Giant wall of text incoming. Had too much time today, played on hard a lot. Game really has that "just one more battle" feeling.
I'll answer your wall with my own. Love talking about design sensibilities. :D
UI, bugs and cosmetic stuff:
- Option to switch order in which battle brothers are shown would be nice. Currently it's always in order of hiring, I know I would like to group people by level, melee/archers, armor/hp etc.
- Please, please add more colour variety to aketon. At one point I had everybody wearing the same white armor and cap.
- Fatigue. It's the only stat that's better when it's lower and starts at 0. Maybe rename it to stamina and have it deplete with actions and regenerate over time? I can't be the only one who gets annoyed by this, it's just counter-intuitive. If an attack costs 10 fatigue and I have 5 I know I can't attack, if I see 62/65 it looks like I can.
-Rearranging your mercs is planned. As is an option to position your troops at the start of battle (unless you get ambushed).
-More variety in the art is planned for all the characters, though I’m not sure about armour.
-Can’t say that fatigue ever felt counter-intuitive. Maybe it takes some getting used to?
World map
- Navigating hills is a pain. Not only because you move so slowly, but it's sometimes hard to say which terrain counts as hills and where plains/forests begin.
- The way roads connect to villages is sometimes very weird, they encircle the village and enter on the other side.
- Some indication of view radius on the world map would be very nice.
- Shouldn't the world map have some kind of fog of war? I understand that roads and cities are shown (known on maps), but I don't think you should know the exact topography of the wilderness. Exploration is fun.
- Scout/raider spawn rate seems too high. Fighting the same group of young orcs 3 times in a row is boring and leads to farming for XP and loot.
- I've had this happen to me twice: I approach a dangerous/deadly location, it spawns an average encounter that attacks me, then I pillage the location which now has a lower rating. Wouldn't it make more sense for the AI to keep the army together when I approach? I understand when you're weak and walk too close to a deadly location, but when I have 12 men armed to the teeth, I don't think the orcs should send HALF of their numbers to attack me.
- Camping would be nice. Healing is pretty slow and that would be a way to make it faster. Maybe at a cost of other resources (and time obviously)? It would also open the possibility of random encounters and being attacked while unprepared, using money (instead of whatever “camping resources”) to rest in towns and villages (the game badly needs more money sinks). Also fatigue penalties for walking for 24h would not be out of place.
- Resources: healing herbs never run out (lower hp healed per each?), tools run out extremely fast.
-Agreed. Map art could use some clarification on what terrain counts as which.
-I kind of like it. It feels like the kind of awkwardness you can see in old cities that at one point outgrew their starting locations but still need to be accessible.
-I feel like the vagueness regarding the view radius keeps you on your toes on whether an enemy will suddenly show up. Also not sure how you'dmake it more obvious in an unobtrusive manner.
-Agreed on the exploration, though fog of war tends to be ugly and artificial. I’d personally like to see something a bit different. Maybe have an old fashioned map of the area as the initial background that gets filled in with the current map style as you move across it - with the degree of coloration being dependent on distance to your company, rather than a circle around you. As if you’re charting the less well known areas while guessing the further away bits. You could add stuff like randomising whether a location on it is correctly portrayed, with the chance at mistakes increasing as the distance from the cities increases.
-The spawn rate should be connected to nearby hideouts that are producing. Could be that it is a little high right now though, maybe have them take longer but build up to a greater mass as the game progresses.
-How about this. There's likely going to be a reputation system, so how about having enemies react to it. Being well known could cause them to be more cautious and wait for your approach, while they'll be confident that they can take you if you're not well known and send out parties to meet your advance.
-I think the camping mechanic is planned, though I’m not sure how it’ll get implemented.
-Healing herbs will probably gain more uses when the injury system gets introduced. I figure that we’ll get a better picture of whether they need to be adjusted after that happens.
Combat screen
- I'd love an option to highlight impassible terrain. Forests especially are a nightmare to navigate, you can't tell where you can pass without highlighting individual tiles.
-Instead of marking impassable terrain, I’d rather have it that art is a bit clearer on which parts you can and cannot pass through – stuff like the shrubbery can be deceptive. I agree though that it can be kind of a clusterfuck at times.
Weapons and armor
- Daggers are useless. They don't get the accuracy bonus swords and spears have, and their damage is very low. I think they should be more accurate and cost less AP to allow more attacks per turn. AP costs for attacks in general need some work.
- 2h weapons are generally not worth it. They only attack once a turn and not having a shield is a giant disadvantage. The only exception is the billhook, because it works from the second line. Love the billhook btw, it fits nicely between front line with shields and archers. Maybe spears should do that too?
