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Incline Battle Brothers + Beasts & Exploration, Warriors of the North and Blazing Deserts DLC Thread

Teut Busnet

Cipher
Patron
Joined
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Messages
961
Codex Year of the Donut
Yeah, the event sucks. You should have another chance to hand him over, like you said.
Iirc if your reputation is high enough you can just tell them to fuck off or else.
True.

'Let me have a look at the wanted poster!' should not be seen as a final coin toss, though. If it was something like 'Nah, that guy on the poster looks nothing like our Bro, look again!' it would make more sense.
 
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IncendiaryDevice

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How about that option just be "Let XYZ wanted character decide whether he wants to argue his case or whether you all fight for him". Wow, took me 5 seconds to think of that.

Seriously, the sheer amount of effort that went into creating all the dozens upon dozens of 'events' in this game, all with their own paragraph upon paragraph of needless writing just so every now and then the game can be retarded to people who are only playing for the combat & only bought the game because it was supposed to be a combat game. Soooo much wasted resources... in a game where the only hook is resource management... I can't even...
 

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
29,726
Yeah, the event sucks. You should have another chance to hand him over, like you said.
Iirc if your reputation is high enough you can just tell them to fuck off or else.
True.

'Let me have a look at the wanted poster!' should not be seen as a final coin toss, though. If it was something like 'Nah, that guy on the poster looks nothing like our Bro, look again!' it would make more sense.
Actually, i think one of the outcomes is exacly this.
 
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IncendiaryDevice

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yes dear, that is the one we're discussing, the retarded coin toss hidden behind a text that bares no correlation to suggesting the outcome is a coin toss.
 
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IncendiaryDevice

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After playing this game I'm seriously considering self ejecting from the codex.

I'm dead serious.

If this is what the codex is clamouring for regarding 'incline' then we're more fucked than we ever were in the cRPG wing of this site. This game is hideous in almost every regard. Honestly, between this and Kingdom Come Deliverance & the sudden appearance of threads in cRPG discussing Assassin's Creed... with a straight face... then I absolutely despair. There's virtually zero people on this site that have any correlation to cRPG fandom as I understand it. It just slags off all the actual cRPGs while promoting either popamole aRPGs or ever more masochistic roguelikes.

I think I'm going to give up posting here for a while. If it sticks for a few weeks I'll just ask DU to self eject me on the quiet. In case anyone wonders what the reason was down the road sometime.
 

Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
761
Oh my god!
Somebody is talking shit about Battle Brothers and this isn't me. Such a great moment. Somebody else see through Krauts deception. Our numbers are growing. Soon Kraut grasp over CODEX will be the past. Lets see this new ally!
...
...
Oh well, its RETARDED.
Such is life.
Back to experimenting with 0.5 economy.
 
Joined
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Messages
2,964
So I started this game (without beasts DLC so far). Some shit I've noticed that requires noting:

Veteran Ironman, all options set to middle at the start.

1st gang did ok, then they escorted some wagon train & got hit by two gangs of Brigands right next to each other. So ended the first gang. I then noticed that the game doesn't seem to record any stats for your gangs. No tables, leaderboards, max kills characters or anything. I don't mind losing the game, that's the whole point of Ironman, but it would be more motivational if I had some record so I had an idea of what my target is in the next try. I don't even know what day they died & can't even remember what level they all were etc.

2nd Gang, died quite quickly after looking to see what Goblin Riders were like as an opponent, suck it and see, turns out they suck for low level parties. To which I don't get why enemies don't have some kind of threat level indicator? Or do they? The skull things can work for missions I guess, but just stuff around the place? How are you supposed to make any assessment without foreknowledge & even with that for things like better armed Brigands etc?

3rd gang, did really well. Had 8 dudes that were all level 3/4, was managing the game perfectly, most had quality armour, some even metal. On my way back to a town to collect a bounty an official posse came and asked me to hand over one of my men as they were 'wanted'. I had no idea how to react so I chose the option which at least allowed me to see if you could 'talk' your way round these kind of horseshit moments, I chose "have you got a drawing of the guy you want?", because that is a neutral response, it indicates that a decision has not been made yet. The game dialogue responds that the picture does indeed match my guy but I am not then able to say "fine, have him", I am automatically taken to the battle screen simply for asking for the proof. I later find out this means that house will now hound me for the rest of the game. So I just quit.

