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I'd like to be able to send my adventurers to the infirmary just to heal HPs or fatigue.

I think there should be more random awards of items and free skill points. Where I come from a 5th level adventurer should have at least one +1 item, and since you're handing out free skill points it seems like should go with the same rule. Maybe you could keep track of how many freebies you've given a character to keep them from getting too many or too few.

I don't really like all the characters who have one skill in a field (combat, brains, social, survival). Cautious actions weren't an option the last time I picked the game up, but that it is I use cautious ALL the time and it's inclusion incentivises keeping characters' fields balanced (50% only increases once for every 2 points added). But when a character only has one skill in a field, I end up giving them absurdly high skill levels in that one skill in order to keep the field value high.

Maybe you make a balanced skill use guarantee a 25% contribution. As the game stands, I never, ever use a balanced approach.

I really like this game, and it's gotten better since I picked it up last. Keep up the good work. It's better than it was, but it also has more bugs in it.
Post edited July 14, 2019 by blainedeyoung
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blainedeyoung: I'd like to be able to send my adventurers to the infirmary just to heal HPs or fatigue.
Hey, blainedeyoung! Currently, the infirmary heals the HP, and the bathhouse heals fatigue. The Infirmary is obtained by completing the "Is There A Doctor in the House?" chain, and the bathhouse is obtained by completing the "Rub a Dub Pub". Let me know if you have questions about the facilities!
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blainedeyoung: I think there should be more random awards of items and free skill points. Where I come from a 5th level adventurer should have at least one +1 item, and since you're handing out free skill points it seems like should go with the same rule. Maybe you could keep track of how many freebies you've given a character to keep them from getting too many or too few.
I like this idea as well! We do have the capabilities to do that, we would just need to integrate more items and skill points. I'll pass this onto the design team :)
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blainedeyoung: I don't really like all the characters who have one skill in a field (combat, brains, social, survival). Cautious actions weren't an option the last time I picked the game up, but that it is I use cautious ALL the time and it's inclusion incentivises keeping characters' fields balanced (50% only increases once for every 2 points added). But when a character only has one skill in a field, I end up giving them absurdly high skill levels in that one skill in order to keep the field value high.
So as far as the current design goes, the skills and traits assigned to characters are a combination of customized and randomized. It is the player's choice to form a team that is ideal for them and their quests; which is to say, it's also a choice to let some adventurers go if they're not measuring up to the task. ;) I hear what you are saying, though. I would suggest pruning the team according to your preference. You can dismiss an adventurer by going to their character info in the roster, and to the right of their portrait, there is a "dismiss" button that will prompt you to remove them from your roster.
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blainedeyoung: Maybe you make a balanced skill use guarantee a 25% contribution. As the game stands, I never, ever use a balanced approach.
I'm interested to hear more about this suggestion, as I have used the balanced option many times. Besides never using it, is there another way that this option could be better displayed or played out? Looking forward to hearing more!
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blainedeyoung: I really like this game, and it's gotten better since I picked it up last. Keep up the good work. It's better than it was, but it also has more bugs in it.
Thank you so much for your kind words! It's players like you that make the game even better :) Feel free to join us on our Discord if you'd like to chat more about everything Epic Tavern: http://www.discord.gg/epictavern Talk soon!
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blainedeyoung: Maybe you make a balanced skill use guarantee a 25% contribution. As the game stands, I never, ever use a balanced approach.
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rawglambition: I'm interested to hear more about this suggestion, as I have used the balanced option many times. Besides never using it, is there another way that this option could be better displayed or played out? Looking forward to hearing more!
Well you obviously have the advantage of actually understanding how the mechanics work while I'm just reading what the options say, but here's how I've got it figured:

Cautious guarantees that a character will contribute 50% of their score, so I start every contest by having the character with the highest score go Cautious.

If it looks like we're going to pass the test, everyone else chooses Defensive to avoid damage. If it looks like we might pass but it's going to be close, everyone goes aggressive to contribute everything they can.

Almost every contest contest goes: Cautious, Cautious, Defensive, Defensive. There is a narrow window where the heavy-hitters' Cautious got us close enough to the target number that the weaker characters' base values would put us over, but I've never seen that happen in practice.
Post edited July 18, 2019 by blainedeyoung
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rawglambition: I'm interested to hear more about this suggestion, as I have used the balanced option many times. Besides never using it, is there another way that this option could be better displayed or played out? Looking forward to hearing more!
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blainedeyoung: Well you obviously have the advantage of actually understanding how the mechanics work while I'm just reading what the options say, but here's how I've got it figured:

Cautious guarantees that a character will contribute 50% of their score, so I start every contest by having the character with the highest score go Cautious.

