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7. May 2015 at 12:38 in reply to: GUI improvments – more information less clicking more playing #3224SarissofoiParticipant
Sure. I get it. Just throwing few ideas here and there. Sometimes small details hide themselves very well and it stranger pointing things can help. Anyway thanks for attention.
SarissofoiParticipantThanks for reply. I really appreciate this.
Good to hear that you gonna make knife different. Hope that you don’t drop dagger(I really like them) and add some higher tier one(like Rondel Dagger).
#Rondel daggers presentation by Lindybeige
##This guy have a lot presentation of different medieval and ancient weapons. I recommended to check him(he is sometimes funny but always know things he talk about).
Idea for double slashing is that knifes are ineffective against heavy armour. So you can slash body really fast but against armour it is ineffective and tiring. You can’t really use mace or axe in similar way(if you hit somebody with mace you lose momentum).##I really like idea for investing perks into additional skills for weapons.
Like Swords mastery perk:
It add 10% chance to hit, make it lose durability half fast, and let you use Riposte(its example real things can wary).
Maybe even additional tree with Weapon mastery?##The other thing is that I was thinking about dropping previous perk requirement for 2 and 3 Tier level perks and add stats requirement for all perks.
So your soldier will not need 3 1st level perks from offence tree to get some from 2nd Tier but say a perk need a soldier have minimum amount of specific statistic(like 100 Initiative and 50 Melee skills).
It Will definitely allow for different build and make some secondary stats more important.## Spear even without a repel is decent weapon. Good chance of hit, low cost of fatigue and fairly good efficiency against armour. Also spears should be on affordable level weapons(its a stick with a little of metal on one side, any blacksmith can make it, when sword or good axe is harder to make).
##I like idea of pike having only 2 range reach. It make it for interesting weapon choice.
I think that Billhook stay. Its infantry weapon.#### Thing about adding some more diversity about human enemies is that can be (probably) done by low effort. You have all graphic all you need is table of equipment for them and placing them on Parties table. I am correct?
So more detailed bandits troopers:
*Poacher – lower version of Marksman(Marksman will get buffed – better armed and armored)
*Marauder – tier between Thug and Raider(better armed than Thug but worse than Raider)Orks:
*Spearthrower – young orc armed with javelins, mostly for hunting and scout parties
### I still fancy idea of making orc weapon worthless for a human faction. So player can loot it and use but people will not pay for it. Instead I propose a bounty for dead orcs(orcs ears or hands drop similar to werewolfs pelt). It kinda make more sense for me but its just me.Ghouls:
*Matriarch – this one is more tricky because it need graphic set, this enemy will be strong melee combatant with possibility to buff morale of other lesser ghouls,
#Now ghouls are total pushovers. Matriarch will buff them a little.
#Maybe adding a Poisonous Bite skill for ghouls will help a little(it can cause additional damage over time or lower stats for a battle)
### Possibly a idea ## Places of combat(bodies) stay some time on map – on night horde of ghouls come from their den and eat the bodies/carry bodies to den which help them increase their numbers. If left unopposed and there is plenty of fighting around their numbers grow and then they became more aggressive. Its kind of idea of very numerous but not so strong enemy, who only became at night or with large numbers.Werewolfs
*Alpha wolf – kinda like Matriarch for ghouls – the bigger stronger and with a commanding presence, it can make werewolfs a real pain in the ass. Also he have really nice and worthy fur.Good to hear that you consider possibility to take more quest. That is good news indeed.
more quests can be balanced by reputation drop as you say but also for bonus cash if quest is done in fast time.
Example
#Delivery quest:
-if done in 1 day – normal pay plus bonus cash
-if done in 2 days(normal time) – normal pay
-if done in 3 days – half the pay(small drop in reputation make sense delivery is late)
-if not done in 3 times – no pay and drop in reputation
#Escort quest:
-if nobody died – normal pay plus bonus
-if somebody died but no cart destroyed/mule killed – normal pay
-if one of mule killed(but there was more than one) – half the pay and loss of reputation
-if caravan destroyed – no pay and drop in reputation
Etc.I notice that somebody complain about AI behavior on Global Map. I agree. Enemy tend to pursuit no matter what. AI parties should have some sort of rules and targets. Bandits want to get rich and go back to camp drink booze and play dice not to pursuit some armed party few days and nights like madmans.
