- Mar 20, 2019
- 455
- 517
For one, I think your comparison is exaggerated which I know was your whole point but the game doesn't really have the levels of leaps in logic that you're talking about. Things make sense, its just that the intricacies and depth of what's going on is the wall most newcomers come hit and to be frank it is wall. It's a lot to take in and even more to implement what you've learned. Which I think most of people here who know how to play would agree. The reason I feel this way personally is after this wall, the game is immensely fun and replayable, which to me is indicative that the game mechanics work and work well. Otherwise you wouldn't have people coming back to play and theorizing on strategies as much as you see on here. And things get reworked or expanded over time so I'm not saying everything is perfect either, but things do click and if you don't believe me I'd be happy to explain some parts you might have issue with.I appreciate your willingness to help in this matter but having read multiple walls of text now sort of verifies my point. There's very little difference in needing to break Xs Armor, ensuring that Y injured and caressed but not disgusted, applying a 4/2 commander ambush on Y then attacking Z, but only of Z is weak to humility,You must be registered to see the links. To test I went into casual, got to the point where I could throw out a 4/2, and proceeded to accomplish nothing, retried, and somehow got two girls done with their early game shit. Next day, couldn't get the third, but I know 1-3/10 of my choices are off. Or I could brute force it with Newspaper, as most people probably do.
I'm happy you seem to understanding it now and I get that it's frustrating. But its not really productive or nice for that matter to come into the forum like this. If you want help just ask or put up your team that you're currently on, there's plenty of people on here that'll help you out and come up with some strategies against them. If you want to suggest a feature to CSDev by all means go off no one minds hearing ideas and CSDev checks here enough that if its viable it will probably be in the game at some point. There is an import function that allows you to start a loop/team from the beginning and iirc you can start the save with cheats enabled so you have that super-powered start you were talking about. And if that's not to your liking then feel free to expand on what you want there might a couple of people who are down for it like you. Hell if you just want to vent you can do that just be more considerate since a lot of people like the game and seeing someone come in this kind of way isn't a good time for anyone involved.
The in-game goals system is pretty helpful as well for this and if you have any specific gripes it would be good to post them hereI'd ask yourself how many times you've thrown those sources out at people because an in game set of days with set girls that actually shows you how to control this (up to t3 break) would probably go better than what is... 5 online guides and the readme? Not for a secret ending or like, the most official way but the literal basics of the gameplay loop.
Originally the tutorial was a set team but because the lack of explanation of other areas like EE management or planning it was scrapped in lieu of the goal system currently in place by CSDev. I think a set team is still a good idea for a tutorial especially if paired with the aforementioned goals system and a few items from the start. But it would require a lot workshopping, not only for creating a team that would be good for newbies, but also for accounting for how players might misuse their EE, if the player deviates a lot from the next goal, items that encourage learning mechanics and not accidentally circumventing key aspects of the mechanics etc. Basically I imagine it would take a month or so and CSDev is more focused on implementing remaining features and aspects of the game like the remaining distortions or the other Bosses. I'm not speaking for him but he does look at this stuff and considers what can be done and I imagine he might have a more concrete solution once the game is in a more complete state.
The Newcomer learning curve is an issue that has persisted as long as I started playing this game and frankly I don't think it will ever be fully resolved. And that's because at it's core, Corrupted Saviors is a very complicated game and it doesn't compromise with it's complexity beyond the extreme of something like the cheats function. And because of that very uncompromising nature it has retained a decent amount of players over the years of development. Which does suck in a way since I'm always happy to see new people share their experiences in the forum but if that's the tradeoff for having a game that I've been able to enjoy consistently for a few years I'll accept it. I understand if you disagree and have no issue with that, I would just prefer if you consider how other people feel before posting