Xoatl's Replies

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Viewing 9 posts - 16 through 24 (of 24 total)
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  • in reply to: Necromancy/Magic? #2881
    Avatar photoXoatl
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    Please tell me it’s called Staff of Worms. Also BobHound, if in some distant future they rework a standalone like that or someone mods it in I’m definitely getting that. I love Necromancy but few games let you do it or even get it right/enjoyable.

    in reply to: More important anything else, to me #2880
    Avatar photoXoatl
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    I believe the end product will have an optional customization option for the founding members. The “divisiveness” comes from a vocal minority like GOD who had strict parents that never allowed fun. It only ever makes sense to have it in the game.

    in reply to: No challenge? #2700
    Avatar photoXoatl
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    Nice pic Trig, Do different parties nearby join in on battles like Mount and Blade? I haven’t noticed that in my game. Also the Necromancer does revive skeletons nearby. I met only one necromancer, had 20 skeletons and I had 12 brothers. They had the high ground and kept reviving but eventually I killed them all and chased down what looked like a wiederganger in a black hood. I didn’t catch the effect but I’m pretty certain he raised a skeleton nearby as he tried to run. Also what’s up with the ghouls? If they’re undead why do they have morale?

    in reply to: No challenge? #2656
    Avatar photoXoatl
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    There should definitely be tougher encounters with more enemies that you can jump into. I think the leveling and pacing is fine though.

    in reply to: No challenge? #2654
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    GOD: I just meant that the current level cap is perfect. I have yet to get to level 11 because the xp gets steep after 10.

    in reply to: No challenge? #2614
    Avatar photoXoatl
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    I hate level caps, so please don’t do that. I’d like to see harder enemies, or just more of them in general. There should also be something I can do with all the cash I have. I’ve been stopping by the castle frequently but no matter how much I help everyone the best I find is a mail shirt. At the beginning of the game the castle had full lamellar, now there’s practically nothing.

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    in reply to: Will Crafting clutter the game? #2468
    Avatar photoXoatl
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    I think what Trig said is valid. In order to craft a set of full plate for instance you need to go to an armourer customize the look, pay the cash, and wait a set amount of days and come back. The limiting factors should be how well off the settlement is (trade caravens coming through/number of succesful raids), so an impoverished city is limited to full mail and anything more advanced is grayed out. Assigning minor crafting tasks for unique charms wouldn’t get in the way if done right, with a focus on battle instead of collecting. So if you assign someone to make an orc ear charm, the objective to completing it would be to have that person kill orcs, every kill has a 20% chance to complete the task, with stronger orcs resulting in better stats on the charm (morale buff vs. morale buff + inflict morale debuff on orcs). They can accomplish these crafting tasks as many times as they like (or until they die) but the charms are locked to the players that made them, stopping one super soldier from being responsible for everyone’s charms. However ones that you find or buy outside this crafting system can be assigned to anyone.

    Edit: here’s another idea for a charm, Four Leaf clover, adds a very slight bonus to hit chance, melee, and ranged defense. Every tile moved by the character during a battle has a 5% chance of completing it.

    in reply to: Paul´s Art Corner #2465
    Avatar photoXoatl
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    Psen, the art style in the game is amazing. I took a look at the new locations and I’m excited to battle on them. The first one, what looks like a village (and the orc boss) is what I was hoping for from the game. Like mount and blade when you are chasing or being chased by people on the map you always want to lead the opponents to a favourable battle location if you can. I’ve used the militias more than a handful of times to save my ass (sometimes there’s orc raiders already raiding when I show up). So I’m eager to fight alongside them next to their homes and in their farms instead of the current dull road. If I have a battle on a map bridge will it and the river be larger during the encounter than the stream in the pic? The snowprints are a nice touch, I want to see what kind of effects the game will have, if you fight in a blizzard do the tracks gradually disappear? In the last picture of the dungeon do you need to have a member (or more) with a torch in the offhand? I’ll be checking back regularly to see how the cemetaries and ancient battlefields will look, as well as how the orc (and goblin) camps will look. Thanks for all the hard work, I hope you get a fair share of the shekels coming in.
    Edit: About the musculature, I’d like to see characters look slightly shorter if they have the respective trait or thinner with fragile (or fatter with fat/more muscles with strong). Just slight adjustments would be cool, not enough to be distracting (bigger than an orc warrior) but enough to add another identifier to the unique party members. I noticed cultists have tattoos so this isn’t a stretch.

    in reply to: Character Generation #2351
    Avatar photoXoatl
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    I feel like outright creating your starting mercenaries puts too much focus on them in a game with such high lethality. Kind of like how you don’t choose the looks of your troops in the original x-com. In most RPGs you’re going to spend a lot of time looking at your initial character because you as the player are meant to identify with them, so having them be customisable makes sense. In this game there’s a good chance of all of your starting members dying, so having the start of the game give them a disproportionate amount of attention feels wrong. The banner and name of your company should be more important to its identity than which mercenaries you start with. It also clashes with the atmosphere that the game currently has where all the game elements are abstractions of what feel like ‘real’ actions. Outright creating characters clashes with this.

    I really don’t think it’s a huge balance issue to let you specify your first 3 brethren. They are, after all, only 3 people, out of the 12 you will be fielding.
    Also, if you’re using This War of Mine as an example, the players that want to start with two old teachers for the challenge can choose to do so, and the ones that want to start with a scavenger, a trader, and a cook for easytimes have that option as well.

    It’s the gear that feels like the biggest unbalancing factor. Take that away and it’s much less of an issue. I also like the idea of ‘buying’ your starting characters, though I’m rather enjoying the completely random start that the game has right now.

    Why not have an option to do both?

Viewing 9 posts - 16 through 24 (of 24 total)