That 3rd one has really opened my eyes to the fact that this isn't really a combat game, it's another horseshit simulator akin to King of Dragon Pass, in that it doesn't really matter if you're 'good' at the game or not, it doesn't matter if you spend a good few hours being 'perfect' at the game, it can, whenever it likes, just throw some horseshit dialogue screen at you & kick over the board like a butthurt kid.

I guess a good solution would be to play without the ironman & just savescum all these bullshit events & savescum whether I can match any particular encounter until I know the game inside out, but TBH, that would make the game way too easy. It's not like an RPG where savescumming is a means to continue the plot and pacing of the game, Battle Brothers doesn't have a plot & the pacing is slow as sludge whatever you do, so IMO it needs that 'die at any moment' aspect to make it interesting, to add the nerve factor that can't come from anywhere else gameplaywise. But buggering up a game from bullshit dialogue screens? That's jump-scare level shittery, hugely demotivating.

Since I'm new to it I'll probably be addicted for a bit, but, holy shit, it really doesn't need horseshit KoDP lolrandom 'events' that auto-kill the whole game, it's not that kind of game. If you savescum they're irrelevant, if you go Ironman they're a jump-scare level retarded way to end a player's progress. So just stop thinking this kind of shit is 'monocled' or whatever the reason is, it's not, it's really not.

How long have you felt that computer games develop and maintain grudges and vendettas and are attempting to persecute you? Just curious.
 

Murk

Arcane
Joined
Jan 17, 2008
Messages
13,459
After playing this game I'm seriously considering self ejecting from the codex.

I'm dead serious.

Don't tease us now.

Tigranes re: picking up loot form corpses, I think you can only loot weapons/items, not armor at that time, and you can tell if they have anything on them from the little brown bag icon that appears on the corpse.

This is a valid strategy when fighting against a necromancer's army since you can take their weapons from them, forcing them to rely on their bite attack (assuming you have open carry slots).

For most weidergangers I feel like this doesn't matter, but for fallen heroes it can be a big deal since if they are possessed, especially, they can do some major damage with a 2hander (or, god forbid, if they have a hammer).
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Yes, that's exactly when I've used it - against necromancers, or even to pinch a great weapon from say a bandit hero. (Actually, what if you do that, and then run away from the rest of their army? Can you keep the weapon if you've retreated?)

There was also that one time when the company was really getting fucked by a necromancer, and I had to loot my own comrade's two-handed sword and use it against him when he was revived. God have mercy on you, my hedge knight.
 

Kalarion

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Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong BattleTech Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
IncendiaryDevice said:
This game sucks, here are the reasons
I feel like you need a little slack cut, since you're coming into this blind and all of us in the thread have been playing it for years... things we take as a given are maybe not obvious to you. Let me see if I can at least illuminate some issues you have and try to change your perspective.

IncendiaryDevice

(1) Events can have wacky outcomes: agreed. But, in the vein of AoD, if you think about them for a bit they almost all make sense and are forgivable in hindsight. The Killer on the Run events kind of suck, and have been addressed already, so I'll leave it at that. To balance out stuff like that, you have the Cultist events (reward best armor and hat in the game), Miner events (reward 1-3 uncut gems), the farmer event (one-time permanent +10 melee skill boost), fisherman event (feeds your party), the shitload of monk events (they're indispensable once you start using Hedge Knights, for instance), Hedge Knight events, Wildman events (the one involving Unholds is potentially fucking hilarious) etc. IMO they're a large part of the game's charm, I LOVE seeing events pop up. You also get different ways to interact with certain events if you have different origins in your group (a Historian can read ancient maps you find/buy, for instance).

(2) No usual roguelike charts: sort of. You don't get them at the end (which I agree would be nice), but you do get to see a variety of the stats you want during the actual game. It keeps per-brother track of: total kills, time with the group, most powerful mob killed, means of death etc.

