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  • in reply to: Headquarters #3801
    Avatar photoGOD
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    1 – No headquarters are planned. It’s unlikely that they’ll eventually get introduced.

    2 – This might get implemented as the story and actual end-game gets more fleshed out. Also, we’ll probably see more of that as the contract system gets expanded.

    3 – Actual NPCs will get introduced with the event system, from what I understand.

    4 – Battle Sisters will get implemented eventually, so no worries there. :)

    in reply to: Some suggestions :) #3800
    Avatar photoGOD
    Participant

    Oops. I usually intercept any attackers before they get to the caravan, because if I join the guards and donkey always die before I have a chance to help. I eventually stopped joining and just waited for the survivors on the sidelines when the raiders got there before me. I must have looked like a huge asshole in-game. Me, their hired help, casually watching them duke it out. :P

    in reply to: Some suggestions :) #3784
    Avatar photoGOD
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    I’m of the same opinion. Back in the day, this would have been a full-price release and it would still have been worth it.

    1 – Morale is currently done on an individual basis and the enemy can always regroup, so you don’t get the Total War situation of skipping chasing down survivors. The battle isn’t over until either you or the enemy are all dead, so to speak, meaning that there’s no clear point at which you can say that you’ve won and should therefore be able to retreat without casualties.
    – The problem with auto-skip is that you’d have no way of turning it off, since turns are taken based on initiative, rather than which side the character is on.

    2 – Bridges have shown up on some mock-up art for the game, so I’m almost completely certain that we’ll get to make use of bridges and other choke-points. I’m really looking forward to that as well. :D

    3 – I think that the caravans of larger cities might get buffed a bit, so that they can actually stand up to minor bandit raids.
    – Friendly locations might get introduced. Still up in the air, though.
    – A log keeping track of what your characters have done is definitely getting implemented. Same goes for a log of your dead.
    – Auto-resolve honestly feels like kind of a weird addition. It seems like a better fit for a full-on strategy game, where you start dealing with multiple large battles per turn, rather than a game where you always have a single unit to control. It’s probably easier to have puny forces get scared if you’re strong enough and have them avoid fighting you.

    Keep ’em coming with ideas. The more the merrier. :D

    in reply to: Defense Skill Tree Discussion #3783
    Avatar photoGOD
    Participant

    I’d like people’s thoughts on a sugestion I made earlier regarding Nine Lives and Shield Bash. Right now, Nine Lives doesn’t seem powerful enough to be a tier 2 perk. At the same time, Shield Bash is too weak for a tier 1 perk. My suggestion is therefore to put Nine Lives in tier 1 utility and move Shield Bash to tier 2 Defence, while buffing Shield Bash by giving it a chance to stun. It could that I’m underestimating Nine Lives though, so I’m curious whether anyone has been able to find a use for it.

    in reply to: Suggestion: Student Buff #3780
    Avatar photoGOD
    Participant

    The agreement was that while the amount of experience the perk gives is balanced, the perk itself is rarely useful. It’s an ability that’s currently more useful as a trait than as a perk, unless they plan to introduce factors that influence the levels of mercs (level drain?).

    Changing the perk to increasing stats at level up would keep the same problem as with Student though, in that its usefulness would still be strictly level dependent. You’d only want to pick it at level 1, because every level higher than that its effect diminishes, eventually becoming completely useless. Right now, Student is the only perk that can end up having no effect. I’d rather see that changed than having it be replaced with a perk that has the same problem.

    in reply to: Undead Orcs #3733
    Avatar photoGOD
    Participant

    You wound me with your blasphemy. No respect for your local deity.

    It´s partially the unfamiliar, guttural sounds and partially that when they do hear Russian or German it´s usually spoken by bad guys in movies. I can´t even remember the last movie where the people speaking Russian or German where not in some way supposed to be intimidating. It wouldn´t surprise me though if they do it intentionally to ensure that foreign movies still feel foreign to English speaking audiences, so that less people watch them. Less competition that way.

    in reply to: Suggestion: Quest Stacking, Increased Rewards #3731
    Avatar photoGOD
    Participant

    I’m expecting this to be less of an issue when quests are made more diverse, with greater variety in the amount they pay. I think that holding multiple contracts is also planned, though I might be conflating it with UI design.

