Mighty Snakefists Mighty Train of Wise Thoughts
This is the thread where the Infinite Wisdom of Mighty Snakefist will be posted, in a form of Endless wall-o-tex(TM). Feel free to comment, but please don't quote *whole* posts, followed by acronyms. Otherwise, this is mainly meant for devs (who are probably get used to this Ingenious Method of communication by now).
The Disclaimer, The Viewpoint - what does Mighty Snakefist thinks currently
"those are the droids we're looking for"
There isn't *any* principally wrong mechanic in the game currently. Tweak this-and-that-a-bit - maybe, but everything is right. So says Mighty Snakefist.
The Covenant, The Story - Things that the D2 built
Story needs to be repeated three times, three is the charm - as far as is known to Him, it was initial plan and probably is now, too - please don't change it at any cost. Unlike D3, the game which reeks of Heresy but is unfortunatelly often cited as 'comparison' to Inquisitor or (blasphemy!) a false idol which Inquisitor should... idolize? Follow! In its dubious and Wrong but Predictable solutions... So.... It's important to have repeatable story why?
Story, as such, will be of an extreme quality, both from aRPG and WH40k point of view. It is of introductionary value, the basic skills and builds, all while being deeply immersed in storytelling. New players can't *skip* it, not because some pre-imposed restrictions, but rather because of... quality. Equally important, Story tier1 leaves player with *unfinished* build (typical D2 campaign ended before reaching lvl30, and last tier of skills are just starting at that level - so there's plenty more to draw player further.
Not just repeat-with-harder-opponents! As said, the character build progresses further to include new (lvl30) skills and improve build. Along with that, tier2 is subtly *different* - and example are Mercs (which change their concept and influence to the game) and the another tier of weapons - player gets rather different feeling while playing the same (still relatively new and exiting and worth repeating) storyline.
A challenge. Bringing what tier2 brought, except... The environment is now wildly different and much harder - for example, most mobs have type-of-damage immunities, often two of them, which 'mildly enforces' player to adapt, seek new gear (this is *quite* important for resistance-type gear, since it makes game playable, which is certainly not with all of the resistances in minus values, which tier3 mercilessly impose on player). Rewards, on the other hand, can be huge and with Mighty Requirements (attributes and level, often greater than those achieved *after* finishing story).
(There won't be that in Inquisitor, which has dedicated endgame, a bonus over Fatha' D2)
The Dictionary, The Thesaurus - Types of players, generally sorted, and equally appreciated
Players who don't (initially, at least) plan to invest hundreds of hours of time. Casuals are drawn by either general liking of WH40k universe and/or basically buying most of the games with WH40k in title. Some (arbitrary) points of this type:
- they like a good story
- they like faithful representation of WH40k
- they absolutely HATE bugs happening during play through, and are likely to leave negative reviews there are some
- they often like playing with a dedicated player (don't know if it's planned for story) - and are merciless in reviews when coop-bugs are happening during their joint play
- after finishing The Story with one character or build, they quit playing for a while; or finish it again from the start with another character; or play some missions
- Casuals are usually not influences with balance (as long as it's possible to pass the hard parts) and doesn't mind complicated affixes like '+6.7% Salvo' and similar - they don't mind those existing, but usually chose items according to red/green comparison tip, or some basic preference (+HP or +reg)
- Casuals have potential of advancing (or rather 'changing' - all are treated with respect and equally) to other groups
The Advanced Ones
Players who either advanced from Casuals or were like that from the start. Some (arbitrary) points of this type (most are similar to Casuals, only differences are noted):
- they are much more forgiving to bugs, especially ones solved by restarting a game, or 'curable' by other means, much less likely to leave negative reviews for bugs (mention them - yes; basing review on bugs rather than gameplay - no)
- they are playing with all types of modes (Story, later tiers of Story, coop, endgame, PvP)
- they are influenced with balance issues, if they become important (PvP)
The Old Ones
Players who either advanced from Casuals/Advanced or were like that from the start. Some (arbitrary) points of this type (only differences are noted):
- they are nearly immune to bugs, unless game breaking
- they are less influenced with balance issues, unless if very important (but likely to post them in the forums, instead in the review); they are very systematic and dedicated about each affix because they often build a character according to well thought-out design
- endgame and added content influence them greatly, and so is constant care for game by the devs (regular bugfixes, balance updates, content updates both paid for and free)
Mighty Snakefist, Itemization Insights of
It's THE FIRST innovative system after Fatha' D2. It is GOOD. Skipping 'ten thousand million-billions thing', which D3 loves so much, cleverly. Easy to keep balance-wise. Allowing meaningful progression (through affixes, Snakefist suspect, in His Wisdom - yet we have only 4 planet levels as of now, so it's hard to be sure). Nice one!