(3) The grind to build new chars during mid/endgame sucks: agreed, this is probably the most common complaint we have about the game. All I can say is that it kind of sucks but the rest of the game makes it a bearable issue.

(4) No prior indication of threat/danger: working as intended. As already stated you're meant to get your shit pushed in while you get your feet wet and figure out how to deal with different enemy types. However each type generally makes its method of dealing with it clear fairly quickly; it's quickly seen that Goblins, for instance, get absolutely wrecked in a standup fight, so the obvious solutions revolve around holding them in place or forcing them to fight in conditions where they can't move around a lot. Dogs, mountains, etc.

(5) Gear harvesting: this is a dev-driven deal. They specifically went more simulationist then gamey with gaining weapons/armor. Basically, the more damage an item recieves in a fight the less likely it is to drop at the end of it. There are two highly-used ways to deal with this: give everyone in your band a dagger for their belt, and then have them surround someone you want armor from and shiv them to death (this is immensely satisfying once you get the hang of it by the way... nothing like watching a hedge knight take half a dozen injuries and then start screaming like a little girl as you're pushing the knife in), or give a couple people with high melee skill flails, and go for continuous headshots (also very satisfying... you'll generally lose their helmet though). Flails are great for orc young/berserkers and bandits in particular, since they almost never wear helmets, or their helmets are low quality.

You're welcome for the fact you don't lose your armor automatically when it's destroyed in a fight; thankfully the devs were smart enough not to push the simulationism too far :D.

(6) Lasting consequences for choices in events: what can I say? I love it that you can piss off an entire faction when you thumb your nose at them. Remember however that faction standing is never permanent. It always tends toward neutrality. Give it 10 days or so and they'll be willing to deal with you again. OTOH you can be full allied and if you don't keep performing missions for them, eventually you lose status in their eyes.

(7) The game has level scaling: it does. I don't like this. It's also easily manipulatable however; for instance as long as you stay at 8 bros or less the game will never trigger an endgame crisis, which makes it useful to build up a core party. The scaling also has limits and is simulationist; camps will grow in power, then split off patrols to make new camps. And towns will send out patrols to wipe out enemy patrols and nearby camps.

General hints:
- Pay attention to what different weapon types do. Each of the major groups has uses in different situations, it takes awhile to get used to it but eventually you'll develop a feel for what's suited to what situation.
- Learn the mechanics of trading. If you don't particularly like hunting down Bandit Leaders and Hedge Knights to shiv their armor, trading is a great way to make the money you need to buy high-end weapons and armor.
- Once you have a team you feel comfortable with you should set your priorities to picking up some flails and farming Bandit Raiders for second-tier weapons and chain-level armor. At that point you can start branching out and go for the really good stuff.
- Pay attention to map layout. Find a route (preferably circular) of towns you can visit in regular succession to build up faction relationship and get to higher-payout quests.
- Nets are your friend. Dogs are your friend. Eagles are your friend. Find them and use them.
- Don't ever, ever, ever take an Alp contract (it will ask you to stay overnight). The recent rework fucking sucks and imo they should now be avoided at all costs.

So there you go. In conclusion, this game rocks and you should reconsider all your life choices~
 

Covenant

Savant
Joined
Aug 3, 2017
Messages
345
it's quickly seen that Goblins, for instance, get absolutely wrecked in a standup fight

Am I the only one who feels like this has changed since the DLC? It certainly used to be true, but now I'm finding hardened frontline brothers getting killed by wolfriders. Just bad luck, or have they been buffed? Perhaps I'm just tackling them at earlier levels than I used to.

Don't ever, ever, ever take an Alp contract (it will ask you to stay overnight). The recent rework fucking sucks and imo they should now be avoided at all costs.

Yeah, I've been avoiding updating to any of the most recent versions entirely because of the Alp rework. I like the DLC, but I dislike that several of the new enemies (primarily Alps and Hexen) seem to rely on silly gimmicks like 'Carry a few tier-1 clubs' (which seems the only reliable way I can find to handle Hex).
 
