03-12-2023, 09:19 PM
I don't expect this post to change anything, nor am I even calling for change to come about.
If change were to come about from this, that would be welcomed--However I don't want to kick up dust for change to come about.
That is not the goal of this thread.
The Significance of this thread is both to gather Opinions on the subject, as well as for posterity's sake.
Two changes were made to vampire months ago, likely with balance in mind.
The first of the two being Thrall arms. Secondly, increasing the cost of Thralls.
I agree with the first change, in spite of disagreement from certain members of the community
Thralls are still very much capable of doing almost everything they could do before, moreover their staggering attacks help impede prey from getting away.
All-the-while doing more damage. In exchange, they have actions bars when taking some actions.
I feel this was a good change in terms of balance and giving the thrall a more unique roll amidst Antags.
The second change, increasing the cost of Enthrall as you create more thralls.
This placed a "Soft-cap" upon the number of thralls that a Vampire can have.
In theory, this sounds like good balance. And I agree, It does sound reasonable.
Personally, I never liked the change, and have vocally disagreed with the change time and again.
Nevertheless, I allowed time to pass before attempting to create a discussion on the matter.
As I have brought the subject up in-game and out, even to vampires actively playing--time and again players regard thralls as being "not worth it" or "Too costly"--they have even less incentive than before to bring players back. Instead opting to clone them, leave them to rot or destroy the corpse entirely.
Thralls used to be a highlight of the Vampire Antag, for the player and Victim's alike. It was "Free antag" status--Something to do after you die.
Aside from that, for those vampires who are looking to create thralls, they are now incentivized to utilize meta knowledge, bringing back only those who are "Worth it." Whereas before, thralls were (mostly) created indiscriminately.
I can understand if the goal of the change was to avoid "station-wipes." Station wipes, which can cause players to leave the game, creating a sudden drop in server pop. However I would argue, vampires creating "Thrall armies" gives players things to do after death, keeping them in game.
I feel that players crew-side and Antagonist both had a lot of fun facing off against each-other in "armies".
Crew forming militia groups, huddling together in safety. Thralls roaming the halls in packs, seizing straggler humans.
I reiterate, the goal of this thread is not to yell down any one developer to force a change.
Merely, to gather the opinions of the player base on a change that I feel has been negatively received for months, and has not improved.
Ultimately, If I were to recommend a half-way between the new change--Make the cost raise by a mere +50 blood-points per living thrall.
It would seem meager at first, but over time as your army grows, that cost would be substantial.
I say this with confidence, because running out of blood would occur naturally.
Thralls would consume any fresh corpses, whereas the desire to continue to enthrall players would not cease--The blood supply naturally expends.
If change were to come about from this, that would be welcomed--However I don't want to kick up dust for change to come about.
That is not the goal of this thread.
The Significance of this thread is both to gather Opinions on the subject, as well as for posterity's sake.
Two changes were made to vampire months ago, likely with balance in mind.
The first of the two being Thrall arms. Secondly, increasing the cost of Thralls.
I agree with the first change, in spite of disagreement from certain members of the community
Thralls are still very much capable of doing almost everything they could do before, moreover their staggering attacks help impede prey from getting away.
All-the-while doing more damage. In exchange, they have actions bars when taking some actions.
I feel this was a good change in terms of balance and giving the thrall a more unique roll amidst Antags.
The second change, increasing the cost of Enthrall as you create more thralls.
This placed a "Soft-cap" upon the number of thralls that a Vampire can have.
In theory, this sounds like good balance. And I agree, It does sound reasonable.
Personally, I never liked the change, and have vocally disagreed with the change time and again.
Nevertheless, I allowed time to pass before attempting to create a discussion on the matter.
As I have brought the subject up in-game and out, even to vampires actively playing--time and again players regard thralls as being "not worth it" or "Too costly"--they have even less incentive than before to bring players back. Instead opting to clone them, leave them to rot or destroy the corpse entirely.
Thralls used to be a highlight of the Vampire Antag, for the player and Victim's alike. It was "Free antag" status--Something to do after you die.
Aside from that, for those vampires who are looking to create thralls, they are now incentivized to utilize meta knowledge, bringing back only those who are "Worth it." Whereas before, thralls were (mostly) created indiscriminately.
I can understand if the goal of the change was to avoid "station-wipes." Station wipes, which can cause players to leave the game, creating a sudden drop in server pop. However I would argue, vampires creating "Thrall armies" gives players things to do after death, keeping them in game.
I feel that players crew-side and Antagonist both had a lot of fun facing off against each-other in "armies".
Crew forming militia groups, huddling together in safety. Thralls roaming the halls in packs, seizing straggler humans.
I reiterate, the goal of this thread is not to yell down any one developer to force a change.
Merely, to gather the opinions of the player base on a change that I feel has been negatively received for months, and has not improved.
Ultimately, If I were to recommend a half-way between the new change--Make the cost raise by a mere +50 blood-points per living thrall.
It would seem meager at first, but over time as your army grows, that cost would be substantial.
I say this with confidence, because running out of blood would occur naturally.
Thralls would consume any fresh corpses, whereas the desire to continue to enthrall players would not cease--The blood supply naturally expends.