Could be improved, though:
- YELLOWS, soon after start are useless, completely - yet they are picked automatically (or given after mission), making the useless things 'infecting' the inventory; might as well have option to convert to money or be salvaged.
(Snakefist wouldn't advice on other games solutions, such as item-filter, VH-system with Katarina and so on - they are plainly unusable)
- BLUES, bit later than yellows become equally useless. Snakefist mention, more than once, that they are not *need* to be 100% obsolete.
(There's a easy way, introduced by - who else, Fatha D2, in which Affixes or Damage or Deflect could roll *higher* than those on Greens. This makes them possibly useful, because Snakefist doesn't always have perfect Greens (mostly he doesn't) - 2 affixes are really good, 3rd is... he could live without it entirely ('sup-reg in cover' for Melee, for example), especially if the Blue in question is giving + 5-10% of something)
- GREENS, a bread and butter currently. 3 affixes + modifier. All can be crafted, as of now random, completely (may change with additional crafting options). Good, all in all.
- PURPLES, crafted - less flexible as of now, but GREAT potential. Less flexible, how? More chances when rolling affix values (AHEM, BLUE SHOULD HAVE THIS, TOO - AND WHOLE CODE EXISTS ALREADY)... 2 kinds of blueprints for each.
(Currently, 2 pre-set affixes might not be droids certain build is looking for, and it can happen with both blueprints. Consequently, that build doesn't profit for having hard-to-find blueprints at all, which can be frustrating a bit. Luckily, there's no limit of how much Mk.X blueprints can exist, and what affixes will be fixed. There can be only ONE! Or something like Fixed + 'one of the following' options, not guaranteed anything, but chances are better than 2 randoms)
- PURPLES, found - random as they are, may roll with significantly better than crafted. Then again, Crafting will be improved.
- ABOVE PURPLES - not enough information now, like if there will be Artefact blueprints (there should be), etc.
Mighty Snakefist, This is where He gets tired
As said, He would post and post more in the future. But not today. This is clearly unfinished...
Mighty Snakefist, A Random Suggestions of
In no particular order, what came to His mind:
QoL: Add Sell Yellows button to Merchant, same as is for Artificer
QoL: Add comma for all 'large' numbers - makes them easier to read, does Snakefist needs 200000 or 20000000 exp for advancing? 200,000 or 2,000,000 is much more readable.
QoL: Redesigned tooltips or something... anything where actual damage, in raw value and dps could be seen AFTER all modifiers are applied. Having +Range, +Fire, +AoE +somethingsomething, even with all those percentages given isn't... clear. Do the percentage multiply or add? Etc... While at it, how about old (Grandfatha D1!) trick of 'getting enemies better, though killing'? Someone who exterminated 100,000 Cultist should know them well - we could have a Cultist info with resistances and weak points listed, and some other data. Fatha' D2 had that too, from data-mining of game files - so, it could/would happen, but isn't the official way much better?
Random: Maps, multileveled - consist of several connected maps (not really, just one has exit that brings player to next), loot/exp given upon finishing the last (perhaps with some mini-boss or something unusual - like 5 Elites). Tower (Undertower, even) type, something unholy found on Dead Worlds. Maps of gradually progressing difficulty (not majorly, but still some)
Random: Grand Investigation, Pieces of Remembrance: You are an old and experienced Inquisitor. Did countless missions and Investigations. At some point, you get a fixed idea, an obsession. There's something connecting some of the missions from your rich past. They all seemed normal at a time, but a thread of similarity exists. Something connects then and something greater could be behind them all!
So, Grand Investigation would be a 10+ connected missions, much similar to Investigation, but EARNED though playing and occurring to players with lots of games. In a manner, it's something between normal Investigation and Story, with little additional resources (some flavour text, perhaps a different pattern of some, or just ending, maps, already existing mini-boss at the end, Godlike reward). This is one of 'unusual happenings' Snakefist spoke few times before, unexpected thing that can surprise and make happy even the veteran player. Vibrant Universe...