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KK1001

Arbiter
Joined
Mar 30, 2015
Messages
621
I found the ratio between doing the same thing over and over again versus the actual fun of doing so, advancing, developing my bros simply not worth it. It's a good game but like many rougelites of the past 5 years has way, way too much of a grind and time investment.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
I think BB does a bad job at selling itself early on, because the 'grind' is actually not as extensive as it first appears. After a while, the process of getting your company running is fairly quick and painless, partly because you're not really getting your fledglings killed all the time anymore and getting trapped in the hamster wheel.

I wonder what the solution is, though, for any game that wants to implement a proper sense of attrition and pressure. Is it just a question of more pathways and options to take in the early game? The big issue is probably that most early players will end up settling on an efficient routine of which enemies to tackle in what order and which equipment sets to run through. And the other thing is you don't really make any big character building choices until at least level 4, and more like 6-7.
 
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IncendiaryDevice

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So finally someone is actually talking about the game with me instead of just being a fanboy prick? (but only after they've rated every single post of mine, of course) Ok, let's see how that works out. Are 'incliners' actually capable of 'incline' discussion? Or is the reason that discussion is so hard for these guys precisely because they are the opposite of 'incliners'...

I feel like you need a little slack cut, since you're coming into this blind and all of us in the thread have been playing it for years... things we take as a given are maybe not obvious to you. Let me see if I can at least illuminate some issues you have and try to change your perspective.

And as a reminder, not only did I go in blind on Ironman first time out, with absolutely zero game knowledge spoiled, but it only took me 12 hours and my third party to 'work out the game' in every regards except Bullshit Events and the Bullshit Loot System. Both of which will be discussed below & this will be important information to bare in mind while reading anything I write here. To which, I did not lose the game nor feel disappointed with any battles I chose to participate in with the third party I played, the reason I felt disappointed was for reasons that had nothing to do with Battling... in Battle Brothers.

(1) Events can have wacky outcomes: agreed. But, in the vein of AoD, if you think about them for a bit they almost all make sense and are forgivable in hindsight. The Killer on the Run events kind of suck, and have been addressed already, so I'll leave it at that. To balance out stuff like that, you have the Cultist events (reward best armor and hat in the game), Miner events (reward 1-3 uncut gems), the farmer event (one-time permanent +10 melee skill boost), fisherman event (feeds your party), the shitload of monk events (they're indispensable once you start using Hedge Knights, for instance), Hedge Knight events, Wildman events (the one involving Unholds is potentially fucking hilarious) etc. IMO they're a large part of the game's charm, I LOVE seeing events pop up. You also get different ways to interact with certain events if you have different origins in your group (a Historian can read ancient maps you find/buy, for instance).

In the vein of AoD? AoD is not a combat game. It's a game which has a large part of its mechanics highly specialised around dealing with dialogue screens. Battle Brothers is not a dialogue game, it's a combat game. Sure, you can have flavour events happen if you want, but it's all stuff that detracts from the purpose of the game. You consider them a LARGE part of the game's charm and LOVE them, but they are a big part of why the combat side of the game sucks, they are/were a complete waste of development resources designed to attract the wrong kind of players. People who like combat do not care for regular pop-ups of paragraphs of flavour text, they only give a shit about them if they result in boosts to your character's stats in some way. Oh look, you list only the positive outcomes from some events & all the ones you LOVE are ones that provide a positive boost to you team's stats. What a shame most of them can screw you as well as help you, rendering most of them useless for Ironman runs & just savescum events for non-ironman runs.

And it's this last part that no amount of "I love them though" can brush under the carpet. The events are a distraction from the Battles, both in game and in development, they are the exception that proves the rule, in that if you'd find the game too boring without them then you're basically agreeing that the actual meat of the game, the whole point of the game, The Battles, are, in fact, too boring to function by themselves and live by their own merits.

