Jaysen's Replies

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Viewing 15 posts - 61 through 75 (of 76 total)
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  • in reply to: Paul´s Art Corner #1796
    Avatar photoJaysen
    Keymaster

    Hehe, we won’t have the EA released within the next two weeks, but rest assured it won’t be long!

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    in reply to: Ideas for a "Full Experience" #1694
    Avatar photoJaysen
    Keymaster

    Thanks for the support! Feedback like this helps keeping us motivated and push on!

    The Early Access version will have quite some playtime but it is hard to tell a certain number of hours as it is very much like a sandbox. There is a way you can actually “win” and finish the game but this includes a very hard fight and you have to be well prepared. We also have three difficulty levels you can choose from when starting a new campaign and the hard setting will take much more time than the easy one.

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    in reply to: Ideas for a "Full Experience" #1690
    Avatar photoJaysen
    Keymaster

    haha no worries, you’re golden :)

    What I am personally most excited about are the legendary items we have planned. There is a backlog of over 100 right now but you probably won’t find more than 4-8 in a single game. We want to make them really powerful and change the way you play and give you a real feeling of empowerment. They are all handcrafted and each feature their own short background story.

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    in reply to: Ideas for a "Full Experience" #1684
    Avatar photoJaysen
    Keymaster

    Hey Jago, we should get you on the team as PR-dude, your answers are pretty spot on ;)

    We originally considered a base for the game but quickly grasped that it would not be feasible as it takes away too much from the “traveling mercenary” style.

    Instead we are pondering on a mercenary “trek” that is accompanying your mercenaries and that can be customized and acts as “mobile base”. Here will also be the place for non-combat characters like armor smiths, hunters, scribes, healers and so on. Another thing we have in mind, as Jago mentioned, is a camping mechanic that allows you to set up camp to speed up the night, repairs, wound treatment etc.

    Unfortunately that all has to wait until after the Early Access. Right now we focus on hunting bugs and the balancing is a really big issue. Making sure the game does not become too easy or too difficult after 4-5 hours is really tricky as it is a very dynamic simulation that can snowball in all directions if you are not careful.

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    in reply to: More Let's play please #1678
    Avatar photoJaysen
    Keymaster

    You are not forgotten ;) Aiming to get some new episodes on the way in about a week. Hang in there ;)

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    in reply to: You will hear this a lot more #1652
    Avatar photoJaysen
    Keymaster

    Reducing our workload was actually one of the main reasons for going with this style. Also, you can show a lot of character and detail even when looking at the battle field from far above. If we had full body figures the head would get so small that you cant tell any differences between your guys.

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    Avatar photoJaysen
    Keymaster

    Regarding 1)
    The map is always randomly generated and therefore the results will vary a lot. The strength of the villages but also the strength of the bandits hideout can vary thus changing the outcome. More importantly, the guard towers and castles send out patrols to secure roads and fight off bandits and other evil-doers. If there is a tower or castle in the vicinity (and the men-at-arms that are stationed there are not under big pressure by other attackers) the bandits will have a really hard time messing with the caravans. To sum up, in this dynamic simulation and procedurally generated world even we as the developers can not say how things will play out ;)

    Regarding 2)
    The contracts in the video are very limited. I think its only 3 of them in the game at that point but we have many more planned. It is very viable to resort to non-combat contracts to start out but traveling the world is always very dangerous. Just like in the third video I walk through a forest just to get ambushed and almost wiped out by a bandit party. So there won’t be a free ride in the game no matter what you do ;)

    Concerning your tactical combat question:
    Yes, there will be perks that mess with your APs ;) Also other perks that greatly benefit 2H weapon wielders. We are currently doing a complete rework of all the 36 perks in the game to make them way more badass. I hope to show them off soon in a new gameplay video!

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    in reply to: You will hear this a lot more #1643
    Avatar photoJaysen
    Keymaster

    Hi Zolw, thanks for the feedback and support!

    When reading the title I was anticipating something like: “You will hear this a lot more… i dont like the busts” but man, was I wrong haha.

