I understand perfectly well that not every enemy is beatable, at every stage of the game; it’s even one of the tips during the loading screens. That’s not what I’m saying.
What I’m saying is that there should be some way to moderate how many “kill the direwolves” or “storm the greensking fort” missions a player gets at any given time. Regardless of level. Skipping a couple of such missions is fine (and survivable, even at the early stages of the game). Having to skip seven such missions in a row can cause problems, particularly during the early game.
Another issue is the map generation, which can aggravate the problems arising from an unfortunate choice of missions: starting in a town surrounded by a vast forest and getting ambushed on day 2 by 7 direwolbes is not, in my opinion, fun in any way. Getting players killed through no fault of their own is something that should be avoided.
Let’s not forget that Battle Brothers will have to reach out to a broader audience once it leaves early acces; it’s not just veterans who’ll play this game: starting in a vast expanse of swamps and having to face 3 groups of goblins coming from 3 different directions, is something that should be avoided, as a design choice, regardless of whether you’ve clocked in hundreds of hours in early access or you’re spending your first minutes in the game.
In terms of “in-game realism”, I have to say that getting called by the local lord because my ragtag team got “noticed” after delivering a couple of packages is not very believable. It’s not a priority, of course, but I think access to the noble houses should come after a team has done something noteworthy (perhaps raze a bandit stockade or even a fort with raiders/leader).
By the way, goblins seem overpowered to me; I got involved in a battle where two local militias and my company fought 6 goblins (3 melee, 3 archers). The little blighters did not miss once. Not once. And it’s not the first time I’ve noticed such uncanny prowess on their part. Even when they were losing morale (very, very late in the skirmish, most died at full morale), they were landing each and every blow, each arrow. Goblins should pose a threat in numbers (like in Lord of the Rings), not sniping from far away, poisoning everyone that approaches and overall acting like some elite fighting unit. I know that nighttime is a good way to negate their ranged advantage, but still, they feel way too strong; in daytime, I’d rather fight orcs than goblins. Those six goblins killed 8 militia and injured 4 of my guys before they fell; give me 10 young orcs over this.
Orcs, on the other hand, fight exactly like I would imagine they’d approach a battle: brute strength, charging the line. Good stuff (and I’ve lost many a good man to these brutes), I think the devs have the orcs spot on.
Raiders are also nicely done, they attack and defend well. The undead are rare, in my v. 0.6.xx experience, outside the cemeteries and a couple of necromancer lairs.
Overall, good stuff, but I think some tweaking is needed.