- Armor... I don't really have much to say, the system is working very well in my opinion, this is one of the few games where getting the heaviest armor you can for everyone is not a no-brainer.
- I think the items in character's backpack should give fatigue, at least partial. Right now there's no reason to not have a spare weapon and shield on everybody. It would also encourage using smaller weapons like daggers.
-The main use of the dagger is currently their puncture ability, which allows you to reliable scavenge great armour from enemies. Making them stronger runs the risk of making them a bit too good.
-The way to get around the less defence problem with two-handers is to take the Quick Hands perk and start the battle with your merc wielding a one-handed weapon + shield. Then switch to the two-hander once you’re in a good position. Switch back again if you need the extra defence. They’re quite devastating when used in this way.
-I really like how the armour mechanics as well. They naturally lead to the player making decisions regarding what armour is a best fit for their needs, rather than always going for the heaviest one.to certain builds decisions
-I noticed some discussion regarding that. It’s not clear whether it’ll get implemented, but it might.
Characters
- The system could also be more randomized, for example you get a small bonus to all stats (or bigger to random stats) every level and some points to distribute. Right now I'm just leveling melee/range, defense, HP and sometimes fatigue when I need it for armor. Maybe when you level up stats get increased based on what you're doing? So a character who was shooting a bow is more likely to increase ranged skill than melee.
- I like the perks, I don't like the way you get them, it's too simplistic. Get 3 from one category, unlock 2nd level. Meh, usually you end up picking the same ones. Maybe make the player choose a category and then offer 3 random perks from that category to choose from? (Maybe 3 from that category and 1 from each of the other categories?). Then when you reach high enough level, higher tier perks would enter the poll. Obviously perks need some balancing, but I'd rather have more unique and less optimized guys than 100% optimized and perks planned 10 levels ahead. That could also make some perks more or less likely for different backgrounds, fortified mind for monks and witchhuntes, shield expert for militia and veteran soldiers, pathfinder for hunters and vagabonds...
- Maybe add stat requirements for perks. I don't think a guy with low HP and fatigue should be a colossus.
- Does taunt do anything? I've tried using it several times to attract enemies, never worked, even when I was standing right next to them.
- I think background bonuses should be randomized a little. Right now that I'm 100% sure I'm getting a better deal with a farmer (only bonuses) than a daytaler (nothing). Sure, there are negative and positive traits, but background bonuses are always guaranteed, which leads to min-maxing by picking some backgrounds over others, it's common sense. So, for example, instead of a set bonus, farmers would get +5-15 hp and/or +5-15 fatigue, daytalers would get +0-15 hp and/or 0-15 fatigue, lumberjacks would get +5-15 hp and occasionally +5-10 melee etc. I don't see why all fishermen get an identical resolve bonus. More expensive classes like hedge knights or sellswords would still have better bonuses overall.
-Can't say that I agree, the current stat system feels mostly fine to me. it's true that you are currently less likely to pick initiative and resolve, but resolve will become more useful once mental attacks get implemented and you'll still want to sprinkle your level ups with initiative so as to not get gangbanged before your turn starts. Both also have some good synergy with a couple of perks and builds based on those. Having your stat gain based on how the character behaved in combat would also make the whole thing more complicated than necessary, not to mention make it unnecessarily difficult to level certain stats (how would you even level initiative?). I’d rather see something like characters earning traits based on using the same weapon for a long time.
-I’d personally just like to see more perks for the player to choose from, or have add perks that you have to earn in some way. Something like each mercs starting with their perk tree randomised could be fun and make for a lot of diversity, but they'd need to add a lot more perks to the game to pull it off and balancing it would require a lot of effort.
-Totally disagree on the stat requirements. One of the best things about the character system is how it doesn’t explicitly tell you which perks to pick for what role, but instead has them as the logical conclusion for it while letting you sue it differently. Say you want a sturdy guy who can take hits. Right now a guy with less HP gets less use out of Colossus, so you’d be more inclined to give it to a high HP guy. You could still give it to the first one, but you would get less mileage out of it unless you focus on levelling his HP. This makes the second option the logical choice, without forcing you to pick it. Putting stats requirements there would only limit your options without actually adding anything, while also not playing nice with the random nature of stat distribution. Planning your build would become a matter of re-rolling, because having it ruined because of missing the requirement by a single point does nothing but piss the player off.
-Resolve needs to be pretty high for it to actually work. I like the idea behind it and it can be effective, but it's not very reliable.