If it looks like we're going to pass the test, everyone else chooses Defensive to avoid damage. If it looks like we might pass but it's going to be close, everyone goes aggressive to contribute everything they can.

Almost every contest contest goes: Cautious, Cautious, Defensive, Defensive. There is a narrow window where the heavy-hitters' Cautious got us close enough to the target number that the weaker characters' base values would put us over, but I've never seen that happen in practice.
I like your strategy! Definitely smart. We are still working on the balance of the stances, so this breakdown is very helpful. Thank you! Glad you are enjoying the game :)
I spent another couple of days playing and I wanted to add some more thoughts. I see the problem, but traditionally adventuring is done for the promise of profit (glory AND gold). Some adventures you've got even advertise that you're going to make money. The way this game runs now, you're running a tavern to support your adventuring habit. Adventuring is an expense and not a source of profit. It should be an investment that pays off- and sometimes doesn't.

It may be an illusion, but it seems like I'm getting poorer as I go up levels. The cost of provisioning multiple quests and building upgrades is bankrupting me. And I would never serve a drink if I listened to every person who wanted to tell me their story.

I'm torn but sometimes I wish there were more low-level adventures. It's kind of difficult to integrate new adventurers into your roster. The Disaster mechanic can make rookie adventurers a serious liability on high level quests. And you've frequently got people benched because you've got one and then two and then three full teams but a few people are left with nothing to do. It would be nice if there was something simple I could with idle adventurers that would make me gold and get them experience. Maybe have them compete in a regular tournament or some kind of exercise. Or even tell them to chop firewood or clean out the attic.

Some encounters give you gold, and I'm like "Why? I was attacked by coyotes and I got gold? I was caught in a trap and I got gold? Where'd it come from?" Meanwhile there are lots of monster encounters where it seems like gold is in order but not forthcoming.

The game is full of bugs. Swapping equipment between adventurers doesn't work right, and neither does sending them to the infirmary. I once had a person checked into both beds in my infirmary.

But the game's coming along. I look forward to the finished product.
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blainedeyoung: I spent another couple of days playing and I wanted to add some more thoughts. I see the problem, but traditionally adventuring is done for the promise of profit (glory AND gold). Some adventures you've got even advertise that you're going to make money. The way this game runs now, you're running a tavern to support your adventuring habit. Adventuring is an expense and not a source of profit. It should be an investment that pays off- and sometimes doesn't.

It may be an illusion, but it seems like I'm getting poorer as I go up levels. The cost of provisioning multiple quests and building upgrades is bankrupting me. And I would never serve a drink if I listened to every person who wanted to tell me their story.

I'm torn but sometimes I wish there were more low-level adventures. It's kind of difficult to integrate new adventurers into your roster. The Disaster mechanic can make rookie adventurers a serious liability on high level quests. And you've frequently got people benched because you've got one and then two and then three full teams but a few people are left with nothing to do. It would be nice if there was something simple I could with idle adventurers that would make me gold and get them experience. Maybe have them compete in a regular tournament or some kind of exercise. Or even tell them to chop firewood or clean out the attic.

Some encounters give you gold, and I'm like "Why? I was attacked by coyotes and I got gold? I was caught in a trap and I got gold? Where'd it come from?" Meanwhile there are lots of monster encounters where it seems like gold is in order but not forthcoming.

The game is full of bugs. Swapping equipment between adventurers doesn't work right, and neither does sending them to the infirmary. I once had a person checked into both beds in my infirmary.

But the game's coming along. I look forward to the finished product.
I really love the idea of inactive heroes doing something to make the tavern money! As far as the random money rewards in quests, we definitely want to make sure it makes sense, as well as remains balanced. We want to do another money balance pass for sure, so stay tuned for that! I'll take a look at the stages that you mentioned as well. Another thing we plan on doing soon is reworking/stabilizing the equipment system, which I'm super excited about.

Thank you for putting in the time to post this :) Are you on Discord? We do have a server that we are on daily, and it'd be great if you came by: http://www.discord.gg/epictavern Talk soon!