Topic: World Map Update( 29/02/2016).Discussion

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  • #12556
    PsenBattle
    Keymaster

    Regarding contracts,
    the contract difficulty/enemy composition scales with your reknown as well as your party strength (and difficulty setting!), so the way we designed it you should always be able to tackle all contracts offered to you. We know the balancing there still needs tweaking, but we are absolutely on the case – your feedback is very much appreciated!

    Recently I clear some cementary on Contract and get 2nd contract in chain to kill necromancer.
    I accespted but then contract lead me to enemy CAMP agaist 24 enemy combatants(2 Necromancers, plenty of Skeleton guards).

    If both combats differ greatly in difficulty it’s probably a bug. It would be great if you could give me some specifics about the circumstances (reknown, difficulty setting, average level of your guys etc.) That would help finding the bug or balance error.

    Cheers!

    Overhype Studios - Let´s roll!

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    #12557
    PsenBattle
    Keymaster

    Regarding the perks:
    We decided to have some very needed basic “fixes” like nerfing Perfect focus. We are on the case and we are going to rework most perks in the near future. Lots of them will be completely exchanged or modified.
    I just have to ask for some more patience in this regeard :)

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    #12558
    PsenBattle
    Keymaster

    Regarding Contracts 2:
    We already have 11 more contracts completely designed and written, they only have to be implemented. We try to have an update every week or every other week to fill in more content.

    Cheers!

    Overhype Studios - Let´s roll!

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    #12559
    RusBear
    Participant

    Paul, thank you very much for your answers. we know that after such a big update you have a lot of work to correct, add or simply study reviews. so the answers are especially valuable.

    now really rich and successful mercenary (these pockets for items I mean)

    #12586
    RusBear
    Participant

    I’m not sure it a bug, so I’ll write until here.
    Fight with the 2 Necromancer and 21 skeleton. Necromancer animates skeletons killed by me ( skeletons was with a two-handed weapon) without a weapon. After a battle weapons of that skeletons is completely absent.
    Is it must be so?

    #12593
    PsenBattle
    Keymaster

    Fight with the 2 Necromancer and 21 skeleton. Necromancer animates skeletons killed by me ( skeletons was with a two-handed weapon) without a weapon. After a battle weapons of that skeletons is completely absent.
    Is it must be so?

    That may seem odd, but I can explain it :)
    Reason is that all enemy weapons (and armors) have a certain chance to get destroyed when dropped so the player doesnt get flooded with looted weapons and armor.
    If the enemy gets killed and his weapon destroyed he will fight with bare knuckles if raised from the dead. We decided to leave it like that so its a tiny bit easier for the player.

    Cheers!

    Overhype Studios - Let´s roll!

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    #12597
    kjellstor
    Participant

    Regarding the perks:
    We decided to have some very needed basic “fixes” like nerfing Perfect focus. We are on the case and we are going to rework most perks in the near future. Lots of them will be completely exchanged or modified.
    I just have to ask for some more patience in this regeard :)

    Hi, I just want to ask this regarding levels (sorry if you’ve mentioned this somewhere else):
    I understand capping the amount of perks you can pick in the perk tree, or else you’d just max out the entire thing. But have you considered letting the player continue to level up the stats (even just by a tiny amount each time) after level 11? I just feel kind of “sad” when a character can’t progress anymore, and it would feel awesome to have a level 30 super veteran, even if he doesn’t have that much better stats than a level 11 character. Or do you prefer that the “levelling” after level 11 is done through gear alone?

    #12598
    T80
    Participant

    Because otherwise the “bad” guys would never get hired and we could remove them from the game right away.

