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The biggest problem with SL2 |
Posted by: Poruku - 07-27-2018, 04:54 AM - Forum: General Discussion
- Replies (8)
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Caution: May contain dangerous amounts of opinions
Hello, I'm a random guy who plays this game from time to time. I'm not in any way an active member of the community and very rarely go on the forums or the discord.
However, I consider SL2 to be one of my favorite games. I had a tremendous amount of fun with it because of the combat system which is my favorite in all gaming. I also love the in-depth class system and all the stuff that makes the core gameplay great. Despite this, the roleplay aspect is certainly something that grew on me and made the game that much more fun and replayable.
But in my opinion, despite how fun the game is, SL2 suffers from a terrible roleplay environment for multiple reasons.
Before I talk about the reasons I'll explain what a good roleplay environment is. In a game, when you interact with other players using rp, you are dependent on the roleplay environment for determining a lot of things: your characters' backgrounds, what they do in life, what they own, what they can do, what they think about certain elements of the world, and most importantly the context of their interaction. A good roleplay environment is one that allows characters to be unique and interact in interesting ways. SL2 fails rather heavily on both aspects.
Here are the reasons why roleplaying in SL2 is subpar, in order from least important to most important.
5: Dungeon rp is always a bit weird
I feel like when you group and do content, the rp is always a bit rushed and extremely secondary. You might say a few words when you do a cool attack, or your characters might have a small conversation during battle. Either way, it feels a bit awkward, like rp and gameplay are disconnected. A very minor concern, but I wanted to bring this up.
This means that the core gameplay of the game isn't really good at stimulating rp, which it should be in a game with high rp focus.
4: So many gameplay systems creeping into RP
In the game there's a lot of amazing systems. An example would be the stat system where you level up. People constantly talk about "getting stronger", and that's okay. But things like Laplace.net are a bit strange. I just feel like it's... Too gamey to be something IC. The same could be said about the BDPs themselves, which I always thought were really really weird IC-speaking. Random dungeons appearing with a ton of chests and a boss inside that gives items? I dunno, I always have a hard time RPing with that in mind. Then there's the whole legend authoring which is supposed to be IC but is basically entirely disregarded IC as something that exists because it makes no sense. So the point is that a lot of things that might be better off staying OOC are shoved into IC by force, which forces people to rp around those things. It makes an overly bloated environment for roleplay, where a ton of really gamey mechanics need to be addressed by normal people in their normal world. Like should my character ever mention stamps? They're totally a thing IC, but like why not just have those be OOC quest rewards?
3: Similarity of background.
In the game, when you make a character, you are railroaded into fighting monsters. It sounds dumb, but the effect is that everyone you meet is a monster hunter. What people do is clear dungeons. Despite their side-jobs which might include a wide variety of things like cooking, mining, blacksmithing, etc, the player characters are mostly killing machines, at least in their spare time. That's simply because there is only one way to level up without pulling your hair out of your head, and that's grinding. I am not saying 100% of characters are monster hunters, but most of them, from the way the game is designed. Levels equate progression, and since people want to progress, they will try to get xp. Not to mention the fact that it's difficult to get rich from other means than grinding high-level dungeons.
This means everyone does dungeons, and possibly kill black beasts and do raids. This means 95% of people are similar in their occupation despite their varied background. It's honestly a bit boring.
2: Abundance
There's very little reason to trade in this game. Only reasons are: buying really rare gear, buying fugu, or buying certain alchemy items and services. Most of the time, you'll get all you need through automated vendors in cities. Who needs player interaction when you can just sell hundreds of pieces of powerful gear and buy the one rare thing you need and be on your way? Nobody can roleplay as poor, because the first shmuck that comes around will throw 10k at you. It's nothing to them but you can buy food for years with money like that. People routinely give away super rare shit for free or for low prices just because they have insane amounts of high-quality rare items and can just pass them out.
Why is this a problem? Because all material things are now mostly worthless. Being an alchemist is good. Most of the stuff you do is useful. Being a cook is cool, but even then you can only make certain high-tier foods because 99% of what you can make is outclassed for 25 Murai at the nearest store. You can be a woodcutter/woodworker but nobody will ever care about you except one guy once in a while who is nice and wants to rp. You can be a blacksmith but you will have a really hard time finding people who want your stuff. It'll mostly be parts for gear.
