Login
Forum Replies Created
-
AuthorPosts
-
Holy.DeathParticipantInstead it does seem as it is you who choose to thin that your desire of random and acceptance that the game will “force” most users to save/reload “all the time” as people don’t like their decisions to arbitrary be punished by the game – as something desirable. I have an open mind and have no problem with your desire to play the game. I do have trouble with the narrowminded approach you have that embracing random is the way to go for everyone.
I don’t really care how you play the game. If you wish to save-load in order to get whatever recruits you desire, then so be it, but going against the flow and then calling me narrow minded for reminding you that it’s here by design and you’re playing it wrong (and even asking to change a core feature because of that) is foolish. Here is a direct quote from the developer on the matter:
The fact that you eliminated money as a concern when hiring characters is an achievement, but it doesn’t mean you should be able to do the same with quality of characters available, ever. Not that the recruiting system can’t be improved upon, but there is a reason it is like this. If we wanted you to always have the best recruiting options available, we’d do so. But we don’t. We want you to pick up less-than-ideal candidates and mold them into mercenaries, and we want you to keep an eye out for fitting recruits as you roam the lands, not to lay siege to a town until the right recruit strolls along.
Holy.DeathParticipantI just fail to see how getting a man less ideal than expected is a deal breaker.
You have to make decisions before and after you hire them. A dastard archer can still be useful. A blind wildman can still tank, thanks to his heavy armor and a shield (because he has bonus to stamina). A fat swordmaster will still hit – because he’s very accurate – if you handle him a billhook. A man who will never be confident (or starts with wavering morale right away) can benefit from Hold Out, etc. On top of that you can always level up the stats you think need an increase. Will this mean your men will be less potent? Yes. Will they be useless? No.
Aren’t these smart decisions based on situation?
I like the random nature of the game, because it prevents staling: everything can happen and you have to deal with it, rather than keeping the dices rolling until you’ll get the outcome you want (me and my friends did this while playing a board game, wasn’t thrilling, even though we “won”). You are free to save and load at any point you find suitable men/loot/whatever, but asking the developers to change the core of the game because your recruits have some undesired traits…?
Holy.DeathParticipantWhat kind of information are we talking about? Backgrounds should give you enough information what kind of character will enter your party, because bonuses from classes are locked and you can see all the equipment they own.
To be completely honest I have a few men who are nothing more to me than a bunch of meatshields: a miner refugee, a fat swordmaster, a dastard archer (who’s a founding member), etc. and while I don’t care for them that much (because of their traits) they do contribute in combat. Think of it as managing your bad luck – to squezee all the value you can get out of a bad situation.
Holy.DeathParticipantAre other enemies getting their own lifting? I saw a picture where you showed some differently looking Werewolves, but I am concerned about Orcs, because the Young Ones all share same one model. Armor does help making them look more varied, but they could use some help.
Holy.DeathParticipantYou just not playing hard(playing just for spending time?) or what?
I am playing on hard, but I don’t play just for the rare loot. It’s a bonus in addition to standard gear that gets looted after each battle.
Rare loot is rare,thats ok,but its rare for too much.Guys like you,who wants nothing and do nothing for it won’t get anything rare at all.Thats what Im “complaining about”.If you have much of loot and feeling proud about “fair” playing,then i want to see a screenshot.
I have same chances of getting a rare loot as you do. It’s just a matter of luck. Question is: how much rare is too rare? You risk going the opposite direction – making rare items common.
Diablo is complete game and rare loot there are another junk which will be useless after a few levels. Maybe im thinking too much about rare loot and think about this too serious… But how must we get loot then?
You missed the point. Point was that there is no guarantee to obtain a rare item after a fight. If a mob didn’t drop something good you have to re-kill it again, until it drops something nice. There is a little difference between such scenario and what you’ve described in the opening post.
Holy.DeathParticipantHonestly, Malthus, if someone wants to waste time re-doing the same battle over and over in hope of find some rare items I don’t see a problem. But they shouldn’t then complain about it on a forum that they feel like it takes them a lot of time and effort. In Diablo if some cool loot drops then it’s great, but if not – too bad. You need to go find another one. It’s no different here (except that in Battle Brothers you do have an option to reload battle again and again).
Holy.DeathParticipantNot everybody is interested in a flawless playthrough where nobody dies. People die. Games are lost. It happens. There is a thrill in gabling the whole game on a single action, because you know the stakes are high. With save-and-load you can shrug and reload the last save. Not as interesting.
Holy.DeathParticipantI think there is a lot of potential in 2D art a lot of people tend to miss. I like how you can create 3D from 2D art and make it way more informative and readable on top of that.
Holy.DeathParticipantI have to say I am impressed. I thought human equipment has been already fleshed out, but so it happens that the bandits are getting their own gear. It keeps getting better and better.
