Sarissofoi's Replies

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Viewing 15 posts - 226 through 240 (of 240 total)
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  • in reply to: 27th April Still no game #2034
    Avatar photoSarissofoi
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    Screw that.
    I gonna get some ice cream and chocolate.
    I don’t want your game at all.

    A bit of useless info: In Slovenia we celebrate 27th April as a holiday “The Day of Rebellion Against Occupiers” (in memory of the WW2 rebellion against the nazi-fascist occupation), so I find the release date rather fitting the theme (of violent strife against forces of evil).

    That is fitting. Consider that this studio come from Germany.
    Don’t worry game, we gonna liberate you from your cruel oppressing devs.

    in reply to: Additional weapons and backrounds #2013
    Avatar photoSarissofoi
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    Sling vs bow
    http://www.lloydianaspects.co.uk/weapons/sling.html
    >More mobility(can shoot when moving)
    >Can be used with one hand(so can use shields or bucklers in other)
    >Less affected by weather
    >Can out range the bow(greater effective range)
    >Hit harder, cause more terrible wounds, give more impact compared to arrow
    >>Need skill and training from young age
    >>Bow can be used in big formations
    #Great skirmisher weapon, deadly in the hands of skilled slinger.

    Staff sling
    http://www.lloydianaspects.co.uk/weapons/staffsling.html
    >Can use heavier ammo
    >>Problems with fighting at short range
    #Probably used in sieges mostly.

    in reply to: Why ever use a knife? #1998
    Avatar photoSarissofoi
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    There is perk Fast Hands in utility tree.
    It remove AP cost from weapon swap. Problem is that after using weapon you can no swap it(I think).
    There are also Executioner perk in offensive tree that increase dmg to body as HP drop beneath 50%.
    Actually to use Dagger effectively you need fairly experienced hero.
    The best I find is to use him with other one armed with club.
    The first guy stun. Then guy with dagger come.
    Perks Executioner, Fast Adaptation(increase chance hit after miss), Push the Advantage(increase chance for crit and hit against stunned targets) also high melee skill.
    Lightly armed(so high max fatigue) but with shield(additional defence).
    Then you can puncture enemy to death and get fresh new armour.

    The universal armour stealer.

    in reply to: Weapon carrying capacity #1994
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    I’d personally go with reducing the slots to 1/3

    It sounds good on first but on the other hand reducing slots to one can lead to some problems if person switch from shield and one hander to two handers or bow/xbow. So weapon or shield will be dropped on ground?

    I think leaving 2 basic bag slots with fatigue reduction for items in it and making 4 slots and no max fatigue reduction for perk will be the simplest choice now.
    Four slots is kinda overkill though.

    in reply to: Strategic map. #1991
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    I wonder if limiting number of carried supplies by company would add some tension?
    Or just make food maximum supplies limited to say 100(random number).
    This way company need to restock or look for food in longer journey especially if you have many battle brothers or move in hostile territory.
    Or food having expire date? Wonder how it can be done though.
    So you can’t just buy million food rations somewhere and then ignore food to the end of the game.

    in reply to: Weapon carrying capacity #1989
    Avatar photoSarissofoi
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    I’d personally go with reducing the slots to 1/3 at this time and possibly introducing the fatigue penalty unless you guys have an even better idea.

    That sounds like the best choice so far.
    BTW Maybe the perk increasing number of bag slots also make owner ignore max fatigue penalty from hidden in bags weapons?
    It will increase worth of this perk(who isn’t that great in my opinion).

    in reply to: Strategic map. #1977
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    But restocking now is fairly easy.
    Food is plentiful and cheap and you can get enough money from fetch quests.
    There is no reputation or fame now so now it will be just choice of slaughtering few peasants to steal their food and few crowns.
    Not mention that pillaging will hurt you because you will local settlements weaker and poor so there will be less supplies, less gold for contracts, less militia to fend bandits/monsters, less items in shops. In current game it will be suicidal.

