Development FAQ: Difference between revisions
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==== Q: Why don't you force an abnormality in sets? (I.E. Picking Yang forcing Yin and vice versa.) ==== | ==== Q: Why don't you force an abnormality in sets? (I.E. Picking Yang forcing Yin and vice versa.) ==== | ||
A: Currently, all standard LC13 maps have only 24 abnormalities. Instead of locking you into 1/12th of your slots, forcing you to pick both of them, we instead balance each abno to only itself. This allows for players to choose to pick either, or both. | A: Currently, all standard LC13 maps have only 24 abnormalities. Instead of locking you into 1/12th of your slots, forcing you to pick both of them, we instead balance each abno to only itself. This allows for players to choose to pick either, or both. You are generally rewarded in one way or another for picking sets, so it's still generally worth it. | ||
==== Q: Why don't you let selecting your department affect your stats and give you bonuses? ==== | ==== Q: Why don't you let selecting your department affect your stats and give you bonuses? ==== | ||
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==== Q: Why does better work results give you more stats? Shouldn't it be the opposite like in Lobotomy Corporation? ==== | ==== Q: Why does better work results give you more stats? Shouldn't it be the opposite like in Lobotomy Corporation? ==== | ||
A: We don't want players to spend more time healing when it's sadly, not super interesting. This has a knock on effect to where work is more consistent. Doing well in work gives you more energy and gives you more stats, while also forcing you to spend less time healing. | A: We don't want players to spend more time healing when it's sadly, not super interesting. This has a knock on effect to where work is more consistent. Doing well in work gives you more energy and gives you more stats, while also forcing you to spend less time healing. | ||
==== Q: Where's Burrowing Heaven? ==== | |||
A: In the pipeline. The development team has conflicting ideas on how to add Burrowing Heaven, and each developer has issues with each other's implementation. | |||
==== Q: Why don't stats persist between shifts? ==== | |||
A: This would start with most players starting with maxxed out stats, and being bored, or overpowered for the start of the shift. Everyone would start the round with all 130s and justitia |
Latest revision as of 02:04, 25 February 2025
This page is dedicated to all the questions we receive consistently.
Q: Why don't we have Risk Class Armor?
A: Risk Class Armor is a set that heavily punishes players who are behind, when players behind are already at a disadvantage. This leads into a "Lose more" system, where when you're losing, you lose harder.
Q: Why don't you force an abnormality in sets? (I.E. Picking Yang forcing Yin and vice versa.)
A: Currently, all standard LC13 maps have only 24 abnormalities. Instead of locking you into 1/12th of your slots, forcing you to pick both of them, we instead balance each abno to only itself. This allows for players to choose to pick either, or both. You are generally rewarded in one way or another for picking sets, so it's still generally worth it.
Q: Why don't you let selecting your department affect your stats and give you bonuses?
A: Departments currently are intended to be a sort of "Squad" System. A way to partner up with groups of players to coordinate easier. By giving them stats and bonuses, this would make one department (The one that gives you more stat training) extremely popular, and making most other departments unused, or rarely used.
Q: Why does better work results give you more stats? Shouldn't it be the opposite like in Lobotomy Corporation?
A: We don't want players to spend more time healing when it's sadly, not super interesting. This has a knock on effect to where work is more consistent. Doing well in work gives you more energy and gives you more stats, while also forcing you to spend less time healing.
Q: Where's Burrowing Heaven?
A: In the pipeline. The development team has conflicting ideas on how to add Burrowing Heaven, and each developer has issues with each other's implementation.
Q: Why don't stats persist between shifts?
A: This would start with most players starting with maxxed out stats, and being bored, or overpowered for the start of the shift. Everyone would start the round with all 130s and justitia