Sky's Replies

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Viewing 15 posts - 61 through 75 (of 366 total)
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  • in reply to: Assisting npc battles could use some work #12902
    Avatar photoSky
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    It was some time since I last played before this update, even missed the goblin update. So was starting up campaings variating between normal and hard few times after an other but got devastated in them, either by my bad management or enemies that were too strong. The game I’m playing now is on normal. Now that I’m playing for a bit it’s coming back and will be starting a hard one eventually. Still lots of things to see and test out.

    The difficulty feels this way cuz the roaming enemies are far less strong and active this time around. I’m meeting mostly bandits. The only roaming werewolf and vampire party (both 6 members) I met were in the far foggy zone. No roaming orcs whatsoever even when I specificly left 2 camps near each other and a town alive to see how things go. That I did cuz the world seems less alive than it was before. Met a goblin scout of 3 archer 3 melee guy too near the foggy zone but they don’t come to villages either. No zombies wandering around. No visible enemy camp grow. Skeletons are a bit closer now, found 2 camps already both high numbered but medium strenght.

    Have not seen any fight and wars that were present previously. Back then there were huge orc wars with the villages, bandits, and other roaming armies. Some of the village buildings got destroyed but it is a mistery to me how, or they were ruins from the start. Up till now the only alive faction is the bandit one and the village militia. I like the town guards and militia forces, now they realy are what they should be. The bandit groups I find are shitty, they are small and weak. Did not see bandit raiders with leader running around. But as wrote above the fight I joined in was one sided as hell, the 6 guards were very good equipped compared to the barefoot bandits, they’d win even without me no doubt.

    The world randomization is definitely a very important part of this, the world got much bigger and that has it’s downsides. Earlier it was very dependant on the spawned locations how the things work out. From over twenty games I had there were few that had very nice full of life feeling, some felt empty and boring where you had to go look for the fights. And there were only two with some crazy ass war going on. The enemy territories were bordering each other and that was quite the experience. Never a dull moment, close by town constantly under attack, factions clashing together. The rest was normal.

    Back then was a lot less content with quests and such. Now it feels much more quest oriented, they are very nicely put together and embedded into the relations. Interesting quests, nicely written, well executed. But this might be part of the problem with the enemy strategic overall too. They might be influencing the ai too much. No idea tho.

    I’m only around game day 45 and still missing a lot of things to experience in game. Didn’t even see the barber yet. So probably missing out much and difficulity might scale with the time or be bound to something else. If you starting to feel that there is just no more challenge, I recommend you start a hard game.

    in reply to: Assisting npc battles could use some work #12895
    Avatar photoSky
    Participant

    It realy depends on the battling forces. When big groups clash you won’t be late to show. My latest joining of npc battle had a 6 heavy town defenders against 10+ raider thugs and marksman. The guards were brutal but still having half the number of the enemy they managed only to get few raiders before I joined in.

    in reply to: Suggestion №… #12891
    Avatar photoSky
    Participant

    I’d like to see some possibilities to make few visual changes too. With for example tabards, or individual banner like thingies (even tho the guys aren’t nobles so call it something else), also shields and even some weapons.

    To have a dye shop where you could paint the armors, shields, maybe parts of weapons. A tailor to make tabards (all the guys in the artwork have em, just like to the left of the screen…) with some options even if just simpliest ones like world of warcraft did it. A jeweler to make custom handles to the weapons or like that. Purely visual, and most of the professions are already in the game as backgrounds, just add the stores and all set. I understand that these are not much important things but this can potentially lead to a nice amount of content and flexibility without breaking the game.

    For the moment I personally doing different shields just to have visual feedback who the guy is without going into his ability n equip screen. Also have to be sure not to wear similar helmets on guys that have different “builds” but similar equipment. This could be so much easy. Also the future incoming before battle tactical phase would be much easier with additional individual visual cues.

    in reply to: Character Generation module #12867
    Avatar photoSky
    Participant

    Nice, did not find one yet. That means all you have to do is hire some guy who is good enought for you as an avatar and go change him up.