The game has about 100 different 'events', an awful lot of which have many downsides AFAICT, and just playing ironman one does not have the TIME to learn them all one-by-one over the course of 100 runs at the game. TIME being the gradually reducing enthusiasm for repeating the exact same content over and over again just to see what the next 'hilarious' event pop-up dialogue screen has as it's 'fuck you or hug you' result. Combat, however, can be easily figured out in a couple runs and will not alter from game to game aside from the point at which you face a new enemy who might or might not be too strong for your party.

With combat however, going out by defeat in a battle one has chosen to participate in does NOT feel cheap and can ALWAYS be retreated from, and if there are situations where this isn't the case then there's probably something wrong with that specific combat encounter rather than with the whole system.

(2) No usual roguelike charts: sort of. You don't get them at the end (which I agree would be nice), but you do get to see a variety of the stats you want during the actual game. It keeps per-brother track of: total kills, time with the group, most powerful mob killed, means of death etc.

Yeah, I don't ever look at this in-game, I'm busy playing the game. Hey, maybe if they'd spent less time writing up 'events' they could have spent some time on post-game information records. You see, it's about what aspects of the game have been given the most attention, that's the point being discussed. We're talking about why things that no-one was expecting nor asked for are so prominent and why some basic expectations are completely absent.

(3) The grind to build new chars during mid/endgame sucks: agreed, this is probably the most common complaint we have about the game. All I can say is that it kind of sucks but the rest of the game makes it a bearable issue.

AFAICT, the whole game is a loot grind. Which is a disappointment, because the game was supposed to be about Battles. Again, the developers seem to be more interested in making sure you progress at the pace of a crippled snail than spending that development time devising interesting and tactical battles that gradually increase in challenge the further you progress. It's great that the game has real death and that one is managing a roster, however, the obvious flaw to that is devising a way to make new recruits less of a 'grind' to "get back to" where one needs to be. If this is still a common complaint after all these years, then, again, it suggests the development was not focused in this aspect. Again, this is a Core component of the game, a part of the Battle aspect, and yet this is an aspect that has been 'neglected' during development?

(4) No prior indication of threat/danger: working as intended. As already stated you're meant to get your shit pushed in while you get your feet wet and figure out how to deal with different enemy types. However each type generally makes its method of dealing with it clear fairly quickly; it's quickly seen that Goblins, for instance, get absolutely wrecked in a standup fight, so the obvious solutions revolve around holding them in place or forcing them to fight in conditions where they can't move around a lot. Dogs, mountains, etc.

As has been pointed out earlier in the thread by other people, the issue here isn't one of being afraid to die during battle, the issue here is finding oneself in combat where one has not chosen to be in combat, that of ambushes that result in either 'suck-it-and-see' confrontation or 'retreat immediately'. I have not complained about my team that died to goblins, I have agreed already that this was a case of me sucking it up just for the experiment and I had no problem with this.

However, this is an issue that get's extremely boring over time upon restarting new ironman games. As if the game isn't already slow enough, sludgy enough, one has to spend god knows how many hours walking towards a destination, then walking all the way back again because a bunch of ambushers are blocking one's path. It feels like a time waste. Likewise, if they do manage to catch up to you for whatever reason, then manually retreating from combat is extremely tedious & if even one of your team finds themselves 'locked-in' by some high movement-rate critter then it just makes one ever more twitchy to hit the 'oh fuck it I quit' button should the locked-in character be your dude with the good armour etc.

So, again, the 'game over' moment has not arisen as a result of losing a Battle that one chose to participate in nor was expected to participate in, it is the result of some cheap 'gotcha' moment, only in this case it's more a case of "it's got boring now" because it's your 5th run at Ironman & you are just trying to get on with the Battles & having all these OP enemies scout the countryside is just another Sloooooow doooown. The threat indicator would just help 'speed up' a process that will happen anyway with experience. In effect, not having threat indicators is just a time padding tool, as we have seen, much like most of the game's mechanics & intention.

Again, its a mechanic which reduces player tactics and increases the 'gotcha' aspect while also reducing the speed and pacing of the game. I can understand the initial reasoning behind not allowing a threat indicator, but I can't understand why the lead developer allowed 'that guy' to get his way as it has little long-term benefit to the game & hinders Combat minded players more than it attracts 'masochistic' minded players.

