Danubian's Replies

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Viewing 15 posts - 46 through 60 (of 231 total)
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  • in reply to: Paul´s Art Corner #18270
    Avatar photoDanubian
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    Please dont encourage them with this DLC talk, the game aint even out yet ?

    But i agree with the rest wholeheartedly.

    The game now has a bunch of medium to high tier unique weapons and armors that are awesome. Literally 0 complaint there.

    But IMO what we need now are unique and extremely rare versions of some fairly common low(er) level items. For example add fairly common, rare, extremely rare, and stupidly extremely rare variation of a raider/thug armor; you dont even need to do too much work i think, just add more fluff to the items raiders/thugs already use, you know like add furs, are more padding details etc. Im talking items that arent too OP (they have like 5 or 10 more armor) but add a metric shit ton of esthetic awesomeness, epic coolness, and RPG value to a single brother after a battle. You know how you have that event that can give you a 2 handed sword early on? Thats a great example of what you guys should do on a grander scale. That 2 handed sword isnt really anything super special, but its something you wont be able to get for at least some hours into the game; yet you get lucky, trigger that event, and BOOM you just have essentially military grade weapon that turns one of your bros into potential massive damage dealer, and it may even have impact on your whole party composition and battle tactics.

    ^thats what i absolutely adore in this game.

    If i had my own way id have you work on items and items alone for like a month or something, until we have unique version of vast majority of items, even the lowest tiers ones. ?

    Absolutely agree with that comment, but I have a little different view. What this game really needs is legendary items, but they has to be not only the items which have chance to hit head or damage boost. They have to provide us with new experience and unique abilities. Like Frangshire helm does, like Horadric cube does it in Diablo 2, like Allien Blaster does it in Fallout 2. These items have to become a legend which will be retold from one player to another. A lot of things can be invented, for example legendary bow (+2 vision, +2 range), pike of a giant (allows 3 tiles range hit, instead of 2), cheater’s dagger (+20% chance to hit via puncture), Van Helsing blade (burn vampires with one hit) and so on. Off course they would be very very rare.
    The same is suitable for special encounters and quests. Just remember how we replay Fallout 2 by character with very high luck rate just to see all these special encounters. And also told to our friends about them and got their respect.

    First what the hell is wrong with this forum, im seeing smilies in quotes that are half the screen size…

    Second, i dont disagree with your ideas. Sure those kinds of items would be good too.

    However i would still vote for simpler items (and in particular items you can obtain practically from the very first battle, albeit with extremely low drop chances obviously). I simply think it would add more benefit to the game (specially for its RP value) at a much lower cost, as it would simply be a case of adding more art (in many cases just variation to the already existing template). What youre proposing, as cool as it really is, would require additional programming and debugging etc its whole features worth of work load.

    in reply to: Are fights scaling to company size properly? #18269
    Avatar photoDanubian
    Participant

    First, I have to disappoint you a little bit : the skeletons – archers do not have penalties for shooting at night ), so that the latest intensification of necromancers in the patch has made such a site probably second difficulty after 12 Orc Warrior with Lord). Well, it is the lyrics.
    Now about question. Exactly one factor( there is some more but this one – 100%) on which depend all the battle – it is game day of the company – the farther away the enemies will be more, regardless of the difficulty level, your party size or the fame.

    Surely there are some limits to this? Like im not literally seeing bigger and bigger skeleton sites i think.

    Didnt know about skele archers, thats useful info.

    in reply to: Paul´s Art Corner #18260
    Avatar photoDanubian
    Participant

    Please dont encourage them with this DLC talk, the game aint even out yet :P

    But i agree with the rest wholeheartedly.

    The game now has a bunch of medium to high tier unique weapons and armors that are awesome. Literally 0 complaint there.

    But IMO what we need now are unique and extremely rare versions of some fairly common low(er) level items. For example add fairly common, rare, extremely rare, and stupidly extremely rare variation of a raider/thug armor; you dont even need to do too much work i think, just add more fluff to the items raiders/thugs already use, you know like add furs, are more padding details etc. Im talking items that arent too OP (they have like 5 or 10 more armor) but add a metric shit ton of esthetic awesomeness, epic coolness, and RPG value to a single brother after a battle. You know how you have that event that can give you a 2 handed sword early on? Thats a great example of what you guys should do on a grander scale. That 2 handed sword isnt really anything super special, but its something you wont be able to get for at least some hours into the game; yet you get lucky, trigger that event, and BOOM you just have essentially military grade weapon that turns one of your bros into potential massive damage dealer, and it may even have impact on your whole party composition and battle tactics.

    ^thats what i absolutely adore in this game.

    If i had my own way id have you work on items and items alone for like a month or something, until we have unique version of vast majority of items, even the lowest tiers ones. :D

    in reply to: Are fights scaling to company size properly? #18257
    Avatar photoDanubian
    Participant

    Ok. Lets get some things straight here.

