Epic Seven

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General Discussion

The morale system needs an overhaul [7]

  • RANK70
  • Nierin
  • 2019.10.06 02:36 (UTC+0)
  • 조회수 444

Please redesign the morale system, the way it is currently implemented is so kludgey.


Within the game we have no way to determine who goes well with who, or how much morale will be received on which conversation, yes there are player community websites/tools we can utilize to maximize morale, which I’m very grateful for. But what happens when these players move on to other games and these tools are no longer upkept?


Instead please design this within game do we can see who goes well with who, or how build on the current friendship system let’s say we use certain heroes in a team long enough, they build a bond with each other, this way on explore maps can get better morale.


The current implementation so limited and at times frustrating to know you built some heroes to find out oh you’re going to get 20 morale from this combo.

포스트 7

  • images
    2019.10.06 02:45 (UTC+0)

    I'd love to see if they make affection level affects morale. 


  • images
    2019.10.06 07:53 (UTC+0)

    This has already been addressed. Please take a look at the notices. Check the link below.

    https://page.onstove.com/epicseven/global/main/view/3914342

    They know morale is a problem. They are going to make it so there is no negative hits from conversations. They are also going to show how characters are going to react to certain voice lines. They do not mention showing exact moral values but that's kind of up to you to figure out. Sure its annoying, but its probably the same reason they don't show the exact scaling values on abilities.

  • images
    2019.10.06 12:31 (UTC+0)

    Nah the only reason they don't show scaling on abilities is so that they can modify them without you noticing, unless you datamine each patch which is still considered unofficial info. You will not notice any subtle changes to anything and some things don't work as they state. 

    Judge Kise S3 having a 55/50/0 was only found because people were never proccing the third decrease but if the skill would have never been datamined you would have never noticed that 5% decrease from the second proc onward and would have said that you just got unlucky it didn't proc.

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