Kyl Von Kull
The Night Tripper
The first half of Kingmaker (which by itself is longer than many other CRPGs) is genuinely great. The quality gradually deteriorates over the second half, but you're still left with a very good game. It totally sucked me in. Would recommend to anyone who likes the classics. By far the best CRPG to come out of kickstarter.
This is actually how most of the main quests in Kingmaker are structured. Aside from the first quest (kill the stag lord within 90 days and claim his land as your barony--a very, very generous time limit), your kingdom typically gets hit with a series of escalating consequences the longer you wait to accomplish something important.
The thing is, Kingmaker also has a kingdom management element. You're playing as a territorial ruler, so you get a game over if you lose your kingdom. Again, this rarely happens instantly. You have to let things fall apart over a period of time and then your kingdom collapses.
Yes, they do. Interplay got so much pushback that they had to extend the initial time limit in a patch and also pushed out the mutant invasion timer so far that it became irrelevant. People still complain about the timer, just not here.
I disagree. If you know what the consequences of a major decision will be, it takes all the fun out of the decision-making process. It seems like your real complaint is that Kingmaker doesn't always give you many clues. But going with your example, there were lots of clues that going with the neutral advisor was a very bad choice.
Strongly disagree. Kingmaker is one of the few RTwP CRPGs where encumbrance (and resting, which is related) actually serve a purpose, because there are time limits so you have to use your brain outside of combat for once. Between encumbrance and the need to carry rations to rest in dungeons/rest quickly outside, you have to think about what to bring with you when you set out and what loot to pick up. If you don't want to be forced back to sell everything, don't pick up so much trash.
Failure to resolve a quest before its deadline should result in consequence that you live with for the rest of the game. Game over for anything other than full party wipe is bad RPG design in my book. If failing a quest leads to instant game over, then you just reload and do it again. Where's the roleplaying in that?
This is actually how most of the main quests in Kingmaker are structured. Aside from the first quest (kill the stag lord within 90 days and claim his land as your barony--a very, very generous time limit), your kingdom typically gets hit with a series of escalating consequences the longer you wait to accomplish something important.
The thing is, Kingmaker also has a kingdom management element. You're playing as a territorial ruler, so you get a game over if you lose your kingdom. Again, this rarely happens instantly. You have to let things fall apart over a period of time and then your kingdom collapses.
The real issue always goes down to the execution of those points, you notice people dont complain about Fallout deadlines.
Yes, they do. Interplay got so much pushback that they had to extend the initial time limit in a patch and also pushed out the mutant invasion timer so far that it became irrelevant. People still complain about the timer, just not here.
No, the first problem is choices you have to make without the consequence being apparent ... let me give you a example, when you get a Barony you have to take a Advisor and there are 3 choices with one being from your sponsor, another from her opponent Sortova and then there is a third one. Now you can assume taking one is taking a side with either the Swordlords or Brevoy with the 3rd being neutral but that would be wrong, VERY WRONG.
I disagree. If you know what the consequences of a major decision will be, it takes all the fun out of the decision-making process. It seems like your real complaint is that Kingmaker doesn't always give you many clues. But going with your example, there were lots of clues that going with the neutral advisor was a very bad choice.
Lander comes across as a super shady character when you're meeting the three potential advisors at the feast. People get screwed because they focus too much on the policy question, when really they're making a personnel decision.
Encumbrance is a problem since you are kinda forced back to sell things or store then, you can get around it since you can disable it working on the World Map but this is they having half a system, in Pathfinder there are mounts but since Kingmaker lacks mounts and just have pets ... you can see the problem, traveling weight in Pathfinder was designed around players can just store then on a mount but as they dont exist in Kingmaker since no mounted combat ... maybe its generous but still ... it shows problems on design with intensive combat encounters.
Strongly disagree. Kingmaker is one of the few RTwP CRPGs where encumbrance (and resting, which is related) actually serve a purpose, because there are time limits so you have to use your brain outside of combat for once. Between encumbrance and the need to carry rations to rest in dungeons/rest quickly outside, you have to think about what to bring with you when you set out and what loot to pick up. If you don't want to be forced back to sell everything, don't pick up so much trash.