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21. March 2016 at 10:41 in reply to: Long distance caravan contracts are basically suicide missions now LOL #13806mrbunnybanParticipant
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.
mrbunnybanParticipantjust 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% noHrm. 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.
21. March 2016 at 07:50 in reply to: Long distance caravan contracts are basically suicide missions now LOL #13803mrbunnybanParticipantHeya, 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?
mrbunnybanParticipantI 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
mrbunnybanParticipantYes, 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”.
mrbunnybanParticipantFurcon :P
mrbunnybanParticipantThe 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).
mrbunnybanParticipant…or since you’ve already programmed in both styles, make it an option which players can choose.
mrbunnybanParticipantAnd there we have it! A screenshot proof that melee attack CAN go up by +3.
Still not a fan of random stat gains.
mrbunnybanParticipant…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.
mrbunnybanParticipantLatest 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.
mrbunnybanParticipantUpdate: 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.
mrbunnybanParticipantI 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.
mrbunnybanParticipantI 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.
mrbunnybanParticipantConsidering 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?
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