I have some ideas about AI behavior and economy. I can drop them somewhere if anyone is interested in them. Nothing special but maybe it can be helpful in getting some new ideas.Thanks for reading this and comments always welcome.
SarissofoiParticipantHey Sarissofoi,
actually the nimble perk working for two-handed weapons was kind of a bug/oversight by us. As it says in the tooltip: 100% melee defense “if the offhand is free” which is not the case when wielding a two handed weapon
The intention behind this was making it possible to have viable one handed builds (like the duelist) or add some defense to your tanks in case their shield gets destroyed in the heat of battle.Yes. I know that. I read perk and thought: Nice I gonna make one guy a Duelist. But then I give him a zwaihander to check if it works(it shouldn’t) and it work!
I can’t resist to not make a Zwaihander Slayers from Hell and below.
Now my greed come and bite me in the ass.
So don’t worry about this.
BTW Is Dodge work as intended? It still use base Initiative instead of current. At last for my save.SarissofoiParticipantThe system before was not bad.
Half cost fatigue for items in bags – none with perk.
4 AP for switching item – none with perk.
It was great for switching empty quiver for full or taking spare weapon when your main break.
It work great.
Of course there was abuse:
-stay in close combat with 1h and shield then switch to zwaihander hit and switch again for defense.
How to fix it?
Make impossible to switch weapon you use in this turn.
Simple.
The only thing that can be a downside is a archer who shoot a last arrow and want to prepare for melee.
So make it impossible to switch melee weapon used in this turn.
Now the guy who kill enemy who stand near him and prevent him from shooting can’t grab a bow(or crossbow, or javelin) and shoot in the same turn.
Damn.
No easy way to fix it!? Why gods, why?!SarissofoiParticipantYep old save.
SarissofoiParticipantIs killing frenzy working?
Didn’t notice dmg increase when it is on.SarissofoiParticipantDamn. Recent patch really make my zwaihanders slayers unhappy. Nimble perk was solid point for them and now its useless. Like completely useless.
BTW About Duelist. Heavy armour make them tired very quick. Light allow them use riposte or just strike enemy much longer.SarissofoiParticipantThink is that orcs should have at last one ranged unit.
Even if it young orc with a throwing axe or javelin. It will be make sense to made them as apart of hunting/scouting parties.
Orc charging a rabbit is rather silly thing.SarissofoiParticipantMy off guys have two hander with six perk off and 4 perks def.
They are deadly beyond reason. And hard to kill too.
Zwai hander is all you need.5. May 2015 at 17:36 in reply to: GUI improvments – more information less clicking more playing #3069SarissofoiParticipantAlesch as you wish.
Bow before my mighty paint skills! Soon the whole world will be amazed and terrified at once!5. May 2015 at 16:41 in reply to: GUI improvments – more information less clicking more playing #3054SarissofoiParticipantAnother one for weapons durability and easy access to bags.
I notice that weapons break faster now(especially swords) and you can’t repair them when they break(not like armour).
So something like that will give player more information and make switching weapons easier.SarissofoiParticipantAgree. Duelist is more effective with heavy armour because of Full Force perk.
But I RP I little and he is old man who knows how to move so he wear a light armour and no blocking vision head protection.
Notice increase of dmg.
BTW Dodge perk still don’t work like it should.SarissofoiParticipant“Rally the troops”
Enough said.
This skill is only reason to invest in utility tree. And its simply awesome.
Rest have little to no use compared to other trees or become obsolete when Rally the troops is taken.
Few useful perks(in my opinion
#Pathfinder – useful in hard terrain, especially in pursuit this one last guy with bow or for flanking
#Captain – decent, bonus resolve can be helpful
#Fearsome – useful, especially for archers and one hand users
#Weaponmaster – useful for long fights(or sword user), weapon don’t break that often/no need for spareProblem is that offensive or defensive perks are too good compared to utility perks.
SarissofoiParticipantOnly problem is that swords break very quickly. He definitely will benefit from Weaponmaster perk(and pathfinder too) but then his offensive ability will decrease seriously.
#Two handed user.
SarissofoiParticipant# Variation of duelist.
Light armoured with sword and no shield. High mobility great defence good attack.
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