Kreuzberger's Replies

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  • in reply to: Weapon / armor selection #18045
    Kreuzberger
    Participant

    I also think, you could add more suspense in the arms/armor topic by their availability and also by adding three kind of materials….bronze (ancient stuff), iron (common stuff) and steel (professional/ lordly stuff).

    Villages for example never should have steel products in the offer, as producing and smithing steel needs an infrastructure only a big city or fortress should have. Here my other idea about how the map should be sets in, where borderland villages should have yeomen/independant tribes like items to sell like spears, normal bows, saxes, sometimes a short- or broadsword, leather and scale armor of all kind, sometimes a chainmail..all in iron. Inner core villages at the other hand, hard under control by their liegelords and pacified, should only have improvised weaponry like tools of the trade, reworked to be a weapon…a flail, a straight smithed scythe and of course the fork, next to some knifes and saxes. And only cloth armor, maybe some leather.

    Cities and big fortresses should sell the whole range, but more orientated to the professional stuff. And the prices should be much much higher. At the momentaneous state of the game, you literally get the good stuff in a minute.

    in reply to: Ideas for a different map #18043
    Kreuzberger
    Participant

    I know. But friends sometimes remind you of opportunities.

    Being a lord should be an option after you really have seen and done everything as a roaming party, a real high end game content. And add the fact, that even as a small lord, you roam around in the landscape… so you are not too astray from the original idea. :P

    in reply to: Paul´s Art Corner #17959
    Kreuzberger
    Participant

    I miss undead without jawbones. That could make the “faces” of the undead more diverse.

    in reply to: Ideas for a different map #17954
    Kreuzberger
    Participant

    Any feedback from the devs?

    in reply to: After playing…my ideas and suggestions #17953
    Kreuzberger
    Participant

    Any feedback from the devs?

    in reply to: Ideas for a different map #17937
    Kreuzberger
    Participant

    Subnote 2:

    Taking part as mercenary in the feuds of the kings should also involve side events like treachery by the employer = refused payment or forced to give all your equpipment to his law enforcers (pacification) to avoid, that you seek revenge on him. So far, there is no real unstable factor between the player and the employers. Mercenaries should be more treated as people outside of the feudal law.

    in reply to: After playing…my ideas and suggestions #17928
    Kreuzberger
    Participant

    1. That´s what I had in mind…3 small enemies share one hex, or as I called it…one character platform, with three little upper bodies. The player has to kill then 3 enemies instead of one per targeted hex. Like the two necessary kills for the goblin wolfrider.

    2. Flying units should be only attackable after they attacked first in melee. Until they go into melee, only ranged weapons can attack them. No need for a z- Level, the art design just need to show the wings for better understanding and maybe a wing symbol for the flying Status, that disappears after the first melee attack of the flyer.

    3. Part of my creatures are suitable as enemy mob, others for events/storylines. Have you just said, that germans are trolls? How dare you… :P

    in reply to: After playing…my ideas and suggestions #17926
    Kreuzberger
    Participant

    PS: I forgot trolls and ogres. :P

    in reply to: Mortality Reputation? #17923
    Kreuzberger
    Participant

    This reminds me of a story about doctors in ancient China. :)
    They were obliged by imperial law to put out a red lantern over their doorarch for every patient, that died under their hands/treatment.

    I like the idea of a mortality reputation system.

    I recruit brawlers and thiefs anyway….so there is enough desperation or dumbness potential. :P

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