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Holy.DeathParticipant
Ghouls are to be redesigned at some point to make them more of a threat.
Holy.DeathParticipantNow, with all that said, I do think there are a few things that could be done that could reduce RNG without removing it. And I think they’d be fair.
I don’t think they’d be fair. I think they’d only mess up a solid system we already have for no real gain.
Misses being hits would only make heavy-hitting weapons even more powerful – think about Orcs. Or skeletons with two-handed weapons, etc. – and remove any reason for having nimble characters. Regenerating HP is just a poor fix here to cover the fact that this change would only encourage being tanky.
Same goes for giving more attacks per turn – you’d have to factor is stamina, weapon durability (more attacks = weapon breaks sooner) and the fact that enemy can outnumber you (meaning they’ll get more out of the Overwhelm bonus). If you throw in “miss damage” into the mix we get really powerful combination.
And on top of that you want to make shields even better… Sure, they would need SOMETHING with “every miss is a hit” mechanic but again, like HP regeneration, it’s just a way of fixing the effects of your proposed change. I’d rather not fix something that’s not broken.
Holy.DeathParticipantwhen the RNG stops to influence on the outcome and will only tool for it’s correct behavior change – then enough.
The point of the RNG is to DETERMINE the outcome of your actions. Like in traditional Pen and Paper Role Playing Games. It’s you who influence the outcome by changing the hit chance with your actions.
Why do you think the developers had to do the first fight scripting – because under the existing game mechanics, at least 50% of the players were not able to start the game
…
Because you’re supposed to take horrible losses to fit the scenario of you ending up with only 3 mercenaries and explain why you yourself – the leader – are not being present in combat and how you became the leader?
But I would like to know the source of your claims, since you are using numbers to prove your point.
But I’m afraid we’re talking about different things and in different languages. I am speaking that RNG as an accepted variant of replay value and false interestingness in games – a very bad fashion, and that the players and game developers (overwhelmingly) simply forgot or did not even see how you can do interesting complex games without RNG in all aspects of the game.
Or they made a conscious decision to make an interesting, complex game WITH RNG as intended. The same did developers of “Mordheim: City of the Damned” and many, many other RNG-based games. If you want game without RNG, then you need to look for different games.
And you’re talking about “complain”…
Indeed I am. That’s what they do. They simply don’t understand how this works and blame everything on luck.
Holy.DeathParticipant“Fun” – this concept extremely subjective – I’m fun to build a strategy and build a soldier will come out and it is work-you throw the dice? can then throw dice instead of battle on a tactical map? and developers easier and more fun to you!
And how would you determine effects such as positioning in tactical combat impacting the outcome, for example? We are throwing dices, yes, but we do so in a specific context of the tactical combat. That’s why reducing the whole battle to a single throw of a dice is a hyperbole that doesn’t help your argument. The very same battle can end very differently if you reload and play it again.
Besides, I did not write that it is necessary to completely remove the random from the game. I wrote that it is too much and that it is especially felt in the early stages of the game. And it’s not just my opinion.
I played almost any RNG game on the market and I can safely say that people who complain about RNG will always complain about it for as long as it’s there. In any amounts. But let’s say we can reduce the amount of randomness: how do you suggest doing so? And how can we gauge when it’s enough and when it’s too much?
Holy.DeathParticipantagree or disagree, to debate – it is your full right, and for this we have this forum :). But I’ll look at how you are going to talk about strategy and tactics when in ironman mode your best fighter 8 level will be simple killed by RND as 8 misses from 4 fighters at the last goblin surrounded and 3 retaliation under the armor from him… that’s when you remember about “chess”
I find chess boring. It’s part of fun in RNG games when things doesn’t go as planned (for better or worse, as spamtaboo well noted). This doesn’t mean there is no strategy or tactics involved. Try to play games with RNG without any tactical or strategical approach and we shall see where you will end up being.
Holy.DeathParticipantDEFENCE PENALTY or HIT BONUS for EVERY ADDITIONAL ATTACK FROM A DIFFERENT Character against the same enemy.
Isn’t it already in the game, called the Overwhelm Bonus…?
Cross bow CANNOT be fired after moving and may not be reloaded in melee combat.
You can’t reload a crossbow in melee combat.
MASSIVE ACCURACY penalty for anyone who tried to use ranged weapons after moving at all, on the same turn (yes javlins, hand axe..everything).
That’s an interesting suggestion. Although I’d settle for a minor penalty past certain distance.
Holy.DeathParticipantI’m playing on challenging level and I am not trying to kill everything on the map. Just trying to survive. There’s only so many missions you can turn down before you run out of money and/or food.
I think that’s the source of the problem. On even enemies seem to be easier and you get more gold, and everything is less expensive. On challenging my zombies wear leather and mail armors with decent weapons (such as short swords, etc.), while on even they are more peasant-like. Same goes for bandits: I encounter more raiders than thugs, who often are better equipped than me in the beginning.
This means that fights are more tough, you lose brothers more often, have to replace them (including some of their gear, like armor or shields) and that costs money. You have to repair the damage and heal up, this is extra cost (stuff is more expensive on challenging than on even). On top of that you get paid LESS and have to work with that.
That’s, in my opinion, why challenging is so hard to go through right now in comparison to even. Not because of enemies alone but the overall cost of running your mercenary band AND encountering more challenging enemies. Most quests we have in the game now are combat related so it’s not like you can get together some coin by doing delivery or exploration mission to recover. I only managed to recover from a pyrrhic victory because I had some assets stockpiled from past battles for emergencies.
Holy.DeathParticipantA question concerning the same enemies appearing at the opposite sides of the battle – since it’s possible now to encounter Orc clans fighting each other it’d be good to have some way of telling which ones belong to which clan, thus allowing players to make tactical decisions. Right now you have to observe if they attack each other to be able to tell the difference. Some small flag or emblems painted on the models could help greatly.
Holy.DeathParticipantI assume that temples could play a role in creation (or finding) some special items. Here You can see the legendary Ghostbane blade. It references Bogenheim Abbey. A church (or an abbey) is basically a temple, a building of worship.
Alternatively temples could serve as a spawning grounds for the refreshed ancient Undead. Ancient enemies require ancient place of origin. It could serve necromancers as a place to conduct their dark arts, especially if the ancients were keen on burying their dead in a special places (which could be pretty much the same as the Christian practice to bury people at cementaries, the so-called “Holy Ground”).
Holy.DeathParticipantWhat? I can’t hear very well. Are you saying he has been playing the updated version of the game for the whole week?
But seriously speaking – it’s good to hear that he’s well.
Holy.DeathParticipantI bet he’s creating assets for dungeons and all the other lootable locations. If they are implementing the inn and the actual loot, then it’s next logical step.
Holy.DeathParticipantFor the wolf armor you only need pelts and good enough level (people say it’s 6, but I can’t guarantee that). Same goes for the Masterwork Bow, although this item only requires gold (can’t remember if it was 1000 or 1500).
Holy.DeathParticipantTailor can make the wolf armor if you have materials and when he’ll be experienced enough. Same goes for the Masterwork Bow, which can be made by a Bowyer. However, the event is fairly rare to get. I don’t know if you can get more than one piece equipment out of them though.
Holy.DeathParticipantDeployment will make its way into the game. It has been confirmed by the developers:
ITs on the planned feature list for w hile now. Can’t give you an ETA though as there are other, very pressing features and issues to be handled first.
Source: http://steamcommunity.com/app/365360/discussions/0/541907867751772213/
Holy.DeathParticipantLooks like the next update I will dedicate my Battle Brothers to protection of vital mining and metallurgy operations to prevent them falling into enemy hands.
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