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Viewing 15 posts - 496 through 510 (of 766 total)
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  • in reply to: Paul´s Art Corner #5254
    Avatar photoPsenBattle
    Keymaster

    As a little teaser for the incoming update here are some “named swords”.
    In the patch there will be dozens more to find….. :)

    Named Noble Swords

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    in reply to: Paul´s Art Corner #4972
    Avatar photoPsenBattle
    Keymaster

    Hey Artis,
    at the first glance I thought you recolored my sword, but now that I take a closer look it seems like you’ve painted that on your own :)

    Pretty nice work!

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    in reply to: Paul´s Art Corner #4955
    Avatar photoPsenBattle
    Keymaster

    Hehe,
    I’m anxiously looking forward to these myself, but before we get to the fun stuff some more ground breaking basic systems have to get in Place.
    We try to not give you any ETAs, because we have to readjust our schedule constantly and we want to avoid frustration on your side :)

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    in reply to: Amazing game: Some suggestions for improvement #4855
    Avatar photoPsenBattle
    Keymaster

    I personally would consider Tolkien (the books in this case) as low fantasy, despite the epic scale and elves/dwarves. As well as the Witcher.
    High fantasy would be something like D&D where you have bikini armors, flying castles and magic portals.

    A lot of this has to do with the visual design of the world and its assets and the overall atmosphere. It all depends on how you implement it, not what you implement.

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    in reply to: Vorschläge/Fragen #4840
    Avatar photoPsenBattle
    Keymaster

    Hey Silenceohlovit,
    to keep things more simple and accessible for (almost) everyone we decided to have English as the official forum language. So I’ll answer some of your questions this way :)

    1) Level cap at level 11:
    We internally had some heavy discussions on this topic. We will probably raise the neccessary experience for reaching higher levels. On top of that we may introduce additional levels where you only gain stats and no perk points, but we will have to see. Another solution would be stretching out the perk points to be gained only every other level.

    2) What are our plans on the whole game direction and the worldmap:
    I can only say theres a big rework in the planning and there will be a bigger map and different human factions working against each other. More infos cant be given at this point :)

    3) Elves and Dwarves:
    This comes up a lot, as we already implemented werewolves and orcs. Nevertheless I personally am not a big fan of Elves and Dwarves and I think theres a more down to earth feeling and believalbe atmosphere if we just have playable humans. Its similar to the orginal Xcom where you get this cool “mere mortals agains the rest of the universe” feeling.

    4) Dragons as Bosses:
    Never say never i guess :)

    5) Some Traits will be gained or lost depending on certain events when we introduce the event system.

    6) Manageable player settlements are not planned at the moment. Allthough there will be alot more ways to influence the prosperity and development of settlements, castles etc.

    7) More weapons and armor will be added constantly. There are already some good “dagger” builds somewhere in the forum. We will soon implement the possibilites for enemies to retreat from the battle just like the player. So you wont have to infinitely chase down the last two archers.
    It would be great if we could convince you to give us your support. We’ll do our very best to earn it and there are a lot of updates coming up.

    Cheers!

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    in reply to: Amazing game: Some suggestions for improvement #4839
    Avatar photoPsenBattle
    Keymaster

    Hey there, here are some quick ones:

    1. Lack of documentation:
    True :)

    2. Empty map/lack of direction:
    We havent scheduled it yet but are already working on the planning and design of a big worldmap redesign. This will include the size, factions, layout and basically everything on the map :) Cant give you any details yet though.

    3. Racial (lack of) diversity:
    As others already stated there wont be elves, dwarves or orcs fighting for the player. Our plan is to include more human cultures in future add ons depending on their setting (Scandinavian, Eastern, Arabic, North Africa etc)

    4. Character Development:
    Regarding the perks there are so many different oppionions flying around, we have to do some intense playtesting and judge for ourselves. One person says: This Perk is the bomb! While the next one says: Its totally useless!

    5. Quest variety/limit/payout:
    The contract system will get a big rework with our worldmap redesign and the event system and reputation system.

    6. Tactical combat issues:
    The range of weapons and sights plays out pretty well in my personal oppionion. You may be able to recruit “enemy” human characters through events, but thats not in yet.
    Documentation will be improved when we finally get to put in a right-click-info-window on all enemies, where you can hover over their skills and status effects to get some more intel. HP numbers will never been shown though, thats a conscious design decision by us.