    BTW I think reputation or fame should be different statistics. Like Fame stats grown when you win battles and do quest so you are more known but people but reputation is influenced by your losses and completing quests non abandoning them etc and mean how ell you do your job.
    So some people will only join famous company(say nobles and well-equipped soldiers will not join band of unknown peasants) when other will join the only one with good reputation(like experienced soldiers don’t want to join company well know from high losses but more reckless desperate types don’t mind because they believe they will survive or are greedy enough to risk their life).
    Both stats can be going slowly back to neutral values so if you get some fame but then do delivery quests and rob some graves(you don’t want to people know this) then after some time you are not so famous and some guys will not join you or some contracts will be not offered to you.
    Local fame or reputation(like when you save this village from bandits for free or rescue local lord’s daughter from bandits) can be kinda company perks obtained in gameplay(so if you local hero in #ThisCity you have reputation and fame bonus when you deal in this place but it not help you when you move to another one).

    in reply to: Strategic map. #1972
    Avatar photoSarissofoi
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    The Devs stated before that you can’t go into the Dark Side. So no raiding or pillaging.
    But it can make nice alternative playing when you play as bandit band and start as a bandit with access to bandits dens(when you can sell stuff and recruit folks) and being hunted by patrols and bounty hunters.
    That can be kinda funny. But it is definitely future if at all.

    About non perishable small locations that can be retaken or rebuild.
    Its great idea. I was thinking similar. So its make us two.
    Its should be a part of living world. But it definitely need be part of more complex system.
    The world will be more lively with more parties moving on strategic map.
    Not only caravans or patrols but also scouts(investigating things), witch hunters(looking for undead), bounty hunters(looking for bandits), Adventurers Bands(looking for some adventure), couriers, travellers, pilgrims, pedlars and traders moving around and some of them being prey for the evil forces.

    in reply to: A couple of questions #1966
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    I second that. I dislike Steam for various reasons. I have nor problem waiting little longer for updates for no DRM version. I want to get this game now but I don’t want to have anything with Steam.

    in reply to: Weapon carrying capacity #1965
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    I watched all of Lets Play videos that i can get and plenty of YT guys complain about leave and loot buttons after end of the battle.
    I find this really reasonable. It will be really frustrating taking leave before loot by mistake.
    So little suggestion.
    1)make Leave button Leave and take all loot button, so if you live straight away you still take all the stuff with you.
    2)remove leave button from the first(statistic after battle) screen, so player after checking stats go straight to loot and can’t leave by mistake

    in reply to: Strategic map. #1963
    Avatar photoSarissofoi
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    Farms are more like primary targets for bandits/monsters. Also main food supplier for towns/castles. Bandits extorting food/money or plundering and monsters eating people. Filler/target of opportunity/flavour etc.
    If countryside is safe you will see prosperous farms if not you will see burned ruins infested by bandits/zombies.
    Its way for bandits to get rich and famous(and more powerful) before facing bigger targets.
    Also they add some flavour to the map and possible quests in towns/villages.
    Like(branched quest tree):
    *(1)Investigate – food stop coming from farm check it, come back with report, small reward
    #Can be taken by bandits(A), monsters(B) or destroyed(C).
    **(2A)Free farm – if farm taken by bandits free it from them and save farmers, take information from them, come back to city,medium reward
    #Two options: It was roaming band of bandits:End quest
    It was part of bigger encampment
    ***(3A)Find and destroy – find bandit camp and kill them, return for reward with bandit leader head
    #End quest.
    **(2B)Eradicate monsters – kill monsters, come back for reward
    #Two options:It was part of bigger encampment (3BC)
    It was roaming band of monsters:skip to (4BC)
    ***(3BC)Find and destroy – find monsters den and kill them, return for reward
    ****(4BC)Escort new settlers – escort caravan that will start farm again, small reward when caravan reach farm ruins
    If farm destroyed skip to (3BC).

    Or even small fetch/escort quest.
    *Tax collecting – visit few (3 or 5 number can wary) farms and collect taxes from them, bring it back to town(castle)
    *Gather grain(forage) – visit few (3 or 5 number can wary) farms and get grain(quest item) from them, you are followed by small caravan that carry this grain, bring it back to town(castle)

    Its good idea if they are hidden at the start so exploring actually is rewarding(as finding stuff always bring some satisfaction).

