#Better Clarity on % Modifiers

30 messages · Page 1 of 1 (latest)

frigid drum
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It's a problem I have and I've seen at least one other user have where they'd look at Soul Reaper II and think, "This is really good I need this!" but then they buy it and think "wow, nothing happened?", or other cases like equipment %ages adding together and daily CpS + random box CpS, but bonus CpS from food multiplies together. Or, apparently you can buy an upgrade that gives you more souls from the bow, but it also gives you more souls in Chest Hunt.

To increase clarity, my suggestion would be to put in some symbols to show a relation. I've attached an example where I've put a little white scythe symbol next to the Soul Reaper modifier, people could see that and think "this might add to an existing multiplier"
or in a Chest Hunt there could be a bow symbol next to the slayer points and people might think "oh this is affected by bow upgrades"

ripe shard
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Would you not buy the upgrade if you didn't completely understand it? Personally, I didn't get hung up on the upgrade description because I knew I was getting them all regardless and after the first UA I think I stopped reading the descriptions altogether.

frigid drum
keen osprey
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youve added a random symbol and given it your own inferred meaning and think that a tangible amount of other people will infer the same meaning youre hoping for?

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let people figure stuff out, its a game about exploration

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you cant spoonfeed every fine detail

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its an incremental game, theres ** so much ** that isnt always 100% crystal clear

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if people are confused, let them seek resources, let them ask the community, let them try to figure it out even

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let people be

frigid drum
# keen osprey youve added a random symbol and given it your own inferred meaning and think tha...

That's how it already works in the game. There's a symbol for Coins
there's a symbol for Slayer Points
These symbols are used to add clarity without adding a lot of clutter, my suggestion isn't the perfect way to do that because it might be confusing but it's an example of what I mean in that symbols can be used to add clarity

I'm saying this after a conversation about something that can't be found out, not on the wiki or in-game, that the Chest Hunt souls are based off of Bow souls modifier, and the only way I found that out was by asking around Discord
and this information makes it so that bow-specific upgrades are better than chest-specific upgrades, for chest hunt

timid nebula
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Do you really think this is more clear than them being called Soul Reaper and Soul Reaper 2?
(and also affecting the "Soul Reaper Multiplier", visible in the stats page)

As for bow and chest hunt souls... would be nice - having those be visible in the game to begin with would be a good start. (In the same menu, I mean.)

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... also this (the original point) is 25% more souls, so yes, Soul Reaper 2 is pretty great. dontbuythis

frigid drum
keen osprey
frigid drum
frigid drum
# keen osprey ^

So, I do think it's good to have some level of "talk amongst the community" and discovery and letting players work things out for themselves,
but players can't do that if you don't give them the tools to do it. That's a balance that exists in game design and I'm just saying right now, the players aren't given enough information or are given information that misguides them

the wiki seems to be missing a lot of this specific information too and when asking some questions I'd get different answers (the discord members are helpful though!)
the fact that I could have a question about the game, not have a good way to find it out in game, not be able to find it on the wiki and even on the discord it's not super obvious, suggests to me that there needs to be more transparency. Even if my suggestion is bad, I'd like some way to make decisions in-game that isn't just "consult the tier list", the in-game info tab is helpful but sometimes it isn't enough

keen osprey
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It’s an infinite resource game where there isn’t a bad decision you can make, I think the game design and the players will be fine

frigid drum
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choices are what makes the game fun so I like being able to make informed choices but instead it feels like the game lies to me or deceives me (not on purpose, of course) which makes it hard to trust those choices

and if I wasn't here and well informed I might make bad decisions that would make the game grindier than it's supposed to be

keen osprey
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again, you cant make bad decisions in this game

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there is no negative progression in this game

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it can be made slightly tougher or slightly easier, but in the grand scheme of things, you can only move forwards

frigid drum
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that just means that the issues I'm presenting aren't serious issues, it doesn't change the fact that the developer's intention (and what you thought instead, "let people figure stuff out, its a game about exploration") aren't working

if I want to test whether or not rage mode is affected by the boost modifier (the wiki does answer this question this time though), I have to conduct a days-long scientific experiment with averages before and after that seriously gimps my UA, or I have to decompile the game's code
because there are no established rules, the bow modifier can be chest modifier, the boost modifier can apply when you're not boosting but it can also not apply when you're not boosting on an arbitrary case-by-case basis and all while trying to work this out I'm looking at huge numbers that can be affected by any number of things I'm not even aware of

so, I'd buy an expensive upgrade that could either be a 2x or 1.5x souls multiplier based on past rules (additive or multiplicative) and instead I get nothing because it doesn't really do anything pre-UA
which isn't a gamebreaking issue, but it's an issue nevertheless

vestal galleon
keen osprey
vestal galleon
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do games i made couny

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count

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cos i know everything about those

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without external guidance

keen osprey
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yes thats exactly what i was going for