    The combat demo gives a decent idea about the armor system but it will change a lot in the final game. Selecting perks and raising stats when leveling up will help a lot with dealing with the heavy fatigue penalties from armor. However, if you invest into fatigue reduction you will miss out on very powerful offensive and defensive perks so you constantly have to make tough choices.

    When designing the game it was very important to us to make light armor a viable choice as well and also to give heavy armor some disadvantages – glad to hear that it seems to work out : )

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    in reply to: More Let's play please #1641
    Avatar photoJaysen
    Keymaster

    Hey man, great to hear that you like the videos! I watched a lot of Let’s Plays in my time but these are first that i do myself.

    There is a lot, and I mean A LOT, of new stuff in the game that I am really eager to show. Thing is, we are currently doing a complete rework of all the perks as we were not satisfied with how they played out. This rework will take some more time but I think it’s realistic to say that I can make some new episodes within the next few weeks, so stay excited!

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    in reply to: Monsters, Weapons and Armor Lore #1599
    Avatar photoJaysen
    Keymaster

    Thats a great idea to give a little more lore to the game! Unfortunately, we are still extremely busy with putting the core mechanics in the game and balancing them so that we currently have no time to add “just” content.

    I have been following Darkest Dungeon since their kickstarter over a year back and they have some great ideas and a very distinct artstlye. However, it is very “gamey” and gives me the impression to be somewhat of a “mobile” game that was designed with an iPad-port in mind (no hard feelings, its still a great game!).
    I really like the stress idea and the camping mechanic and we already discussed internally if we want something similar for Battle Brothers. That will more go into the direction of camping over night to repair armor, heal wounds and make the night pass faster. Something like “stress” is not planned right now. That is what we have our moral system for ;)

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    Avatar photoJaysen
    Keymaster

    Sure, lets talk about that interview!
    Just shoot me an e-mail at contact@overhypestudios.com and we can discuss the details.

    Looking forward to it!

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    Avatar photoJaysen
    Keymaster

    We are aware that modding is a really big thing and many games would have vanished quickly without mods. Also, some of the greatest games started out as mods. Some examples for great modding are civ, total war, half-life, skyrim and mount and blade.

    Thing is, that our resources are really tight and we have to finish the game above all else so there wont be explicit modability during the early access. However, be assured that it is high on our list!

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    in reply to: Eigener Avatar #1558
    Avatar photoJaysen
    Keymaster

    Hi Malthus,

    ich antworte dir einfach mal in Deutsch, du hast bestimmt einen Grund warum du in Deutsch gefragt hast ;)

    Die Avatar-Thematik haben wir natürlich auch schon intern besprochen. Ich hole mal etwas weiter aus, um die Frage zu beantworten:

    Grundsätzlich haben wir zwei mögliche Richtungen in die wir hier gehen können. Auf der einen Seite Mount and Blade mit Avatar und auf der anderen Seite Xcom ohne Avatar (ich hoffe du kennst das klassische Xcom aus den 90ern? Eines der besten Spiele aller Zeiten).

    Bei MB handelt es sich zu großen Teilen tatsächlich um ein Rollenspiel, dass aber wie eine Simulation daherkommt und sich von den klassischen RPGs auch weit entfernt hat. Im Endeffekt ist aber das Ziel des Spiels die Entwicklung deines persönlichen Charakters und auch dessen vorankommen und Erfolg. Die Erlebnisse deiner Kameraden rücken, vor allem in den Schlachten, schnell in den Hintergrund. Meist bekommt man im Eifer des Gefechts nicht richtig mit, wer grade wen umgehauen hat und eine Heldentat vollbracht hat. Da dein Charakter das zentrale Spielelement ist, kann er im Gegensatz zu den anderen Kämpfern (no-name Kämpfer) nicht sterben. Der Avatar des Spielers ist also Dreh- und Angelpunkt des gesamten Geschehens.

