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Topic: Suggestion №…
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- This topic has 30 replies, 11 voices, and was last updated 5 years, 4 months ago by RusBear.
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5. April 2016 at 20:41 #14040RusBearParticipant
In my opinion, one of the best streamers of BB in Russian – WorldSitar, suggested for improving the system of mercenaries’s leveling up. The sense of the suggestion is to add a perk’s tree that will contain several skills available to certain backgrounds of mercenaries. Such as 2-3 different skill for military backgrounds and 2-3 different for farmers, millers, etc. This is a somewhat time-consuming, but it looks very interesting. I hope it is not too late for such suggestions.
6. April 2016 at 11:01 #14048thorismundParticipantActualy and you said it yourself it would be a problem of balance and controlling the feel and flow of the game for the designers.
I mean yeah if i look at your icon and you mention the double axe having more to hit and less fatigue cost i kinda get the feeling you want your favourite charackter to steamroll enemies in easymode (no offense). The thing i, actually amongst many other things, like about this game so much is that such a charackter cannot be made.
Heavy wepons feel heavy, they have steep drawbacks but are viable in specific situations but remain a gamble and thats what makes the strategy mechanics of this game so awesome. (And you kinda love the heavy wepons guy, not because he is Heman but he is a !specialist professional! <- thats the feel u get, a bloody merch, a human but still his job, his profession is: bring the big hurt down when and where its needed)The other thing is and i really longed for this in a lot of fantasy rpgs and i really loved that e.g. in the dark eye series (and the map traveling, wich is still to this day one of the best rpg traveling things and wich you kinda reimplemented in this game) : There are not so many tiers of weapons fabricated of some more powerful mineral or with flames on it and a magical +X stat. for me the worst of the worse are those japanese rpg weapons, i have such a strong phobia against it that could need psychiatrist treatment srsly.
First of all Steel is steel, maybe there is good steel and maybe there are better and worse smiths. Having to shuffle weapons every half gamehour makes me distrust every weapon i get. When i buy a weapon in this game, i can trust it to what it should: Hurt with the pointy end.
The great thing in this game is and thats how it is in this world aswell: The shape of the steel gives meaningful mechanics. (Guild Wars II felt a little too overthetop for me in this regard)
Its a bit like in the real wold: There are professional lumber axes; at some point they all do the same thing: make you fell a tree. You can put gold ornate on it but that wont make it take less chops to fell a tree.But again, as far as i understand it, this game already has special rare weapons but i like that they are bloody rare (not in the steak sense… well maybe that too).
agree on the armour tabart colour emblem stuff.
21. April 2016 at 21:02 #14205AlexanderParticipantI agree that personalized weapons and characters are a great idea, but you also need something to DO with it. Right now the game becomes a little repetitive after the first ten hours or so, and even more repetitive after the level cap.
Give us goals, expansions, plots to unravel — something. You have a great setting for some really in-depth stories, especially with the random events on the map. They need to over-arch at some point and form an enthralling story, even if that story is totally of the players’ choosing or on the player’s terms. It will keep people coming back, and give them challenges to test their hard-earned mercenaries on.
29. August 2016 at 09:53 #16811RusBearParticipantWell – I am forced to write this suggestion – more to clean own conscience, because I believe, that the developers surely thought about it.
1. Fact № 1 – the existing system rnd hits (5 misses with 80+ of 7 try – and “this is the way it should be”) does not awesome for all
2. The fact № 2 – the developers have a 100% chance, and there is already not get to miss) would not change it.
What we have now? Stalemate. Is offered (for a long time and not only me) – to increase HP for all or decrease damage for all – so hit’s system results which is already “working as it should be” will work “as it should be” even better. All these 2 times unluck to you and the 2 times lucky enemy and minus brother will not be as pronounced and tactical right decisions (employment hg positions, raise a shield or a aimed blow at head) will finally affect in the game more than the luck factor.
Sorry my English. Thanks for reading.26. September 2016 at 10:52 #17458RusBearParticipantOn forum was the questions-suggestions a few times: food affect the combat statistics party. As it is, for example, in M@B. if you do not plan to introduce such mechanic (probably not) I suggest to implement it at least by simple’s events: there are several types , for example, expensive food in inventory – squad gets buff (at the discretion of the developer) the availability of wine without food can lead to debuff etc . I think this is not very difficult to implement and will be real good for the game.
3. October 2016 at 13:44 #17538RusBearParticipantThe discussion about lategame on one of the streams there was such a suggestion:
We understand that lategame is not ready and not ready by appropriate balance under it, but the trend to replace all the mercenaries including starting on knights and sellswords not disappeared and talents only partially changed the situation.
Suggestion: add acquired trait (such as strong or brave): “veteran”. The essence of action is similar to moral action only constant – increase in the percentage of certain attributes (of course % and what exactly – it’s all at the discretion of developers and easily balanced) Terms of occurrence of this trait – can be typed experience points + the number of days in a team + the number of defeated enemies + total fame and so, too, at the discretion of the developers and also easily balanced.
1. There is already in-game mechanics to implement it.
2. Rise the value and dedication to Veterans, even if it is a fisherman or a lumberjackThank you for reading.
Sorry my Google translator.20. January 2017 at 15:07 #18877RusBearParticipantUnfortunately I have not found mention about this in the devs blogs. Therefore, I decided to write here. While we have some time)
I believe that we need to improve the battle log.