    With the avatar the problem imo is that when he dies the game should be over right, but at the same time it shouldn’t cuz you are the commander. This kind of confusion would not go well. But I’m still remembering suggestions from early stage of EA about this. It all ended up with either no personalization or being able to very limited customization for your first three dudes. Something like one of the rimworld mods do where you have a pool of points that you can buy items perks backgrounds from. With the current state of the game still do not see an avatar thing being good, but the starting dudes customization might be quite amusing.

    in reply to: Food adds morale bonus #12859
    Avatar photoSky
    Participant

    That would be a beneficial mechanic that would push players to buy different food. At this moment there is no reason not to buy the cheapest ones. But then there would have be some negative effects too to balance it out. Like your guys getting drunk, or some diseases due to food.

    in reply to: Orcs #12858
    Avatar photoSky
    Participant
    in reply to: Character Generation module #12857
    Avatar photoSky
    Participant

    That will definitely lead to endless reloading and tonns of frustration over losing this one character to a random arrow or hit. Besides there will be barber shops later on that allow to change the visual of a character, and you can change the name already.

    in reply to: Sky's bug heaven. #12798
    Avatar photoSky
    Participant

    13) Worldmap camp texture blacked out
    14) Servant background has no tooltip in recruiting menu
    Ofc if the background descriptions have not been changed to give no stat changes

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    in reply to: Sky's bug heaven. #12791
    Avatar photoSky
    Participant

    9) Missing “Militia” background tooltip from recruit window
    10) Wardog slot
    When equiping wardogs, after you pick them up to drag into the slot the game gives a false visual feedback by highlighting the bag slots as a valid slot for the animal.
    11) No road
    Patrol quest has no road between the corresponding towns.
    12) Bandit battle AI
    In the SS you can see the enemy battle formation while their last member is an archer who is in the red zone on the very top. These guys do not move but constantly use up their abilities as shieldwall and pikewall. They do not react to me shoting them from outside their archers reach. Only the archer moves. Killing them also triggers nothing guess as long as the archer is alive.

    in reply to: A bit too much. #12790
    Avatar photoSky
    Participant

    Oh, thought only I had no undead forces on my maps but seems the skeletons and other stronger undeads are hiding again on the edges of the maps.

    Those big camps, as far as I understand it, should spawn groups that go out and construct new camps. It might be that your timing was very bad. Or some raiding groups returned to base.

    in reply to: Alchemy #12789
    Avatar photoSky
    Participant

    This would introduce lot of problems both game setting wise and game mechanic wise.

    In the medival age alchemy was condemned, hunted and destroyed since it was a pre catholic church movement. It was associated with the occult due to its heavily theoretical, philosophycal and mistycal nature, and even now is widely viewed as an occult thing. It was highly abused by charlatans with magic potions and continues up till today. It was the very very early beginning of the chemistry and its developement.

    Don’t think this would go well with the current world. Most of the towns have temples, sacred places of faith and godly things. So the church just like in our world would not give them a life. Especialy with all the witch hunting and other nasty deeds being preformed all around. The alchemy products themselves could not blend in and would be useless anyway. That leaves only few usable options. Poisons like the goblins, that is definitely neat. Maybe some herbal mixtures to remove negative effects like scared, drunk, and similar. There were no explosives or smoke nades, nor magical potions of any decription.

    in reply to: Legendary Weapons/Armor #12788
    Avatar photoSky
    Participant

    There are already named items in game. You can sometimes find them at weaponsmiths. Guess there might be armor pieces too.

    But the idea of gathering old relic pieces is a neat one. A little bit of indiana jones ruin exploration would be great. Like having it a secoundary or sub “quest” finding leads in taverns or even as loot from other camps. Could be done as an additional menu screen with limited collumns for limited random generated items like 3-5. And the leads would go in corresponding item collumn so you can always check it. Maybe map pieces like heroes of m’n’m did it or just clue texts. Small papper pieces which when mouseovered would tell the hints in the tooltip.

    I belive it would be a great addition while wandering around the world fighting the “great evil”. This has a potential of filling up different places and ways with additional optional content. You could embed some real cool mystic stories in these hunts, and even follow them up with more special events or faction quests. The clues could be even quest rewards or choise of reward instead of plain money. There already are some nice story elements with the mistycal deliveries, relics and other interesting beginnings. This could be the logival next step.

    Since this is quite similar to getting item as a reward instead or with money, that could be a thing too. We are in the midieval timeline afterall, barter and trade is a core element of this age, not only pure gold. I’d take a 2h sword as a reward many times over gold since in my games those seem to be hard to get. Just as some nice pieces of armor. Maybe even make events where you get to help a lone knight of perhaps a noble house to fight off attackers and if he lives you get reward in money and increased renown while failing to save him still gives you some of his knighty gear but the said faction would be angry with you.

    in reply to: Goblins #12787
    Avatar photoSky
    Participant

    There are several good tactics that work agains goblins, even when they got a shaman or two. But the best one is as already mentioned attacking at night. That alone pretty much evens the field even without doing complicated manouvers.

    in reply to: The Dagger Game #12786
    Avatar photoSky
    Participant

    Only the secound ability does ignore armor.

