NokiMo
Syvaron
Syvaron

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PoP rework ideas

Over time, a lot of systems etc. became needlessly complicated, creating a weird state where it's likely too overwhelming for new players and trivial/repetitive for others.
I've tried some things with different game modes/modifiers like standard/simplified, but there are more fundamanental issues. Adding further bandaids etc. probably won't solve much, so I'll likely want to do some bigger overhaul eventually to simplify some stuff.

Doing the proposed changes likely won't be too hard/take long, but I don't want to maintain two separate versions with content updates etc.
Once done, I'll probably decide which version to continue.

It won't happen yet, but I wanted to gather some opinions on the idea.
(Next normal PoP update will likely still take a few weeks)

Temporary plans/differences:

Main gameplay loop:

A big difference is removal of time and stamina.
Each day you can quickly arrange your characters in one screen (drag in party/job slots/breeding etc.)
Use resources to unlock/improve various slots. Resource aquisition is more important.
You then choose an expedition/portal to go on from a smaller selection. Fixed selection for special quests etc.
Portals may have step limit until end with some quests or optional objectives to achieve.
Can take a few supply items with you with various effects, effectively replacing camping.
No revisiting/building in portals? Just explore and find interesting stuff/resources and recruit rare characters.
Portals are more mysterious/interesting with less known before you enter.
Bring camp supplies to heal, tools to mine, teleporters etc. based on known information.
Better rewards/stronger stuff further away from portal.
Upon return, the day resolves and a short summary window is shown (jobs/breeding results). Then next day begins.
Between expeditions you have a few actions to spend on stuff like arena fights/dates or shows.
Skipping expeditions may grant additional town actions next day.

Stats/Characters:

Genes give direct stat increases. (e.g character with 5 base strength and 2 strength genes will have 7)
Maybe species/uniques have slightly different gene weights, replacing growth values. 1 strength gene on a centaur may grant +2 str, while it only gives +1 on a plantgirl etc.

Breeding focuses more on gene distribution with cap on total points. (e.g if you want to get max str and hp, you may not be able to increase other stats much)
Total gene cap may increase with higher hostility portals.

Level will likely change in some way. It's fixed at maybe max lv 10. Levels won't give stats, but skillpoints to customize them.
Each character may have a few small skilltrees you can assign points to. (Linear upgrades with some mutually exclusive choices)
Centaurs will only have a centaur skilltree, while pegasus has a centaur and harpy skilltree. Empty slots may contain generic trees of varying rarity like "offensive","fire" etc.
Can choose available trees during fusion. With 3 skilltree slots, pure species have space for 2 random ones, hybrids only 1. Uniques have fixed starting skilltrees.
Skilltrees affect base stats, unlock passives/skills etc. (Characters can learn more than 4 skills and change between them at home)
Or alternatively, levels/exp just don't exist and you purely upgrade through getting better gene caps and traits from later portals.

Likely lower genetic trait count.

Simplify/remove some secondary stats like fertility/virility. Just create one egg/day if paired. Bonuses obtained from traits.

Some small things that are currently based on stamina or time and wouldn't be worth spending a day action will be removed or changed.

Maybe stamina will stay in some form purely for special actions/certain work options. Like just have 3 stamina points that always regenerate 1/day at base. (sex training / summon spirit / crystal production for crystalgirls etc.)

Rework goals:

Less, but more meaningful decisions at a time. less micro-management.
Characters should feel more unique with more focus on synergies and special abilities/traits, instead of mainly ending up stacking max stats on everything and giving the best generic skills.
Building/customizing existing characters should be more fun.
Difficulty more based around adaptability/creativity than knowledge.
Shorter runs that feel a lot more varied based on the characters/traits you get.
Clearer direction at all points, especially beginning.
Easier balancing and difficulty scaling.

Consequences: (when doing the changes)

Lower potential for building overpowered characters.
Less micro-managing could also be bad.
Portals are likely single use, with some exceptions. Building in portals likely won't be expanded on. (wouldn't be worth it spending an expedition/day to revisit)
Base stats will need to be a bit higher to make changes in growth/genes/items more nuanced. (like 50 hp and 10 str for average lv 1 character)

What are your impressions?

Comments

You know, with the level of change you're considering, I think you should just make Portals of Phereon 2. Most people interested in the first game have already either dropped it or adapted to the diffulty. A PoP 2 release would be fresher and give you more room to play with the new mechanics without breaking anything

Lastear

Honestly there are only a couple of things that id say could use an overhaul. One thing I would really comment on is that a reduction in micromanagement (but maybe not complexity) would be appreciated for the breeding and Jobs Systems. Replacing Stamina with action points or just like a time budget for activities for the day would be nice so you could introduce a better feeling of going from day to day. Portal Expeditons are really cool and tbh the stabilizing and colonizing with building in portals is cool. The biggest downside i would say exists for it is that you have to reenter to collects resources. Maybe keep the colonizing but make it a passive resource or a Job slot like say investing in X portal to be stabilized as a Y resource portal if Z type of Character works it. I don't think a step limit as like a portal life span would be good, but I would say something like requiring camping in portal for day progression would be good. Like introducing a hard day's end time to the system rather than being able to go into the morning. Maybe if an AP system is introduced you could make it so that per day you can expend another AP to gain more explore time for that day. An additional game mode i would appreciate would be a Special mode like free roam but where progression is just entirely focused on Story Quest Portals rather than how it is with Day limits or Free Plays Level up. Just be cool as an option that allow someone to go through ALL the story content on one run, without the potentially massive time sink that Freeplay can become. Maybe just make it a mode limited to the Majors rather than all Minor Chars. Overall I dont think PoP needs much of an overhaul but things that would reduce specifically micromanagement for like Jobs and breeding would be cool just to cut down on the menu time part of management.

Andrew Amell

Do adjustments so your work would be easier

Sinbath Last

Only a few notes : One i did rather like the feel of deciding the stabilize a portal to effectively colonize it, a rather unique thing in any game waiting making sure to clean out corruption on it ect. the only frustration was having to go in and collect the yields manually (And sometimes not even be able to carry it all out) but i will admit it did feel rather silly having my waterworld crystal farm to make what is supposed to be the most valuable resource become pretty mundane. Two I enjoyed that time was important to the game and deciding on trying to explore particularly dangerous portals needed to be met with proper preparation or caution to avoid it becoming a massive time sink. I do think some form of camping would be nice to keep but limit it to an item ala "tent" if you do intend to remove time as a factor. Stamina on this hand is fine IMO to change drastically as it never did much for me other than cause mild frustration on expeditions. Last for now I support some changes to genetics and leveling as it can be a bit obtuse to understand, and changing genes into leveling trees seems like an interesting idea. Worth noting i suppose that I normally play long or unlimited games for my frame of refrence.

Olou

I think the stamina system is fine if you remove a time system, since it's now a limiting factor for portals that makes resting worth it for more than just healing. The morale system has always confused me, since it just felt like a second, more crippling stamina system.

Morgan Kaler

I am sure at this point I'm echoing sentiments, but I think with a few couple hundred hours into the game I wanted to chime in. I really love the micro managing part of the game, especially in the portals because it's a very entertaining combat sim. Truly I sometimes wish there was a more "appropriate" version to play on the team or something. All that aside, I like the new ideas! I think there is merit here for a new system, though I think allowing one to return to a portal over a few days is a better move, in case of special environment portals like heaven, or situations where a party wipe leaves you in shambles if you can't recover your stuff. I genuinely avoid artifact portals if it's not unique items, because losing my team and/or gear can be a monumental loss

Morgan Kaler


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