(5) Gear harvesting: this is a dev-driven deal. They specifically went more simulationist then gamey with gaining weapons/armor. Basically, the more damage an item recieves in a fight the less likely it is to drop at the end of it. There are two highly-used ways to deal with this: give everyone in your band a dagger for their belt, and then have them surround someone you want armor from and shiv them to death (this is immensely satisfying once you get the hang of it by the way... nothing like watching a hedge knight take half a dozen injuries and then start screaming like a little girl as you're pushing the knife in), or give a couple people with high melee skill flails, and go for continuous headshots (also very satisfying... you'll generally lose their helmet though). Flails are great for orc young/berserkers and bandits in particular, since they almost never wear helmets, or their helmets are low quality.

Again, you can apply words to paper that sound like they justify something, but the actual in-game effect of that philosophising is what actually matters. The result of this decision is one-fold only, it slooooows down the game and your progression. What's worse is it slows down your progression while at the same time leaving open a cheese mechanic that 'those in the know' can pretend makes it OK, in that killing XYZ with a specific end of Battle 'grind' cheese allows a 'greater chance' to loot what should be lootable to all by any rational interpretation. There is nothing either interesting or tactical by the current method of implementation. Yes, it's dev-driven & by being so shows what's truly at the heart of development, a desire to do everything possible to slow down progression and increase grind while offering short-cuts to people that have 'earned' the right to shortcuts by providing the game with 100 hours of in-game experience. Player skill at Combat tactics and Battle savviness has again been sacrificed in favour of fans of metagaming and grind masochism.

You're welcome for the fact you don't lose your armor automatically when it's destroyed in a fight; thankfully the devs were smart enough not to push the simulationism too far :D.

This simply proves that the mechanic has nothing to do with reasoned philosophy and is just a deliberate attempt to slow the game down & increase player-time in-game. Which is cynical, and that cynicism gets transposed into the player. Obviously not all players...

(6) Lasting consequences for choices in events: what can I say? I love it that you can piss off an entire faction when you thumb your nose at them. Remember however that faction standing is never permanent. It always tends toward neutrality. Give it 10 days or so and they'll be willing to deal with you again. OTOH you can be full allied and if you don't keep performing missions for them, eventually you lose status in their eyes.

Again, all metagame knowledge stuff that has nothing to do with Battles or tactics. Savescum in non-ironman & loses all value if you have that knowledge going into ironman. It would be fine if I made some kind of decision to piss off a house or if I fucked up too many of their missions or whatever, but a random 'gothca', sorry bro, cheap as fuck. If only one'd spoiled themselves completely on the game before playing Ironman then you wouldn't have a problem etc etc etc. Again, just proves that the base gameplay loop of Battles and tactics by itself isn't enough to carry the game by itself.

(7) The game has level scaling: it does. I don't like this. It's also easily manipulatable however; for instance as long as you stay at 8 bros or less the game will never trigger an endgame crisis, which makes it useful to build up a core party. The scaling also has limits and is simulationist; camps will grow in power, then split off patrols to make new camps. And towns will send out patrols to wipe out enemy patrols and nearby camps.

In my third game I had already worked out that 8 team members was ideal, though not from metagame knowledge, it just seemed to work. I guess I'm a quick learner. Which I guess is why I quit the game so quick.

General hints:
- Pay attention to what different weapon types do. Each of the major groups has uses in different situations, it takes awhile to get used to it but eventually you'll develop a feel for what's suited to what situation.
- Learn the mechanics of trading. If you don't particularly like hunting down Bandit Leaders and Hedge Knights to shiv their armor, trading is a great way to make the money you need to buy high-end weapons and armor.
- Once you have a team you feel comfortable with you should set your priorities to picking up some flails and farming Bandit Raiders for second-tier weapons and chain-level armor. At that point you can start branching out and go for the really good stuff.
- Pay attention to map layout. Find a route (preferably circular) of towns you can visit in regular succession to build up faction relationship and get to higher-payout quests.
- Nets are your friend. Dogs are your friend. Eagles are your friend. Find them and use them.
- Don't ever, ever, ever take an Alp contract (it will ask you to stay overnight). The recent rework fucking sucks and imo they should now be avoided at all costs.