    Was nicely surprised when attacked some bandits thugs with a fairly good equipped team and one of them just easily killed off my heavy soldier.

    Was trying to make a dagger guy but no matter how I tried there were much more efficient other weapons, be that an assault role, a light scout, or even archers, much more useful to have a blunt weapon on them to stun and step back if lacking the perk. With 3 AP per attack you could use the dagger three times in a round, making it competible with the rest of the weapons damage wise. I’d even say only making the first skill be 3ap might be enought. Do not forget however that the enemy will be able to do that aswell. And many bandits have daggers at the low lvl that would make the game definitely more hard. At this moment the time period where the daggers are a reasonable choice is too short at the very beginning of the game.

    Now after this update im willing to try a dagger guy with a net and maybe a hound. It just might work out. Especially with more than one net. Will be costly but should take care of heavy infantry pretty easily while the hound binds possible incomings.

    in reply to: [suggestion] Clearly unbalanced enemies #12750
    Avatar photoSky
    Participant

    To be honest, the game now has a lot more mechanics and variability for tactical setup against the enemy packs. Even when the EA just started there were limitless possibilities to setup your party in a way to defeat even the strongest of orcs. There is no “one right” party setup to win it all. There is just too much variety and it is growing with every content patch.

    If you have a firm understanding what the role of each individual party member in your setup is, and you lvl their stats and perks accordingly, equip them with the most beneficial items for their tasks, then you should not have any problems. There are no artificial limitations, you can make a two archer party where one of them is with rally while the other with focus and high fati turning into an SMG every other round. Also many new players fall into the trap thinking that there are only 3 useful stats ignoring all others. For a character with high starting hp sometimes it is more beneficial to get the colossus and some lvl ups in hp than to get anything else. A character with high starting resolve is ideal for the captain perk and leveling resolve has obvious benefits. You mentioned goblins, do you have even one character with high initiative? So he can move first, equipped in more light armor and perks to close the gap to the enemy archers fast without dying? Ever tried to make something like that? Do experiment with build.

    Equipment is a vital part of the game both as individual character setup and the party as a whole. It does seem at first that just equipping all in heaviest armor and strongest weapons lets you roll over everything, but that is simply not true. As you obviously noticed with your current setup. It might have worked with bandits, even skeletons fairly well, but you should have had problems with big undead groups and obviously is countered with fast paced goblins and the orcish horde. Goblins easily evade your slow guys, further slowing them with bolas and nets. And orcs, well they are the strongest enemies in game, you are a mere human and can not overpower them in mere strenght.

    You have a wast of weapon and armor variety. You can use blunt weapons to stun, and it synergises well with the push the advantage perk. You can use shield bashes to change the enemy line, hooks to pull and pikes to push them around. You have nets, dogs, and other variables to controll the enemy. If you can’t take em all at the same time, slow down part of them and deal with the remainings. Combine the attributes, perks and equipment on individual members. Even without perks all the sellswords have two additional slots, you can put there throwing weapons, you can put there range wepons, shields and secoundary weapons. Just remember it does drain the fati of the mercenaries when you put stuff in there.

    Also there are lots of different backgrounds. With a full party of low end backgrounds like beggars monks and other non combat oriented professions and accordingly lower starting stat characters you will have a hell of a harder time getting by than with a full party of high end fighting professions. It is just as much a management game as it is a tactical combat game. Don’t be shy to get rid of weak brothers replacing them with new strong ones. You are the boss, they are your employes, your tools to survive in this world. That is why the constant loading of the game is imo a very bad choise. The flow of recruits should be constant so the weak ones will be removed by the game itself.

    If you pay close attention to how the AI plays you can see that the factions play quite differently. Some have even multiple playstyles depending on situation. It is a tactical game, if what you are doing does not work, do try different approach. No need to get frustrated when you can’t seem to get a grip on what is wrong and why you getting hammered by the enemy. You can always try new stuff, change things, and ask on the forums. Here are many people who will share their experience thoughts and advices on the game. Just by reading your thread you can see how differently people play this game, and that it is working for them. Do not approach Battle Brothers as the nowadays common “only one way of play to win” game, the more generic you go the less fun you will have and more frustrated you get.

    You are no heroes, just a bunch of mere humans in a harsh unjust world full of scary things that are eager to eat your flesh and devour your soul.

Viewing 15 posts - 61 through 75 (of 366 total)