    I dont think its necessary to eliminate the bad stats guys, but more info on them would still be nice. Maybe for a small fee (% of hire cost, or 2 days wages, etc.) we can “talk” to them before we hire them and find out things like “I gud with pointee tings” or “Sir, I am quite adept with a sword and shield and will fight faithfully till my dying day for you”. While this wont give us specific stats it does 2 things: #1 further drives the economy & #2 allows us to hire people we want / need to round out our crew or replace those lost in battle…Sometimes I am honestly looking for cannon fodder… and cheep dumb labor fills that void.
    I also agree with the post about the contracts. My second contract was to stop the harassments of a settlement. it was 6+ direwolves. Vs a bunch of level 1 & 2 mercs. They slaughtered me. When I finally beat them my next contract was to clear some bandits. Lowest count in all the restarts was 9 of them of which several were in chain and always 3+ xbows. Needless to say it didnt go over well. If I knew they were going to be “very hard” fights I would have skipped both for easier ones to build my team up.
    Lastly, I am getting a bunch of hang-ups on load screens (entering/leaving battle and towns). Maybe its just me. Tried updating drivers, got tons of RAM, just seems odd that it started with this patch.
    Otherwise I love the update and keep up the good work.

    #12604
    dltoster
    Participant

    Militia is way too strong in autoresolve. They are eating alive orc raiders. Is it intended so?

    #12650
    PsenBattle
    Keymaster

    have you considered letting the player continue to level up the stats (even just by a tiny amount each time) after level 11?

    Yes, just like you mentioned we considered unlimited levels with smth like 1 skillpoint per level, similar to Diablo3s Paragon levels. I think this will be decided during the updcoming perk rework.

    My second contract was to stop the harassments of a settlement. it was 6+ direwolves. Vs a bunch of level 1 & 2 mercs. They slaughtered me. When I finally beat them my next contract was to clear some bandits. Lowest count in all the restarts was 9 of them of which several were in chain and always 3+ xbows. Needless to say it didnt go over well. If I knew they were going to be “very hard” fights I would have skipped both for easier ones to build my team up.

    This shouldnt be happening. Contract difficulty is scaling with your reknown and the average level of your mercs. what difficulty are you playing on?

    Militia is way too strong in autoresolve. They are eating alive orc raiders. Is it intended so?

    I will check in on that. Militia got buffed compared to the previous build so they can effetively guard their settlements, but shouldnt be absolutely overpowered. Their power will fall off through the course of the game though, as roaming parties scale up over time.

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    #12652
    PsenBattle
    Keymaster

    1. Join a side and participate in an all out war between houses. Perhaps have my 12 men participate in a battle with 30 men on one side and 40 on the other. Will my men tip the scale in favor of my side?

    Contracts like this are already written and sitting in our back pocket. It just takes time to properly implement them. We also have contracts where you fight side by side with noble houses against orcs or where you encounter other mercenary companies or where you raid a peaceful village….etc etc.

    3. Perhaps (and I’m dreaming here) raise an army of more than 12 men and take on a noble house myself.

    You wont be able to get into politics or found your own noble house. Youre just a mercenary after all. But we are strongly considering a bigger roster of 24 mercs. We will write about it in future blog posts.

    Here I’m interested in a word from the developer maybe. What’s the envisioned end-game here? I heard it once described as fighting off a global invasion of some sort. Is that still the envisioned end-game?

    The game in itself will stay rather sandboxy but contracts and random events will be scaling up to deliver epic fights in the late game. We want to have a solid base first on which to expand, so we are focussing on the basics and then see what we can achieve on top of that.
    p.s. we really want to have modding and will inform you guys about our concrete plans on this when the time comes.

    Cheers!

    Overhype Studios - Let´s roll!

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    #12668
    RusBear
    Participant

    Вased on which parameters are calculated strength of opponents (mercenaries, bounty hunters) that occur during the execution of multi-level quest? From level of my mercenaries, equipment, the number of days that the company continues? Some of the meeting seemed frankly not on the level. 16 mercenaries in full armor against my 10, 2-3 level mercenaries in the initial chain mail.

    #12688
    Monsieur Fourmi
    Participant

    Because otherwise the “bad” guys would never get hired and we could remove them from the game right away.

    I dont think its necessary to eliminate the bad stats guys, but more info on them would still be nice. Maybe for a small fee (% of hire cost, or 2 days wages, etc.) we can “talk” to them before we hire them and find out things like “I gud with pointee tings” or “Sir, I am quite adept with a sword and shield and will fight faithfully till my dying day for you”.

