good scale for the relatively minor changes that were made to a few patches back, so.... I'm rambling....

Older players are going from gaining hundreds of levels at a pop to just a few, and that's probably for the best.

Re: Patch Review

Posted: Mon Apr 20, 2015 7:19 pm
by hugo
That's a good list of good and bad and everything in between. I hope the issues you've found get reasonably addressed. As usual, we will continue to monitor and balance and make sure everything is more or less going in a positive direction.

Re: Patch Review

Posted: Tue Apr 21, 2015 5:46 pm
by drakkos
Thanks for your thoughts, Mara - I'll mull them over. But what I will say is there is zero chance of the soul system coming back. Remotes and emotes are what you have if you want to do non-interactive souls that aren't already supported by interactions. Having two completely incompatible systems to handle the same basic thing is a recipe for disaster, and the old souls don't do what we need souls to do going forward. More of the old souls will be converted over and make their way back as time goes by though. In that respect, it's largely just a waiting game as the system catches up with what we had previously, and then overtakes it.

Re: Patch Review

Posted: Tue Apr 21, 2015 5:47 pm
by drakkos
BTW, the 'interactions' command should tell you the nitty gritty about what each of the various interactions do. I'm not planning to have a way of reporting relationships with NPCs though, since that's not quite in the wheelhouse of how I envision the system working. We'll see though - I'm not necessarily intractable on that point.

Re: Patch Review

Posted: Mon Apr 27, 2015 9:08 pm
by mara
Yeah, I basically started making a huge document with all the information in the 'Interactions' command to try to suss out what is going on a bit better. Trying to be patient :) However, it doesn't seem like any of the factions yet teach any of these new social skills as near as we have been able to figure out. Hopefully that will be a soonish smaller patch?

Ok, thanks for the feedback on soul. I guess I'll just have to start making a ginormous alias list for the ones I *must* have. By the way, I really appreciate that even when you say "no" that you explain your good reasons :)

Re: Patch Review

Posted: Mon May 04, 2015 1:41 am
by drakkos
I've always believed that if you're going to say 'no' to someone who takes time to make a report or share an idea, the least you can do in return is explain why. I've found in the past too that a kneejerk 'no' has become a 'yes' when I realised I couldn't actually justify it in a report.

But yeah, make a list of the interactions you really want - we'll get them all back eventually. :-D