@astralInferno
astralInferno wrote:...honestly, all these emotes look like jerks. The green grinning one looks fairly wholesome...
This is a matter of subjectivity, isn't it? I have absolutely NO reason to be rude or condescending to anyone-- Especially since I'm requesting all of you. Though, at times, people complain about things I feel they simply do not understand, and so, all I can do is grin and laugh about it until they eventually figure it out (IE:
nsrr having never tried the 3rd and 4th Stinger talents

)
astralInferno wrote:nsrr touched on the first earlier when talking about Firestarter; if you want to make a ranged, fire-gatling ritch, you have one tree made for you, and... that's pretty much it.
Similarly, a Hydra who wants to focus on breath weapons has the breath tree and the glob tree, and then stalls out. (The Hydra is better about this; they clearly have a locked tree vaguely winking at each head archetype.)
The difference between Hydra and Ritch... Is that Ritch gets 3 Locked Talents and 2 Locked Generics. Hydra gets 5 Locked Talents and
ZERO Locked Generics. Obviously, Hydra is going to have a growth focus on offensive variety, while Ritch will not have nearly as much... Not to mention that Hydra can hardly even learn most of its Unlocked Talents because they each require specific heads now.
astralInferno wrote:(As an aside to this, the Firestarter tree isn't marked as natural - I made an undead avatar and they could use flamespit, but not flame breath.
So, you're
not playing the add-on the way it's intended, and are surprised that things aren't working as you expected them to... How strange... Hm.
*sarcasm* Yeah, hold on. I'll get
right to adding support for undead Avatars.

(Besides, how did you even make an "Undead" Avatar? That shouldn't be possible. You're obviously using strange add-ons.

)
astralInferno wrote:On an adventurous note - which you likely don't care about, but I'm a huge proponent of them - the Avatar trees are almost entirely independent of the rest of the game. It's nearly impossible to build anything that uses Avatar trees without being the relevant Avatar; maybe you can add on one or two trees from a wilder or a technique class. One particular thing that bugs me here is Breath talents - there's no way to enhance them but what you give. If their base speed were linked to Mindspeed, that'd be a huge boost for anyone trying to do their own thing; and part of the joy in tome (for me) is how you can do completely your own thing. Avatars don't have that so much. (Similarly, I'd make Gatling Fire boost mindspeed, to make it less situational. Gatling Fire is probably my single favourite talent in OotS. (Man, OotS is Order of the Stick. this is such a confusing acronym. (how many brackets can I nest?)))
Adventure interactability beyond the very basics is definitely something that can wait for later, though.)
Eventually, I'll add special item egos that improve weird things like Breath talents-- But, for the time being, "Hoarding Beast" is supposed to be your way of interacting with the various objects you find in the world for the purposes of powering up your Avatar. "Treasure Hoarder's Will" offers you just about all you could ask for-- Besides "Breath Speed" I guess.
Also, "Breath" is naturally faster than ANY other combat, as long as you aren't currently dying... And, chances are, if you're currently dying, you have probably already used all of your breath talents anyways, so you've gotten the additional speed benefit out of them anyways.
Finally, with all of that said-- Isn't this a little early to be asking for "flexibility to do whatever you want"? This is... not even a full version yet, man...
That and (if you recall) this project WAS me doing precisely what I wanted, remember?
astralInferno wrote:The second thing is that they lack any bread and butter trees. I know everything's meant to be fun and exciting, and that's an excellent plan, but.
To be fair, ritches don't entirely suffer from this - they always have their cooldown 0 flamespit to resort to. On Hydra, though, I used my three breaths, then tried to lay (underwhelming) traps for them with globs. Then my ranged character had nothing to do but bump attack. I really feel like they could use a generic attack tree, something equivalent to two-handed-assault with a couple of short cooldown attack-with-bonuses. (Or, preferable to my ranged-preferring tactics, another ranged attack tree.

)
I'd argue Hydra's bread-and-butter is being able to attack about 16 times in one turn, tbh...