Yes, I read and understood what all the weapons did. Yes, I saw the trading stuff, but never had the money to experiment with it. Yes, all my 6 meat shields carried proper metal flails and I was farming Bandits, it was on the way back from one of these that the SHIT event happened. Yes, I managed my town travelling between towns I liked & were cheap/useful. Yes, I had nets & was getting close to earning enough to buy animals. No idea what Alps are or were, but they sound like more bullshit by the sound of it.

So there you go. In conclusion, this game rocks and you should reconsider all your life choices~

I uninstalled after 21 hours & you should consider being less gullible to shineys turds rolled in glitter.
 
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Strange Fellow

Peculiar
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Joined
Jun 21, 2018
Messages
4,040
Steve gets a Kidney but I don't even get a tag.
Most people here started out trying to discuss the game with you, but you're making it really hard for us by being so stupid. It's not the game's fault that you don't like powerful wandering enemies or dialogue vignettes.
In my third game I had already worked out that 8 team members was ideal
But it isn't, it isn't! How many times do I have to say this?
 
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IncendiaryDevice

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Nov 3, 2014
Messages
7,407
Most people here started out trying to discuss the game with you, but you're making it really hard for us by being so stupid. It's not the game's fault that you don't like powerful wandering enemies or dialogue vignettes.
In my third game I had already worked out that 8 team members was ideal
But it isn't, it isn't! How many times do I have to say this?

IT WORKED PERFECTLY FOR ME. I HAD NO ISSUE WITH THE COMBAT.

LEARN TO READ.
 

Strange Fellow

Peculiar
Patron
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Jun 21, 2018
Messages
4,040
Steve gets a Kidney but I don't even get a tag.
Most people here started out trying to discuss the game with you, but you're making it really hard for us by being so stupid. It's not the game's fault that you don't like powerful wandering enemies or dialogue vignettes.
In my third game I had already worked out that 8 team members was ideal
But it isn't, it isn't! How many times do I have to say this?

IT WORKED PERFECTLY FOR ME. I HAD NO ISSUE WITH THE COMBAT.

LEARN TO READ.
I read that you were constantly bullied off course by what you perceived as "ambushes" and "OP enemies" that you didn't want to fight. :makesyouthink:

If you don't intend to play this any more, I'm done engaging with this retardation.
 
Self-Ejected

IncendiaryDevice

Self-Ejected
Village Idiot
Joined
Nov 3, 2014
Messages
7,407
I read that you were constantly bullied off course by what you perceived as "ambushes" and "OP enemies" that you didn't want to fight. :makesyouthink:

If you don't intend to play this any more, I'm done engaging with this retardation.

"constantly bullied"... BWHAHAHAHA. Disingenuous twat.

"ambushes", yes dear, have you actually played the game? Would you like me to quote other people on this thread who have made exactly the same point?

And here is some good demonstration as to WHY playing Ironmeme is retarded: A deathstack just spawned on top of my dudes.

to which the response was:

No kidding. I... ran into an ambush that sucked [too]

And:

Getting ambushed... one is the most bullshit fight in the game

And:

I've been ambushed... before. sucked.

And:

was it just usual ambush?

However, I'm glad you're 'not discussing' with me any more as I have no fucking clue what it is you're discussing, all you do is apply MANLY MAN WORDS to some pronoun game of guesswork as to what the fuck it is you're even trying to discuss.

Do I like ambushes and roaming OP gangs? I'm not against them in principle.

Is the resulting effect more that it just slows the game down rather than provide anything that's tactically interesting from a battle perspective? Yes.

Is it more about providing 'gotcha' moments than providing interesting tactical encounters? Yes.

If you disagree with me, then feel free to say why you disagree. But MANLY MAN HARDCORE MEME LANGUAGE spewed randomly inside a pronoun game of "what the fuck are you talking about" is NOT DISCUSSING.
 

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