    Hi!
    Why not being able to learn from people who wants to get hired in the tavern? As you pay a round for everybody, the bartender could tell you someting like : “Look at this guy, mister XX, he wants to be a sellsword like you but no doubt he’ll have to stop drinking every afertoon if he wants to survive a fight” meaning the character named “mister XX” you can hire in this town as the trait “drunkyard”.

    #12635
    qbot3000
    Participant

    First thoughts on playing the new world map update:

    1. The world is now more colorful and feels alive.
    2. I had a great first experience with a contract to rid a site of graverobbers. Turned out they were undead (anyone actually come up against living graverobbers for this contract?). I had no information on how many there were going into it. I had to retreat. I went back to a town, bulked up my equipment a little, and went back to try again. The second time I succeeded.
    3. I was caught in a bandit ambush of a trading caravan. Six of my men fled while one stayed behind to slow down the bandits. Fortunately the bandits took out the caravan before they came for me, so I could escape. It was exciting though.
    4. A few small bugs here and there with the text. In one description someone said he would pay me my %amount% or something similar. Just a syntax error probably.

    Suggestions for things I’d like to do:
    1. Join a side and participate in an all out war between houses. Perhaps have my 12 men participate in a battle with 30 men on one side and 40 on the other. Will my men tip the scale in favor of my side?
    2. Have a group of contracts dedicated to helping a new noble house arise, which will then by my friend.
    3. Perhaps (and I’m dreaming here) raise an army of more than 12 men and take on a noble house myself.
    4. More varied contracts. I know these are coming, but the possibilities are endless. And if contract-writing tools are given to the community, there’s no end to the innovative contracts that could be created. I’m thinking of one where a woman hires you to kill her husband, who she says is cheating on her. Her husband is an important captain for a noble house. You confront the captain and his men, and he claims his wife is lying to protect her lover. So you have the choice of killing the captain, or going to confront the wife and her lover (who also happens to have a band of thugs). If you kill the captain, you’ll attract the bad attention of the noble house. If you confront the wife and her lover, you’ll fight them to the death. If you kill everyone but the lover in battle (so that he’s the last man), he’ll beg you to spare his life in exchange for either information or treasure.

    The possibilities for interesting contracts are limitless. I can already picture modders coming up with “contract packets”.

    Here I’m interested in a word from the developer maybe. What’s the envisioned end-game here? I heard it once described as fighting off a global invasion of some sort. Is that still the envisioned end-game?

    Loving the update so far!

    #12696
    Meeky
    Participant

    Okay, I just have to bring up a couple things I’ve observed during gameplay.

    1. Bounty Hunters.

    Holy CRAP, this is annoying. So, I got a job to go clear out a bandit den. No biggie. There’s a bandit leader, and his head is worth money apparently. Cool. But as I’m running along back home, I get attacked by bounty hunters.

    Okay, so the bounty hunters aren’t that big of a deal. There’s 8 of them. They’re better equipped, but I murder ’em with relative ease. No problem.

    …But I barely take a few more steps on the world map when another group of bounty hunters attacks. This time, it’s an army. You know, 17 guys.

    Okay, so at this point I just load the autosave. That’s ridiculous. I want to turn this guy’s head in to see what happens.

    What? I get attacked by bounty hunters again! But this time it’s just 8 or so more guys, so I kill them. …And then the next group… and the next group…

    Seriously, dial down this bounty hunter problem.

    2. Reputation Degradation

    Reputation degrades WAY too quickly. Consider this: if I want to work on my reputation with a village, I have to pray that the village gives me multiple jobs in a row, because it will cease being “open” to me and start being “neutral” with 1-2 day’s time passing. I just can’t keep any villages to stay friendly with me. The same goes for the noble houses: they’re cool and all, but when you get stuck doing patrols, you just can’t progress with their reputation too well.

    Case in point: It’s Day 70, my reputation is Glorious (2885), and the only reputations I have are Neutral, Neutral, and Open. That’s a problem.

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