mrbunnyban's Replies

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Viewing 15 posts - 76 through 90 (of 129 total)
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  • Avatar photomrbunnyban
    Participant

    The new update made it impossible to run from potential enemies…More often than not you die with the caravan after fighting the 4th or 5th group of bandits/undeads/direwolfs lol

    Edit: Plus no chance to resupply on the road

    Excellent, I think that is descriptive enough. 5 groups without rest sounds really rough.

    in reply to: Feedback v. 6.0.14 – Orc contracts #13804
    Avatar photomrbunnyban
    Participant

    just for “to think about”
    difficulty – a challenge
    for this contract with my attitude at the fraction +70 I was offered 2140 crowns
    2 brothers 10 level killed (and believe me – they can not be not to lose) during the fight excluding halberds and two-handed ax all rest weapons was broken, including 2 named and all shields.
    Now attention is the question : of whether I’ll ever more job to the orcs in the game without a save/load? 100% no

    Hrm. Equipment looks okay, have high ground, mix of troops is pretty balanced. No fault on Rusbear’s part.

    Fighting 17 orcs including 1 named warlord and at least 3 berserkers. That’s pretty hefty.

    Yeah, thinking about it, orcs drop terrible loot generally too. 2140 crowns is a pittance to go up against orc forces like that.

    Avatar photomrbunnyban
    Participant

    Heya, I don’t doubt that you are right but please specify what happened which made long distance caravans missions impossible. Was it the sheer number of enemy raiders? The quality of enemy raiders? Or related to lack of supplies?

    in reply to: Gameplay problems v2 #13782
    Avatar photomrbunnyban
    Participant

    I made the mistake of being only 12 level 6s, and strike out west young man, and oh its orc cities everywhere in the fog of war. go back east young man.

    I loled at this. Thanks for that Miaphysites. :D

    in reply to: Feedback v. 6.0.14 – Orc contracts #13550
    Avatar photomrbunnyban
    Participant

    Yes, contract difficulty scales with difficulty mode. You’ll get more/stronger opponents on Challenging and Deadly.

    Not a good idea IMO. Contracts are the game’s way of providing extra income and more importantly guiding players to content (i.e. give them things to do). Messing with the difficulty of the contracts encourages players *NOT* to take contracts but instead to wander aimlessly hoping for something more reasonable to come by…

    Edit: I actually meant scaling the difficulty of contracts in higher difficulties… er, how do I say this? Huh, it’s tough to word this out exactly but it really depends what you meant by “contract difficulty scales with difficulty mode”.

    in reply to: The Source of all Direwolfs #13265
    Avatar photomrbunnyban
    Participant

    Furcon :P

    in reply to: A little frustrated #13148
    Avatar photomrbunnyban
    Participant

    The range for melee increase is 1-3. Same for melee def

    Thats right, all stats have their own increase ranges.
    We are working on a permanent solution for the whole issue and are pretty confident it will be dealt with in one of the next smaller updates.
    Cheers!

    Won’t make it an option for players to choose huh? Okay then, here’s a way to do to make it more tolerable: skew the probability towards median values. This makes the probability of what scores you get feel more natural to players since its a little closer to the classic bell curve rather than a straight line.

    So for the melee attack skill, which has a range of 1-3, make the probability of getting a 2 as high as 50%, with only a 25% chance of getting either a 1 or a 3. For the other stats with a range of 1-4, make the probability of getting a 2 or 3 maybe 35% each, and the probability of getting a 1 or 4 as low as 15%.

    IMO, randomised permament stat gains per level work better when there are more levels (say 100 levels. So Over 100 levels the stat gains will even out) or when there is less variance in between the gains (so instead of +1 to +4 which is as much as 300% difference, a better stat gain range of possible values would be +10 to +14 which is only a 40% difference).

    in reply to: A little frustrated #13119
    Avatar photomrbunnyban
    Participant

    …or since you’ve already programmed in both styles, make it an option which players can choose.

    in reply to: A little frustrated #13036
    Avatar photomrbunnyban
    Participant

    And there we have it! A screenshot proof that melee attack CAN go up by +3.

    Still not a fan of random stat gains.

    in reply to: stat increases #12950
    Avatar photomrbunnyban
    Participant

    …I’m almost certain I’ve seen a 3 before for Melee attack. Never a 4, usually +1 or +2. Anyway, if what you say is true and it’s a bug, then why is it only affecting the Melee attack stat and not other stats?

    Personally, I’m not a fan of random stat gains.

    in reply to: A bit too much. #12775
    Avatar photomrbunnyban
    Participant

    Latest update should reduce the number of goblins. But I think goblins need a bit of rebalancing: their stats are pretty high right now especially when encountered in the early game. But its hilarious that folks seem to fear goblin packs more than orc packs, lol.

    I’m surprised the undead haven’t been beefed up with end-game units.

    in reply to: New update: Relations degrading too fast #12774
    Avatar photomrbunnyban
    Participant

    Update: Ahahaha… okay. Thanks to the update which allows me to see exactly how much influence I’m getting and how much it degrades by, I can tell you with some certainty that it degrades WAY too fast.

    I did two identical patrol quests for the same faction nearly back to back. I made sure to try to complete the second patrol quest with as little delay as possible. But by the I completed the second patrol quest, the influence I had gained from the first patrol quest had already evaporated into 1 point (51 influence), almost completed gone. The patrol quest only gives 6 faction influence in the first place. Keep in mind I started the second patrol quest very soon after the first one.

    So I have to repeat this quest 50 times in order to reach 100 influence with this faction, making sure to stop for nothing and not actually hunt bandits along the way (although having said that, I killed 30 bandits along the road somehow the second time I did the quest. That road is infested with bandits). If I dally a little to hunt bandits who were on the road but run away, I will probably be stuck at 50-ish influence with the faction no matter how many times I do the quest for them.

    in reply to: Loot #12760
    Avatar photomrbunnyban
    Participant

    I think you should at least get things which are dropped by on the battlefield perhaps it already works this way). Otherwise the mechanics creates this pick-me-up minigame, and I’m not sure that what the developers want.

    in reply to: New update: Relations degrading too fast #12759
    Avatar photomrbunnyban
    Participant

    I don’t think that would be too high… But then again I don’t know how much you actually get for a contract (my guess is that it varies)…

    But as I said, i spent maybe 30 or so days on trying to get the reputation up, and it’s already back to neutral, and some of the settlements / cities are not even visible in my factions tab… So I would think that the degradation is faster than 1 point every 2 days… Or maybe it’s a bug for me. Who knows.

    It really depends on what the numbers look like. If an early successful contract gives 10 influence, then a decay of 1 point per 2 days is seriously too high. If you get 30 points though, then the decay is okay or maybe too low. I guess that the lack of transparency in how much influence you are getting and how much is decaying also makes players uncertain how much they have to work at influence and changes our expectations. So more transparency may help a bit.

    I’ll try to work at faction influence and compare my experiences next to yours. That is what early access is for, after all.

    in reply to: New update: Relations degrading too fast #12753
    Avatar photomrbunnyban
    Participant

    Considering how often we can get contracts from each faction (not often), surely 1 point degrade every 2 days is too high?

    Edit: oh, that was just an example figure. Well, the feedback so far is that it’s too fast. Any chance of the actual rate of degradation being made transparent?

Viewing 15 posts - 76 through 90 (of 129 total)