    7. Bugs/glitches:
    I think you have to adjust the camera height level with “+” and “-” keys. When you lower the camera hills will get “cut off” and the characters standing on those tiles will be represented by small icons.

    Cheers!

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    in reply to: Backgrounds #4838
    Avatar photoPsenBattle
    Keymaster

    Hey there,
    very interesting read and some good ideas flying around here.
    Just one point to add to the money issue. When we implement the injury system you will have up to 24 (or so) brothers in your roster which means troop upkeep will be alot higher.

    #nobles or professionals will join only company that have high reputation.
    #good characters will only join company who have respectable reputation.
    #criminals and bandits would have very low cost in money(or cost nothing at all) but filling your ranks with them will give you bad reputation points(as your company will be seen as safe heaven for outlaws)

    I’d very much like to implement this. The reputation system will change A LOT of how this game will be played :)

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    in reply to: Paul´s Art Corner #4837
    Avatar photoPsenBattle
    Keymaster

    Just in case you missed it, here is a small batch of new weapons, filling some progression gaps:

    Weapons

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    in reply to: before fight place positions #4807
    Avatar photoPsenBattle
    Keymaster

    A placement phase before the combat starts is on our list. Cant promise when we’ll get to it though.

    Cheers!

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    in reply to: Observations on combat #4788
    Avatar photoPsenBattle
    Keymaster

    Ill drop some quick answers:

    1. This is a gameplay decision to create a clearer funtional differentiation between weapons. We like it crisp and tight, so weapons have effects which are unique to them. It would be bit bland (allthough may be more realistic) if all weapons would damage shields with just variations in damage numbers.

    2. This sits in our backlog since centuries… Planned is a right-click info window you can open on enemies and it stays open (like in HOMM). You then hover over the different skills, status effects etc and get detailed toolip informations. So this is just a missing UI feature.

    3. Agreed :)

    4,5: Wuld be a solution, especially if we get more complex environments like castles with stairs or whatever.

    6. So this is working as intended then :) Maybe I’m not totally accurate on this but the attack of opportunity should be a normal enemy attack. Shield wall or other defensive maneuvers increase your chances of dodging. This could eventually be made clearer to the player via UI improvements.

    7. We want this to remain ab it of a mystery, so you’ll stay alert .) But basically you are right. Brothers killed by zombies (whether with a weapon or a bit doesnt matter) have a certain chance of raising again. Apart from that they could be raised by a necromancer.

    Cheers!

    Overhype Studios - Let´s roll!

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    in reply to: Suggestion: Deserters? #4786
    Avatar photoPsenBattle
    Keymaster

    Regarding the “archer-chasing”, we are on the case.
    In one of the next updates enemies will be able to flee from the battle (at the egde of the screen), just like the player can. So when they see theres no chance to win anymore, they’ll rout and run away.

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    in reply to: PipBoy's Big List of Suggestions #4785
    Avatar photoPsenBattle
    Keymaster

    Just mentioning I’m reading all of this and like what I see :)
    Not promising anything but maybe we’ll tweak the two handed axe a little, as the 360 swing is really difficult to employ in an effective manner.
    We’ll see.

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    in reply to: Suggestion: Deserters? #4774
    Avatar photoPsenBattle
    Keymaster

    Both deserters (or something similar) as “Late game bandit enemies” as well as real human factions are on our planning schedule.
    I admit that most enemies at the moment can’t keep up with the player progression (maybe except orcs). So we are already discussing lots of late game content right now.

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    in reply to: Armors? #4773
    Avatar photoPsenBattle
    Keymaster

    I am absolutely looking forward to designing the Legendaries. Not only armor but weapons, helmets shields and everything else. Each piece will of course come with its own unique appearance, skill icons and backstory. On top of that these items will add unique active or passive skills no other item has.
    Although I will take a little more liberties in the design, their look should not break the immersion of the game.
    I promise I’ll take care of that :)
    Cheers!

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    in reply to: Hotseat battles #4772
    Avatar photoPsenBattle
    Keymaster

    Hey Sky,

    it shouldnt be a big suprise that we already discussed this about a year or more ago :)

    When we created the scenarios we had the idea of pitching humans against humans and maybe even make both sides playable. It would also be fun to test different tactics against each other and how to counter a specific formation. If you could equip and control both sides it would be a pretty solid playground for experimentation.

    As fun as this sounds, other things have always been more important, so we dropped the idea pretty fast. This is the grim reality of video game creation :)

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Viewing 15 posts - 496 through 510 (of 766 total)