Topic: Post-EA feedback

  • Author
    Posts
  • #2183
    Avatar photoJarricMartell
    Participant

    3 hours into the EA release, and I have more feedback. Again, like the post here, this is mostly stream of consciousness, not curated for balance or feasibility.

    1. This RNG is murdering me. An adventurous noble founding member (+15 melee skill bonus) with 43 melee skill. Leveling up and getting +2, +2, +2. You could so easily end up with underwhelming level 10s.

    Suggestion: Dump the RNG for level up bonuses. Or at the very least, on easier difficulty levels, let the dice discard the lower rolls. So on Easy, let your level up bonus be 5s and 6s. On Medium, 4-6. On Hard, 2-6.

    2. It’s not helpful to know that Klaus has taken 46 dmg to his body. I can see that, cause he’s lying in neatly bisected pieces on the ground. What I don’t know is which of these three orcs he was facing killed him. With what weapon? With what move? What was their melee skill roll compared to his melee defence roll?

    Suggestion: I know for a fact that you guys have played Pillars of Eternity. That there’s a nice, succinct battle log that can give more information when you want it. Something to consider?

    3. The campaign layer is still a bit bland. While waiting for shops to open, I find myself camped out on crossroads staring off into space a lot.
    Suggestion: Expanding on my old post, have your (upcoming) party support slots be more involved than a binary (ie have smith/don’t have smith) switch. Have them be involved in baggage train ambushes, like your current caravan fights. Have them be fully fledged brethren, who gets extra pay and rations and levels slower cause their attention is divided. Don’t think of this as having to babysit them, think of it as a risk/reward mechanism.

    Have rumourmongers who can point you out to the nearest enemy camp. Have a mercenary guild in the first (only?) city, with higher risk, more diverse contracts than the current “kill quest-escort quest-delivery quest.” Outside the overarching Invasion mechanics, that is. Have advanced recruits that can only be found in the guild. I do realise that you want the gameplay to be more ‘roaming mercenary band’ and not so much ‘build your own fiefdom’, but some support structure wouldn’t go amiss. Surely you’re not the only mercenary band around?

    Have smiths who take orders. Have M&B style item qualities. As important as Endurance is in your combat system, there should be a system that gives you better protection without necessarily going for heavier armor. So for example a wearer of a Basic Chain Shirt (100Armor, -12End) can choose to upgrade to a Basic Chain Shirt +1 (120Armor, -12End) instead of a Chain Shirt (120Armor, -14End). There would be a monetary cost, obviously, or perhaps lessened durability.

    #2214
    Avatar photoscreeg
    Participant

    Regarding point 3. “Let your smith fight” I think I’d rather have this be optional. I assume the game is balanced around fielding 12 fighters. I don’t want one of those slots permanently taken by a half-assed fighter who’s also a great blacksmith.

    Your idea about being able to craft custom items is definitely interesting.

    #2228
    Avatar photoSarissofoi
    Participant

    I think crafting system and companion(none fighters but supporting role) system is planned.

    #2229
    Avatar photoPsenBattle
    Keymaster

    Regarding the crafting:
    Initially we had a pretty elaborate crafting system planned to craft Items going into the accessory (amulet) slot of your paperdoll.
    As this system needs a lot of things to be well planned (ressource gathering, UI flow, crafting recipies etc etc) we moved this to our backlog.
    In the next days/week there will be a lot of internal planning on what big chunk we tackle next.
    Regarding the combat log we will gather some more feedback and then see if we have to show more detailed numbers.

    Item quality is also planned. I already created all the assets for “rusty” weapons for the undead but we didnt have the time to implement that. So we will probably implement the whole “item quality” thing when we have a clearer concept of how exactly it will work. But I’m pretty sure it will come, as its a easy possibility to expand the item pool and progression.

    Overhype Studios - Let´s roll!

    Facebook Youtube
    Twitter

    #2236
    Avatar photoJarricMartell
    Participant

    Regarding point 3. “Let your smith fight” I think I’d rather have this be optional. I assume the game is balanced around fielding 12 fighters. I don’t want one of those slots permanently taken by a half-assed fighter who’s also a great blacksmith.

    Last I heard, the idea is to expand your roster (to 24?) once there’s a deeper wounds system in place, while limiting your field deployment to 12. In that case, there might be more wiggle room. Whether that still stands or not depends on the success of the EA, I guess.

    And ‘progression’. That was the word I was looking for, couldn’t think of it for the longest time. Never get old.

    #2237
    Avatar photoPsenBattle
    Keymaster

    correct: 12 deployable Brothers with a total roster of 24 is still the plan for full release at the moment.

    Overhype Studios - Let´s roll!

    Facebook Youtube
    Twitter

    #2243
    Avatar photoSarissofoi
    Participant

    That is nice. especially if wounded brothers need time to heal and can’t fight when heavy wounded.

    Item quality is also planned. I already created all the assets for “rusty” weapons for the undead but we didnt have the time to implement that. So we will probably implement the whole “item quality” thing when we have a clearer concept of how exactly it will work

    Great to hear. It will be nice if some items will be worthless when try to sell them.
    Like whole rusty/crude weapons(who gonna buy this trash anyway?), or peasant simple weapons(peasant made them but who gonna buy them?) or orcish weapons(who gonna use them?) etc.

Viewing 7 posts - 1 through 7 (of 7 total)
  • You must be logged in to reply to this topic.