Holy.DeathParticipantYup. I warned of EXACTLY this earlier, when events were being anounced. How a lot of angry reviews of The Banner Saga wrote of random events which penalise the player, without him having any influence on the outcome of the events. And it was precisely because of those angry reviews that I decided NOT to buy The Banner Saga, because I hate it when a game randomly puts spanners in the works, when I have tried to carefully manage a team. Just like having a random “Hugo just died of a stroke”, and there goes your lvl9 knight, event thingie… A big no-no!
It’s not that simple.
While some people might dislike random elements there are a lot of games that use random factor as making game less predictable and thus more interesting – that’s exactly how chance to hit works, for example. Problem is not with having chances but with being unable to influence them. It’d be much better if more factors were introduced that’d spice up the event system. Having same events happening and doing exactly the same stuff isn’t too interesting after you see them a few times.
That’s what makes Crusader Kings 2 choice system much better: your character can have a trait that forces him/you to pick up a specific outcome (or forbid taking the other). Or you can randomly gain and lose traits that grant bonuses and penalties to various tasks, effecting your characters’ efficiency.
That’s why I think that the event system in itself is a good thing, but that potential is still waiting to be fully unlocked.
Holy.DeathParticipantWere all greataxes used by the same person? I only broke my weapons when combat was exceptionally long and against enemies who had a plenty of armor, but even then such cases were very rare. I also tend to use archers with crossbows and spread damage with all characters, so that might be why I don’t experience weapon degeneration as strongly as you do.
I like the idea of weapon losing effectiveness as durability gets lower and lower, but shouldn’t its durability be improved then?
Holy.DeathParticipantI like that approach to relics, it sounds like thaumaturgy and thus feels closer to real world (even though in this world magic does exist). I am very interested how amulets and the likes will work in this context. Will they act as the placebo effect? Boosting the wearer’s resolve by making him believe it’s a magical item that grants its’ wearer courage? Or will the effects be more direct than that?
Holy.DeathParticipant[…] but the game is currently easy enough to go through in virtually any configuration.
It would be weird if game required a specific set perks in order to beat it, because otherwise it’d suggest that some perks/builds are not viable and thus are not balanced enough to justify their presence in game (as they won’t be used).
I think most people do not skip tier three perks because they look cool. “Have a taste of my FINAL weapon!” “This is not even my FINAL form!” that sort of stuff.
I feel people are kind of forced to commit a lion’s share of their perks into a specific tree, because of a heavy investment it requires.
Holy.DeathParticipantYou said that you plan it mostly low fantasy without to much magic and fantasy creatures.
Where they said it?
Q: What is the general setting of the world?
The setting is an unnamed middle european medieval low fantasy world wherein magic exists, but is rare. The classic fantasy races of Elves, Dwarfs and Halflings don’t exist in this world, but a few other intelligent humanoid races do. We’ll flesh out the setting more once we’re further along with development of the strategic worldmap. Variations of the setting, such as a middle eastern themed expansion, might also be added at a later date.
Holy.DeathParticipantI thought there was a consensus that there is no room to level HP at level up, since Fatigue, Melee/Range Skill, Resolve (if Captain) and Melee Defense are more important?
It depends on one’s playstyle I suppose, but then again I am not a powergamer, so I might be self-impairing myself here.
Regardless, even if you start out with HP bonus Background like Hedge Knight, level HP at every level, AND get Colossus, you still won’t end up much more than like sixty more HPs. That’s one extra hit, if you are lucky. It just doesn’t seem so cost effective.
Maybe not, but I’ve found that’s what my brothers need as they depend on health and armor when enemies hit them.
So instead of separating melees into DPSers and tanks like most, you roll them into one hybrid or universalist function? Hmmm. This sounds a bit like Steel Cohort, if you don’t have any ranged specialists. Can I know what Background and Perks you take?
I do have ranged specialists, but my ranged specialists can always boost the second row if needed (although most of the time they keep firing at the enemy) and my actual second row (composed of billhooks) also wear heavy armor to not get killed by orcs tearing up the battle line and to be able to stop enemies if need be.
So instead of separating melees into DPSers and tanks like most, you roll them into one hybrid or universalist function? Hmmm. This sounds a bit like Steel Cohort, if you don’t have any ranged specialists. Can I know what Background and Perks you take?
I don’t care about backgrounds that much, although I aim at taking the best people I can. I usually go with people who give me bonus to fatigue, because I don’t have to level it up later if I feel I have enough.
Perks:
Quick Hands
Bags and Belts
PathfinderBrawny
Weaponmaster
FootworkColossus
Battle ForgedSundering Strikes
CrusherI am missing a few good perks in the offense skill tree, but that’s because I have to take 2 useless – for this build – traits just to reach Brawny, which is vital to me and since I am already there I take Footwork in case I have to pull my brother back. Weaponmaster reduces the fatigue cost needed to Crush shields. Sundering Strikes work well in tandem with big axes and Colossus combined with Battle Forged increases health pool.
Also, what does the rest of your team look like?
4 archers, 2 billhooks, 6 melee brothers.
-
AuthorPosts