You get the idea. The economy is messed up beyond repair and players can get everything they could possibly want with minimal effort. Every character that reaches level 60 will have a lot of money to spare and will probably be able to min-max their build to the maximal extent if they want to within a few days. Then what's left? I guess you better roleplay because there is nothing left to gain for you on this mortal plane unless you reroll. But then...
Why is it bad for RP? because your character has everything he wants on a material level. He's both rich and has huge power. And that's 95% of characters. That's a problem because... It's boring. It's simply boring to roleplay as a person who owns everything they could possibly want.
1: Lack of things to do with rp
This is the big one, and I could probably have made a whole post just about this one, but here I'm talking specifically about rp.
When you play sigrogana legend 2, what do you do?
- Grind mobs
- Do professions, gather ingredients etc
- Quest?
- Roleplay
Let's address these in order. First of all, grinding. This means running dungeons, the jammer cave, black beasts, and raids. This is the core gameplay where the point is to level up and gain money and items. Pretty cool and fun.
Then there is the professions. You get materials by gathering or grinding mobs (usually the good stuff requires you to grind or trade to obtain) then you go to a bench and craft. It's very fun, and trading with other players can be really entertaining for everyone.
Quests: Not gonna talk about quests much, they're a bit secondary.
Roleplay: How do you roleplay in this game? There are a few ways: Either you sit in a populated area and wait for people to talk, or you talk to other people. You can also group for dungeons and kinda chit chat. Now if you're really motivated you can do bigger stuff like events and such with a lot of people, or you can have more long-lasting stories with other people and meet in other places and do stuff. I never got that far because it's so much investment to get any kind of story going. You can also trade with people and rp as a merchant and that's cool but it takes effort. You really need to sell yourself and your goods and the trading system is a little clunky. Shops exist but basically OOC.
So what I'm concluding from my limited experience (been playing since sigrogana 1 but really on and off so never been really dedicated), is that roleplay is very secondary. It's simply not been much considered when making the game. It's another thing you can do, but it does not tie into the other elements.
TL; DR: START HERE
Now that I kinda explained my reasoning I'm gonna bring together my points and say something more concise. The biggest problem with SL2 is that gameplay and roleplay are detached. In my opinion, the game would be more fun if playing the game created opportunities for roleplay. How do we do this? By making players interact through gameplay in a natural way.
I think I should clarify that this isn't as much a problem as it is a thing to consider that could help make the game even better. I love sl2 and play from time to time, but I have a hard time getting into rp.
[strike]Now if we wanna make players interact through gameplay in a natural way, there's 1 easy way:
Conflict
How we introduce conflict in this game, I am not sure. But a few examples could be:
- Having a territory and faction system where there are battles that determine who controls which part of the world
- Certain resources or rare stuff can only be gotten by one person every, like, day, and people need to fight if other people are there.
- People get rewards for accomplishing an act such as raiding a caravan. If you sign up as a mercenary, you get a reward if it makes it safely to its destination.[/strike]
Conflict is a shit idea, let's forget it.
Wild examples and I don't wanna make this a suggestion thread. My questions are:
- What do you think about the issues I'm describing?
[strike]- Do you agree that mechanically-supported conflict would help roleplay?[/strike]
- Any ideas on how to make sl2 a better roleplay environment?
Thanks for reading!
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Silence of the Dead |
Posted by: Autumn - 07-26-2018, 01:29 PM - Forum: Bug Reports
- Replies (1)
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For some reason or another, the message that alerted you when you lost your spirits while dead has disappeared, I think this used to be a thing, but when I lost my spirits it didn't display it as a battle message.
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Engineer Woes past Midnight |
Posted by: Eldecrok - 07-26-2018, 11:19 AM - Forum: Balance Fu
- Replies (2)
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After a lot of thinking, and looking at both the wiki, and my time attempting to execute a build with Engineer in the past, I have come to the conclusion that Engineers are woefully inadequate for both PvE and PvP.
From a basic understanding of the archetype, this is supposed to a 'make your own stuff' sort of build, and thus, I initally put a bit into everything. This was under the assumption that everything had equal weight or utility.