    Enemies spawning for quests is something I’d definitely like to avoid if possible, since one of the game’s strengths is how it plays fair like that.

    in reply to: Congrats & (Minor) Suggestions #3712
    Avatar photoGOD
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    The thing is that powergaming has an impact on the tone of the game. Like how fighting the Orcs is tense because you can’just wade through them, but have to be careful about your approach. Adding a mechanic that makes this possible takes away the tension, especially when that mechanic gives you power through tensionless grinding, because an opponent that you could rip apart, but choose not to, is less intimidating than an enemy that you have to fight the hard way.

    in reply to: Weapon durability #3711
    Avatar photoGOD
    Participant

    I’m enjoying it so far, though I would like for there to be an easier way of seeing how close your weapon is to breaking. It gives a good reason for keeping backup weapons and is one of the things the driving forces behind overcoming a horde of undead as quickly as possible. It also keeps the player from getting too confident about having all those expensive weapons to swing around.

    From what I understand though, different levels of quality for weapons will eventually get introduced. So that should help you counter weapons breaking by spending more gold on higher quality weapons that (supposedly) are more sturdy. This is just a hypothetical though, as I don’t know how they plan to implement it.

    in reply to: Congrats & (Minor) Suggestions #3709
    Avatar photoGOD
    Participant

    It only counts when I care. :P

    in reply to: Undead Orcs #3708
    Avatar photoGOD
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    Wiedergänger is the german word for the living dead. Though they could have just used the english word revenant. It also hurts my eyes when I see english speaking people writing words like wiederg a nger or zweih a nder (which simply does mean two-handed sword nothing fancy so why bother with a word they can´t even spell right?). I know your keyboard does not have ä, ö and ü. They would be simply written this way ae, oe and ue.

    Ahhh, I move around too much. My German’s getting rusty. :( Obviously it should have been a ä and not a ï, having to memorise that was a pain. Speaking lots of languages has its downsides.
    Part of why the English speaking world often uses German words in media as an exotic word, is because it sounds serious and harsh because of having sounds that English does not have. I’ve been told by Americans that Germans sound extremely angry to their ears when conversing amongst each other, it’s quite funny actually.

    in reply to: Congrats & (Minor) Suggestions #3704
    Avatar photoGOD
    Participant

    I have finally made it happen…

    The legendary double thread snipe. I guess you could say my skill is . . . divine.

    Yeeeaaaahhhh

    in reply to: Congrats & (Minor) Suggestions #3701
    Avatar photoGOD
    Participant

    Just happy to help. ;)

    Level ups like that probably won’t get implemented if this is to be believed. It’s rather easily exploited and they want to avoid the player trying to grind out skills like that.

    Modding is definitely something they want to implement, but they have to look at how feasible it is. For now, it’s still a maybe.

    in reply to: Paul´s Art Corner #3699
    Avatar photoGOD
    Participant

    I’ve been looking a bit closer at some of the details on the enemies. I’m liking how there’s little touches present in the art that make units feel more distinctive and more real. Like eyes rolled back at death, or how the armour of the Orcs seems to come apart at the seams when damaged, reflecting the lore idea of Orcs being shoddy craftsmen. It really gives some grounding to the fighting that’s taking place, without shoving it in the players face with extreme zoom on death.

    Haha, had to go with the big shoulders in this one special case. It wont happen again I promise :)

    That’s a relief. I think you’ve struck a good balance so far between giving the Orcs a hulking physique plus ditto armour, without resorting to them becoming outright cartoonish. Same for other units. It’s a bit of European elegance that I often miss in games from American developers. :P

    in reply to: Minor Suggestion #3694
    Avatar photoGOD
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    Forgot to mention it, but I only meant it to have the range of the actual ability. So with the 3 vision example, you’d have 20% within 3 tiles, 10% within 4 tiles and 5% within 5 tiles. Six tiles is beyond the max range of the perk, so no change there.

Viewing 15 posts - 121 through 135 (of 272 total)