If not that, "Tri-Breath" is a pretty strong bread-and-butter, considering the cooldown can be as short as 3~4 turns once you get 4 Drool Heads.
astralInferno wrote:Finally, I'll echo nsrr. It's way more fun to be overpowered than underpowered. None of my OotS characters have felt overpowered, even when I've had bonus-points addons running.
This depends what you consider overpowered. Personally, I think having 3000 Life and being able to
Recuperate about 40~100% of damage you take is pretty dang OP-- And this is without even factoring in the possibility of
Draconic Body or other regeneration talents.
I simply cannot agree with these classes being underpowered, because my experiences have shown they each have the potential to become absolutely ridiculous in their own ways. Although, I'll admit one thing: The "ridiculousness" doesn't really start until the Level 20~30 range-- Which could explain why a lot of people haven't really experienced this yet. This is about how far I've seen most people get in vaults and such.
astralInferno wrote:I'll add to that one of the favourite adages of a game designer I follow - You can't fight human nature.
If everyone expects the game to work one way, and it doesn't, they're gonna be annoyed. Don't subvert things for the sake of subverting them, do it because it makes the game better.
I'll see your quote with a paraphrased quote from a rather famous general: "When you fight the war on your own shores, the battle is already lost."
One of the biggest mistakes game developers make is beta-releasing their games and trying to satisfy their players BEFORE a full-release even comes out. That's why a lot of games don't leave beta-- Production grinds to a slow and their players are already exhausted and bored of the game before the real stuff could even come out.
However, with that said, I don't care about any of that.
All I have done is open the doors to some of my in-progress development. I am not aiming to satisfy people's desires and suggestions and such--
All I really want are reports about bugs and anything you might consider unpleasant about the experience. Yes, this probably includes a class feeling underpowered and such-- But that's usually what happens when you're the first to try something new out-- You get the unpleasant fate of learning everything that's wrong with the unfinished release
@emblempride
emblempride wrote:I would also say that using "overpowered" or at least "powered" lol within the context of this kind of content mod for this game as a base and then nerfing from there would be way more reasonable. You're never going to receive feedback on how the classes deal with 2/3rds of the game, which trivializes any content updates or the piecemeal updates like we've been getting that only seem to make it slightly easier to just get through the T2s. It's also important to note that there are many talents in the base game that give you things like Stun immunity, etc. WITHOUT some nonsensical penalty, and keeping it so tightly tit-for-tat is arguably bad design. You can't keep adding a penalty for every buff when you yourself can't even get through the game without dying multiple times. Which goes against what a Roguelike is. When people have clearly been having a lot of trouble, and I absolutely guarantee you that almost none of these ideas suggested that you have shot down would make the Avatar classes even close to OP, a truly open mind is key. This is from someone who actually enjoys your inscription mechanic and thinks it's a pretty neat idea. Balancing towards Normal/Adventure is also flawed logic when the base game is balanced towards Roguelike, and ultimately that will never change. Honestly, not trying to put you down, but the idea that as a poster I feel pressured to say that when trying to give criticism (admittedly none of which give you specific suggestions on anything outside of methodology) is... off-putting
... Don't get me wrong, but this sounds like a lot of dissatisfied venting.

Firstly, in my defense, I suggested that you play this on cheat/developer mode. Mostly because of bugs-- But also to give you a means of "forcing" your way to the end if you are having a tough time or something seems heinously underpowered.
Feel free to Ctrl+RightClick something away if it's bothering you, but just make a note of what it was, and tell me all about it. This is mainly why I haven't included most of the end-game plot-- I honestly expected everybody to cheat their way to ending, so I'm making sure everyone still has something to play when this is finished.
Also, I don't recall promising you any kind of smooth or "excellent" experience. In fact, I have constantly stated
this is an unfinished work. However, people have constantly posted in this thread
making demands as though this is some finished product they paid for.
It's not.
Please, be patient.
I am dealing with problems one at a time-- Albeit, slowly.
And finally, if there's something that bothers you, state it-- But don't word it as though I'm sworn by some sort of pact and obligated to satisfy you.
I'm not. Just remember there is only one person working on this, and they have A LOT in mind for it-- However, if they're stuck trying to satisfy every problem a person has with it,
it will NEVER become finished. As such, I have to make the tough choice of deciding what to fix and what to defer to another date.
... All of that said-- I want you to consider this: I have taken the time to read EVERY last word you wrote, and to even respond to it piece-by-piece. You have not been ignored. You have been acknowledged. Everything you've conveyed to me has been absorbed, and even if it's unconscious, your suggestions have reached me. The developer of this add-on spends every day responding to you and others, as well as continuing to release completely free new updates, where anybody else could have stopped.
... This said, most of your post has been formatted like a complaint, making demands and trying to appeal for a change in development. Not once have you suggested that I continue doing what I'm doing-- You've only suggested that I make this rather-ugly mess of an incomplete product prettier-- Which perplexes me. Why do you want me to beautify an incomplete add-on... Instead of completing it?
... Anywho, thanks for posting I suppose-- Any feedback is welcome-- But angry demands are not.
Addendum: Criticism is not always welcome--
Especially when the same thing is stated
umpteen times. Be mindful of that.