However, as the wiki itself stated, there is 'no reason' (no known reason) to invest that many points into STR to allow either flame thrower or grenade launcher. With 50% Fire ATK and 30% Wep Pow Scaling for the Grenade Launcher as an example, this renders those two skills practically unusable. Having these items, while fitting the theme of a Mechanic, doesn't produce enough power to make up for full investment, if any. In almost comedic irony, the defensive skill, Electro Shield, has a greater chance of doing damage from its overcharged 2nd use.
Repair is a must have, both on the basis that it repairs machines as is the archetype, and mechanically as you have to sustain your NPC drones. Bashfix? Bashfix is the ONLY axe skill that is in the Engineer arsenal, and while curing all negative status effects seems nice, the closest scaling that makes sense for a fragile rogue upgrade is 60% STR 40% GUI Highway Axe. Plus, bashing something to get it to work? I like the idea, albeit silly.
The upgrade modules might have justification when done at the right time, ahead of time. Once again, Flamethrower and Grenade Launcher are unlikely to be used, as it requires some investment into the mentioned skills, which is unlikely. There is an argument for jetpack and Electro Shield being transferred, and that is it saves previous momentum for the former, and deals damage for the latter.
Salvage and Overclock are good skills as they are, the former for good moments of lapses to return with a stronger drone, the latter for when you either need damage, or simply cannot get back to it in time.
Jetpack. 1M move. Enough said. Good Materials is a must for your mechanized friends due to fragility.
Most of the Innate skills I do not have a problem with, except Explosive Art. Due to not knowing what counts as a bomb (like, do traps count or not), this has impaired my ability to give a proper analysis on this innate skill.
Overall, here are my proposed changes, and fair amount of reasoning.
Remove all offensive skills with the exception of Deploy skills. This moves clutter of skills that do not benefit from having friends that do work for you, and being a dodge sort of set. In addition, While Grenade Launcher, if adjusted, could work with a trap combo with Ice, Fire, and Wind Traps, Flame Thrower would be outdone by a good Fir-Nerhaven.
Have 'Deploy: Drone' Stats have both static stats, and scaling stats. It doesn't need to be much, perhaps a 10% to something would mitigate the fact that during lvl 60's or PvP they tend to die too quickly, and costly to replace. Overcharge does help, but that is still 50 FP down the drain. Another possible solution is to simply adjust the Robot to the current level of the user.
Allow offensive skills that are not Deploy skills to scale with GUI, and include more STR based spells that allow for a variety of effects. The passive is GUI, Daggers are GUI based, and as a dodge machine, Engineers need to be able to benefit from STR in order to pack a decent punch. GUI scaling seems reasonable, perhaps 3-4-5-6-7(0) scaling, or whatever the community feels is best. In addition, since traps are already given in the base class, and that Grenade is able to be triggered, a third option could be to add a secondary bomb, one that poisons, albeit a weak one in addition to damage. This would also make sense, as GUI is reflective of Acid ATK.
Disclaimer: I am just a fan of the game, who's up past midnight having some munchies who thinks a lot about these things. This class has a great concept, but a poor execution, and the make-up of the player-base's interest shows.
Regardless, my most successful build is a trap based PvE, where I spam traps, blow them up and move away far enough to repeat. Range is usually effective in both PvE and PvP, with PvP allowing Melee to close gaps fast. In order to justify playing this class, either more use of damage, or more threat from bots are needed. That, or be like... Tadric? I can't remember the exact name, but he uses it as a passive class for item use.
Love,
A Player
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Affinity Summoner Passives - No Effect? |
Posted by: Yark - 07-26-2018, 01:21 AM - Forum: Bug Reports
- Replies (6)
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Hello.
So, when adding points to the Summoner passive for Affinity: Fairy, I noticed that the stats on Wawa did not increase at all. I went into a battle to see if maybe the bonus would appear there, but they do not. As far as I can tell, this passive does not do anything. If that is the case, then it will be worth checking the other Affinity passives as well.
Note that I am using Grand Summoner as my primary class, but I should still get these Summoner passives.
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The read's not cannon |
Posted by: Autumn - 07-25-2018, 03:01 AM - Forum: Bug Reports
- No Replies
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Cannon skills for Arbalest will read close shot penalty in 1 range, despite not receiving it actually, how to replicate:
1) Target an enemy with a cannon skill in 1 range
2) Close shot penalty looks like it applies for whatever reason
3) Close shot penalty actually doesn't apply, like its supposed to.
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