Forum Replies Created
10. April 2017 at 00:19 in reply to: How long does it take for a stronghold to recover? #21407
I think it replenishes when player doesn’t see it. Simple thing a lot of games use.
Raiding and cleansing city filled with undead could be a cool contract.
You can defend cities by yourself, but you will never know when. That’s sad, but that’s how it is.
If you don’t exploit “border-sitting”, it won’t affect your gameplay in any way. Because, if you are already at the border and going to retreat, there is no matter what your resolve is.
I’m unhappy with the way the crises are working right now, and I doubt they will manage to change something before March 24th. So, I don’t consider this game finished yet.
I played Noble Houses War crisis and now have some idea of how it looks. Actually it felt like there was more going on than in two other crises, they used their units to attack each others, hired mercenaries, etc. But I failed that crisis in a very harsh way. Here is how it played out. I won a battle against 21 noble house soldiers unit on the road (4 of them were dogs actually). Sure I had some injures and lost 2 1-2 lvl newbs (other brothers were mostly 7-11 lvl). I moved to largest city of my allied noble house to get new men heal and repair. But it turned out impossible. Each day, or even twice a day new enemy’s units attacked the city and I have to fight on my own. Every time that was 19 soldiers unit and in last battle there was even knight. And my noble house didn’t even try to protect the citadel or there were no soldiers left for him, I don’t know. Sure, with no possibility to repair armor and heal wounds and injures my company was finally destroyed in, I guess, 3 days of unstoppable siege. And that’s the largest city, why enemies can send troops each day and my noble house can’t? The other thing is that before that I completed two “Large battle” contracts, where you have war camp and fight with your allies against other noble house. So, if we destroyed their forces twice they should be weakened, shouldn’t they? But they still have lots of soldiers spawning every day.
I don’t know how game’s economy and demography is supposed to work, but it doesn’t seem that it works correctly now.
And again about lack of information, while I was busy making contracts in that city, other large city of my Noble House were captured by enemy and I had no idea that it was going on and no contracts to protect that city from siege, are there even such types of contacts?
Destroyed locations will be rebuild on its own with time. With War of the Noble crisis no city can be destroyed completely. It’s how it works.
You are not prepared!
I wander, is it in every game?
Yep, it’s normal, Hedge Knight from mercenary company also slaughtered 9 of my brothers. On day 60, as I remember =D
I think the game should be balanced around Ironman Mode. But, this topic was started to talk about game from gameplay perspective, because, while balance is something that can be changed pretty easily by changing some numbers, the logic and idea behind core game mechanics is something that needs lots of time and effort to implement, and game has less and less of that time before release.
I want to share one thing that outraged me without limit during noble houses crisis.
There is quest about raidin. In 2 of 3 of target locations I was greated by huge garrisons of elite mercs (I think 22-24 them, including hedge knights and swordmasters). Even one such battle is hard. Two almost in row (there is time limit for quest) made my hair grey! They actually stronger than “field armies” of houses. Where is logic in this? Why some farking salt mine or lumbermill on the end of world guarded better then most princeses virginity? As I understand raiding – it is hit and run on soft spots. Not killing entire elite armies.
I had same experience in Undead Scourge. Contract to destroy two locations. First was 6 Honor Guards and 15 Legionnaires, I lost 4 men there and went to second, there were 6 ghosts, 5 Fallen Heroes and 19 armored zombies, 30 in total, so my party was almost wiped out, I retreated and abandoned the contract. Yep, it’s a bit unfair but that’s more of balance issue, not gameplay.
Actually I prefer not Adventurers but Mercenary Guild with monthly pay for membership, with list of all active (professional, those which also are guild members) mercenary bands list showing their renown and other fun features.
You are right and my point of view is that world itself has to be alive and mercenaries are just a part of this world, not its center. New camps arise on its own, enemies there getting more experienced and stronger or get killed with time (undead actually can’t get stronger, but they can increase numbers with time and get more armored dudes and fallen heroes arised). So if some location stay untouched for a long time it will get pretty tough to destroy. Sure, locations with enemies close to players strength and ones with lower forces should also appear, and that will make enough contracts with all levels of difficulties. The same way crises should be just part of the timeflow as mrbunnyban sad. Also I started topic about crises in Game Discussion & Feedback with some thoughts about current feel of crises.
A very welcome change in this regard, from the brand-new Beta Update 0.9.0.22:
“Changed ambitions so that they no longer come with a time limit, but can be aborted by right-clicking the ambition panel, which, after a confirmation prompt, will trigger the previous failure dialog and penalty to mood.”
Really great solution.28. February 2017 at 18:04 in reply to: [Beta] Ranged hit chances / damage are just insane #19813
No one said anything about higher rewards on higher difficulty levels (versus on lower difficulty levels). But difficulty comes in many potential varieties (availability/affordability of weapons/armour/supplies/repairs/healing, and amount of enemy parties and their numbers/equipment and troop types). Difficulty could also come in the form of the stats and perks of enemies faced, but these things seem to be identical at all difficulty levels. What we were both saying, I think, is that it should be quicker and easier (on all difficulty levels) to build/repair/heal, but that the pervasiveness/numbers/equipment/skills of enemies faced at each level should be increased. That way, the greater challenge faced at higher levels would emphasize the more enjoyable aspects of the game, rather than the more tedious aspects (e.g. waiting, retreating, running petty errands).
That’s a good point. I agree that game still needs a lot of gameplay balancing and maybe some features. Personally I would really appreciate possibility to fast repair armor for crowns in cities.