    There are fixed locations on the map and there are quest spawned / faction spawned locations.

    The fixed locations are places that are guarded by toughest enemies regardless of what level you are. I also think they may get different sizes depending on your stats later on (i cant be 100% sure but i think ive had locations that displayed different amounts and compositions of troops at different times i visited them, i believe some of them spawn parties that roam around).

    The spawned locations, and in particular the quest spawned locations, will, depending on different factors, be scaled to your power. Naturally the missions that spawn them will also have different amounts of skulls, so if you have 6 men party, you wont be sent to kill 14 raiders, in a 1 skull mission at least.

    So when it comes to the particular location you ran into, its not one that you are supposed to kill that early on. It will not scale down to your size, you are basically wasting time there. You should not be wandering off road until you have at the very least 12 men party that are at the very least ~ level 6. What you should be doing is roaming from town to town and picking up easy quests that net 1000-2000 gold.

    For example my current level 11 party that is customized to kill Orc Warriors would smash through that location probably without anyone even being hit (archery is useless on skeletons, they have like 95% immunity to it, so the trick is to have 12 melees and attack during the night so their archers are useless; since each one my 12 melees can kill multiple skelies in a 1 v 1 its like hot knife through butter, although you have to prioritize the skelies with 2 handed weapons (and 2 tiles reach weapons), those can be nasty).

    in reply to: New player, lost 6 times "Early Game" scenario #18107
    Avatar photoDanubian
    Participant

    From that screenshot, that doesnt look like a party i would take vs that many undead.

    Thats the main problem.

    People armed with 1 handed axes dont have shield, which defeats the purpose of 1 handed weapons.

    in reply to: New player, lost 6 times "Early Game" scenario #18095
    Avatar photoDanubian
    Participant

    Can you show us a screenshot of the battle so that we can see what kind of party you have and what kind of enemies you chose to fight?

    in reply to: How do you get the Unique Armors? #17613
    Avatar photoDanubian
    Participant

    You go out into the wilds and hunt for some forum plebs.

    Once youve taken a few, you sacrifice them to RNGesus.

    And if youre lucky he might smile upon you and grant you unics.

    in reply to: 0.7.0.11 Feedback #17571
    Avatar photoDanubian
    Participant

    Agreed on 4) im on like day 150? and ive only seen 1 hedge knight.

    in reply to: Update 0.7.0.11 #17562
    Avatar photoDanubian
    Participant

    Can someone tell me whether i need to start a new game in 0.7.0.11 to be able to see all monsters?

    For example i havent ran into necromancer with zombies.

    And i cant seem to run into new zombie heavy infantry in any fixed map location, although i ran into 1 party that was roaming (i guess it was spawned after the patch was applied).

    in reply to: First contract bandit archer #17507
    Avatar photoDanubian
    Participant

    It is not smart to use 2 handed weapons early on. First, your guys wont have enough natural melee/ranged defense to survive, and second your melee skill wont be high enough to reliably hit enemies with 2 handed weapons (meaning youll be wasting turns).

    So switch from 2 handed axe and a shield and 1 handed weapon.

    in reply to: Increase the number of contracts #17409
    Avatar photoDanubian
    Participant

    I kinda agree, at times the world can feel empty and walking around in circles between towns hoping to get a contract can get very boring.

    I specially dont like the fact that i cant see the outline of my “view range” circle and the fact that enemy locations seem to respawn within already discovered area. I think they should make fog of war return to areas that are respawning locations so that we can know when to return or something?

    in reply to: Injuries Need to be Toned Down #17396
    Avatar photoDanubian
    Participant

    The whole point of the thing is basically to force you hire more than 12 people.

    If they made it less serious, you could just ignore the injuries and keep using the injured people.

    This way you are forced to hire backup fighters and rotate them.

    in reply to: Paul´s Art Corner #16825
    Avatar photoDanubian
    Participant

    I love his gear man. He looks alive? He looks like an actual soldier who has seen all sorts of shit.

    10/10

    in reply to: More powerful named weapons #16820
    Avatar photoDanubian
    Participant

    OMG – look at the prices compared to the attributes:

    Rare Fighting Axe

    A unique weapon of that value should do a lot more damage.

    I mean all other stuff apart, obviously durability is wrong, somebody probably forgot to update it.

    Avatar photoDanubian
    Participant

    e: on your next turn after your shield is smashed, the damage bonus from double-grip is doubled to 50%, but not if you have another shield in reserve.

    Now or Never: on your next turn after a hit that reduces your hit points to fewer than 50%, the action point and fatigue costs of attacks are reduced by 25% (rounded down).

    One with Your Prey: gain an additional +5% chance to hit every time you attack the same opponent with melee or ranged attacks, and an additional -5% chance of being hit every time you are attacked by the same opponent with melee or ranged attacks. Bonuses are not re-set with hits, but the attack bonus is re-set as soon as you a

    Good. I like.

Viewing 15 posts - 46 through 60 (of 231 total)