    Anders ist es bei Xcom, hier haben wir keinen Avatar, sondern nur eine übergeordnete “Instanz”, einen Kommandanten oder wie auch immer der aber nicht persönlich in Erscheinung tritt. Der Fokus liegt nicht auf dem Einzelnen und dessen Errungenschaften, sondern auf dem Erfolg der gesamten Unternehmung. Wenn einzelne Kämpfer sterben, ist das zwar ein kleiner Rückschlag, aber das Spiel ist dann nicht zu ende. Dadurch lässt sich die Permadeath-Mechanik wesentlich leichter einbauen. Ein weiterer Punkt: Es stehen auf einmal auch alle anderen Kämpfer im Mittelpunkt und man weiß nie, wer sich im Laufe des Abenteuer gegen alle Widrigkeiten zum Helden mausert. Das bringt viel Spannung ins Spiel und so schreibt das Spiel auch ganz von alleine spannende, überraschende und tragische Geschichten.

    Betrachtet man beide Ausrichtungen passt der Xcom Ansatz etwas besser zu unserer Vision des Spiels. Wir wollen “unwahrscheinliche” Helden, große Tate, tragische Tode usw. erleben. Das ist uns noch wichtiger als eine erstellbare Identifikationsfigur für den Spieler.
    Ein weiterer Punkt ist der permadeath an sich: Wenn wir hier eine Figur im Spiel haben die nicht sterben kann, schaffen wir einen Bruch in der Glaubwürdigkeit der Spielwelt. Warum kann der Held nicht sterben? Der kämpft doch wie alle anderen auch? – er könnte auch einfach in die Gegner rennen und um sich schlagen lassen ohne Konsequenzen. Dabei sind die Konsequenzen (mitunter fatale) der zentrale Punkt unseres Spiels. Bei MB funktioniert es, weil von Anfang an klar ist, dass die Hauptfigur nicht sterben kann. Schließlich hängt der komplette Spielfortschritt von ihr ab.
    Bei Battle Brothers soll der Fortschritt aber an der gesamten Söldnerbande hängen, nicht an einer Person.

    Sorry für die lange Antwort, aber das Thema ist ein bisschen komplexer und da ist das letzte Wort auch noch nicht gesprochen. Einen Character erstellen der dann sterblich ist wie alle Anderen wäre nach wie vor eine Möglichkeit. Ist aber die Frage wie stark dessen Tod dann den Spieler frustriert ;)

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    in reply to: Greetings #1486
    Avatar photoJaysen
    Keymaster

    Thanks for the support! Always great to hear that people like what you’re doing.

    We aim for late february with the EA but that totally depends on the progress we are making so nothing is set in stone here ; )

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    in reply to: Economic part of the game #449
    Avatar photoJaysen
    Keymaster

    Hey Gotanmarf,

    appreciate your input, that topic is very important to our overall gamedesign and we spent quite some time thinking about it and we still are. We will have a worldmap in our game with locations like hills, forests, cities and so on. We have not finally decided on how it will look exactly.

    To get a better grip on the topic of what you call “economics” i think we have to split it in two parts: 1. Basebuilding. 2. Resource management

    1. Basebuilding:
    Initially, our intent was to stay close to the original Xcom but we soon figured out that that would not make for the best possible gameplay. Having a permanent base, like a castle or such, will make the player very stationary. If you have high-tech Skyrangers at your disposal it is way easier to cover great distances than with a horse carriage. Also, I always found the base building to be a very linear part of the game that didnt allow for much customization or variation in your gaming experience. At some point your main base would always house the same facilities and you would mostly build them in the same order and layout.

    I dont want to take too much away but we came up with a sort of mobile base that can be tailored to suit your playstyle and support your personal way of taking on the game. We are working on that right now and you can expect a dev blog article on the worldmap soon where we explain all the details, so stay tuned!

    2. Resource Management:
    As with the basebuilding i can not go into too much detail yet but we will have troop management, equipment looting and management, resource gathering and crafting and a sort of “research” – so you will have all the good stuff in the game ;)

    Our ultimate goal is to give the player a lot to do on the worldmap and a lot of decisions and freedom. In the end the gameplay on the worldmap has to be just as much fun as the tactical combat.

    • This reply was modified 10 years, 1 month ago by Avatar photoJaysen.

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Viewing 15 posts - 61 through 75 (of 76 total)