    Also thing about patrol militias and villages/towns/military outpost. I think they should be besieged for some time before battle start. So actually they can rescued.
    Also it can be nice quest tree if company is send to relieve besieged town but can come to late.

    in reply to: Weapon carrying capacity #1958
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    BTW Can you carry spare quivers with bolts/arrows?

    in reply to: Weapon carrying capacity #1947
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    Just make items in backpacks lower your maximum fatigue like equipped weapons.
    Then taking four billhooks or greatswords isn’t that attractive any more.
    Unless I am wrong and they lower max fatigue already.
    Also adding visible slots with items inside backpacks so people know what soldier carry and for fast switch without switching view to inventory will be great.
    Like that:
    fast switch

    BTW Any chance for consumables?
    Like bottle of vodka to boost morale(with some penalty) or bandages to stop bleeding?

    in reply to: More suggestions/questions #1942
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    Space for pause/wait.
    Enter for End turn.

    Or at last make a buttons UI bigger.
    Or both.

    in reply to: Some questions #1449
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    Hello again.
    Thanks for response. I am not disappointed.

    A slider to adjust the ratio of male to female characters in the game is not something we’ll do. Rather, we’ll build a world wherein both male and female characters exist but – keeping in line with history – the majority of the fighting profession is filled by males. Female characters come with their own backgrounds that take into account how a quasi-medieval world treats them, so they won’t just be male characters with different heads either. Just like their male counterparts, some will be more and some will be less suited to the hard life as mercenaries. It’s your perogative as a mercenary commander to hire or not to hire whoever you want (and can afford).

    Sounds reasonable. No more questions.

    Changing enemy group composition was the original plan, but as we moved onto a simulated world this isn’t as straightforward a thing to do. Opponents now create parties to move about the world based on the actual resources they have available. Handing out more resources for them to create bigger/meaner parties would unbalance the world as a whole, not only as it concerns the player. Adjusting the scarcity of funds is one of the few things that only applies to the player – and is easily done. I suppose we could “cheat” and give the AI extra units in tactical battles with the player only on harder difficulties. We’ll see.

    Agreed.

    Well, strongholds would probably send out tax collectors, but we’ve abstracted this to them gaining resources automatically for now.

    Which makes sense. Strongholds most of the times have little towns inside and their own fields and wells so they should generate their own supplies and some coins. Although gross funds should come from outside. But as for temporary solutions is OK.
    Do watchtowers generate money? I was thinking about them collecting some tariffs from trade caravans passing by.

    There are no independent traders currently, every trader belongs to a village (or town or city). The idea is to have a few hidden merchants on the map outside of the usual locations, such as a supposed witch selling you a supposedly magical item. It’s something we’ll tackle after the initial release.

    I was more about trade caravans independent from cities. Something like Merchant Guild or Hansa. Bunch of traders moving with goods between cities and making money occasionally spreading rumours.

    We want to have a tavern of sorts eventually where the player can, among other things, pick up on rumors based on actual world events. It won’t make it into the first Early Access release, however.

    Sounds good. But how information gonna spread? If say village is overrun by undead then anybody instantly will know this or say some refuges will arrive to the nearby town or stronghold or other village and from this place information is spreading by traders, tax collectors, patrols, wandering monks or adventures who visit other places.

    This hasn’t come up before. Maybe. We do already have both monk and witchhunter backgrounds for characters you can hire.

    I was more about their presence on world map. Something like villagers send plea to their feudal lord for protection when they are threaten by bandits orcs or monsters but in case of undead or some heretical activity they first ask local bishop to send a company of Witchhunters.
    Wandering monks can be used to gather resources and information and spread rumours. Pilgrims mostly bring offerings to the holy places and spread rumours.

    I’m not sure what you mean exactly. If you’re rich, feel free to make us an offer to get immediate access ;)

    Haha. Sadly I am not that rich to buy your company. If I was you will be sitting in special dungeon already working on sequel or expansion.
    I hoped for some possibility to buy copy or two of game with access to current build even if it would be much more priced than final version. Probably not worth your time unless you are interested in some pocket money.
    Speaking of which how much you would charge for final version?

    Thanks for reply. It was interesting to read. I can clearly see that your work is going into the right direction and I am sure that you will do a great job.
    Good luck. Although I don’t think you will need it much because you have enough skill to be successful on skill alone.
    I think God Speed will be more fitting.

Viewing 15 posts - 226 through 240 (of 240 total)