1. Show name of mercenary who makes damage ( now we can see only who killed the enemy).
2. Expand the minimized log window to a few lines, or to make 3 types of his condition.
3. It is desirable to have the opportunity in game options to choose advanced detailed log, for those who wants it. Where we will be able to see all details, including the enemy’s chance to hit your mercenaries and all modifiers of enemy’s perks and abilities (with numbers) that influence on it.21. January 2017 at 07:34 #18899Ned StarkParticipant3. It is desirable to have the opportunity in game options to choose advanced detailed log, for those who wants it. Where we will be able to see all details, including the enemy’s chance to hit your mercenaries and all modifiers of enemy’s perks and abilities (with numbers) that influence on it.
This, I would also really like.
"It is not death that a man should fear, but he should fear never beginning to live." ~Marcus Aurelius
Game: "Characters with a height advantage against their opponents are harder to hit"
Me: "That's not true, and my short axeman is living proof!"11. February 2017 at 15:30 #19212RusBearParticipantSo, little things for final polish.
You need add horses!
I’m sorry it’s a stupid joke but I’m tired of this kind of “advice”
Now what:
1. Add bonus to shield “knock back” atack for the shield expert perk.
2. Opportunity by alt or shift+click to add a trophy quivers to the total ammunition squad
3. Up polearm mastery by add % bonus to the melee def.It is the conclusion of our last the discussion in our group of game’s fans, which could improve the game but do not require a lot of work for the developers right now.
12. February 2017 at 11:13 #19219Ned StarkParticipant1. Add bonus to shield “knock back” atack for the shield expert perk.
A higher percent chance to hit with shield knock back would make sense for shield experts.
I also think using a shield knock back on an enemy (With shield expert) would give them the “Stagger” state in this situation (The same one that is given to an enemy when you hit them with the two-handed hammer).2. Opportunity by alt or shift+click to add a trophy quivers to the total ammunition squad
This would be great. I very much would like to take the arrows and bolts from quivers that I loot in battle.
3. Up polearm mastery by add % bonus to the melee def.
This can be done by selecting the Reach Advantage perk, can it not?
"It is not death that a man should fear, but he should fear never beginning to live." ~Marcus Aurelius
Game: "Characters with a height advantage against their opponents are harder to hit"
Me: "That's not true, and my short axeman is living proof!"14. February 2017 at 15:02 #19251WargasmParticipantMaybe the basal hit chance of the shield Knock-Back skill should be reduced to +15, and taking Shield Expert should increase it to +25 (as now) and cause it to do a bit of damage and fatigue (as in olden times). Don’t think you should have a +25% chance to stagger an enemy, though … although I really wish there were two attacking shield skills (a high-% Knock Back doing only modest damage/fatigue, and a more damaging/staggering Rim/Boss Bash that doesn’t knock back and that has a negative hit-chance without mastery but that is effective against orc warriors) …
16. February 2017 at 13:57 #19276RusBearParticipantsome add to my last suggestion №3 3. Up polearm mastery by add % bonus to the melee def.
polearm mastery can give the opportunity to choose the direction of the repel and to give the initiative debuff (like a hammer) to pulled enemy.
13. March 2017 at 20:25 #20473RusBearParticipantI think that the addition( chance) of some good armor in a bad state in the loot after battle with Nachzehrer T3 (if they were at the beginning of the fight) – will be correct
21. April 2017 at 16:55 #21647RusBearParticipantSo, since you have announced version 1.1, I leave here a collection of highlights that a lot of players would like to see in the game, but did not get it in the release. Hope this will be useful.
1. Detailed battle log with all chances, rolls and perks influencing the change of these chances. With information exactly who caused how much damage to which enemy and what damage is blocked by armor how much damage passed through. Let it be optional. Many players would like to know the % with which the enemy hits you or dodges and all the rolls for damage and hits. I think this log would remove at least half of the crazy posts in the Steam about the conspiracy of developers and RNG.
2. Revision of the system of morals checking in battle. The influence of the level, seniority and killed enemies on these checks. Very much not happy that a 30 th level veteran who killed 2000 enemies can also be randomly scared by a suitable thug. It’s just not solid.
3. Revision of the aura and perk of the sergeant. The ability to improve the original standard as a weapon (perhaps one more ambition for an upgrade). Make the sergeant and standard at least useful in the middle and late stages of the game.
4. Change the mechanics of the puncture. Disable for use this blow if the actual chances are below 5%.I also leave a link to an excellent collection of detailed suggestions in the style of “improving the life” of another forum member
16. February 2019 at 08:51 #24280RusBearParticipantSo. As the new origins stories were announced for the company, i have this suggestion :
Add for each type of story its own special type of quest.
For example:
1. “Peasants” can get a special quest to protect the village from a small gang of gangsters with unique rewards – money, reputation, a peasant who joined in, unique forks … a horse (old special bb joke)2. Raiders – special quest on the seaside – battle with competitors and ship robbery
and so on, as last DLC shows- devs have 100% “OK” with the imagination and I think you will easily think furthe details by yourself.
The main idea is that these quests are unique – only for this origin history and with special awards. They can be repetitive (several times the same quest after a certain time with leveled enemies and awards) but not very often.As usuall with perfect english ( no), Rus Bear.
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