-Some randomisation with the backgrounds would be nice. It would make choosing which ones you hire more exciting, while also making each merc feel more unique.
Enemies
- Thugs become complete pushovers after a few fights, they have bad weapons and basically zero armor. I recently had a fight with 20+ bandits and all thugs did was give me fatigue by taking damage. I feel like there should be a bandit class between thug and raider. Raiders start deadly and can still be dangerous later on, thugs are only dangerous in the first fight or so.
- Do bandits use crossbows? I've never seen that.
- More leaders! Even smaller locations should have a named leader, even a weaker one.
- The charge attack orcs have... I don't know, it's really annoying to have half of yours guys stunned at the start of every encounter with orcs. It doesn't seem to be affected by riposte, shield wall or anything like that. Not saying remove it, but some tweaking would be nice.
- No orc archers? Maybe at least orcs with javelins? Give the greenskins some reach.
- Vampires are very annoying. I don't mind a challenge, but teleporting to your weakest guy every turn for the entire battle is a little much. Archers are as good as dead when facing vampires and switching to biggest shields for everyone before a battle is pretty stupid.
- Ghouls and zombies are too weak, you can slaughter them in droves even with a smaller company. Ghouls especially, their attacks are weak, they die fast and start fleeing even faster. Are they even supposed to have morale? I recently looted a deadly location with 35 ghouls/zombies with just 11 guys most of whom were around level 2-3, I lost only 1 guy with level 1 and that was mostly just because his spawn location was very bad.
The game could use more enemies. Just with the human template you could make barbarians/wildmen, cultists, outlaw marauders etc.
-Maybe give thugs better gear if they successfully manage to raid caravans and such (maybe that already happens?). I figure the bandit faction will get more units eventually though.
-Not sure on the crossbows. I honestly never noticed if they did.
-I think more enemy leaders are planned as a feature of the event system. Like a raiding group getting a skilled leader if they’re successfully raiding caravans for a while – causing a contract for their elimination to get created in the city that they’ve been terrorising. I could be wrong about that particular example, but there’ll be more leaders eventually.
-Their charge is kind of their thing though and a large part of what makes them dangerous. Spearwall is what you want to use in order to stop it.
-Javelins were originally meant for the Orcs, but they found that it didn’t suit their fighting style. Archers straight up work with the idea behind their faction. Goblins will fill this niche, so a full Greenskin warband should make for quite the threat.
-Vampires are entertaining though. They’re dicks, but they make things less predictable. Also the reason why you still want your archers to have some decent armour.
-Ghouls are currently only dangerous if you let them feed a lot and Wïedergangers are purely early game threats. Maybe add something like Elder Ghouls that lead packs of them (could be that they’re already there and I just slaughtered them like the rest) and have Necromancers capable of raising more powerful Wïedergangers for the mid-game.
-More varied enemies is one the things that I’m most looking forward to. More factions, more units for each faction, more possible differences between the same units, etc.
Overall
- I feel like the overall progression (items, levels, encounters... everything) is too fast. I know it's a very early version and a lot of stuff is simply not there yet, but playing on normal after ~30min and a few battles I already have some of the best weapons and armor and can wipe out most enemies with no loses. There also seems to be no reason not to get to 12 men asap (other than upkeep, but it's not too difficult to handle). It's slower on hard, but not that much.
- This is tied to the previous point, but money rewards for quests are waaaay too high. 500 for finding some location that's not even too far away? 1000 for escorting a caravan? Starting can be rough (especially on hard), but one or two lucky quests with little or no fighting and you're set to recruit 12 men and equip everyone with basically whatever you want. Rewards for quests that aren't “raze this dangerous location” should be cut by at least 50%. Loot seems more balanced, but could be a problem in the long run too.
- Quests and pillaging unrelated locations. Why would mercenaries go out of their way to attack some beast lair in the wilderness when nobody paid them to? Bounties. Bounties for outlaws, werewolf pelts, ghoul heads, orc teeth etc. There's clearly more work than the guards can handle so castles should pay bounties for some of the killed enemies. Notorious bandit leaders or orc warlords would have higher bounties. This would also allow quests to find and kill/capture specific characters.
- Why exactly can't I get more than 1 contract? If I protect a caravan going to the same city someone wants a box delivered to? On the other hand some contracts should have a time limit.
- Last thing: please, please don't be afraid to nerf and buff stuff. There will be people who cry no matter what you do, but the game will be better in the end.
-Probably either the levelling rate will get slowed down or it gets tied to the difficulty level. You're right that level and gear progression is way too fast right now.
-Yeah, contract rewards are a little high right now. Maybe tie it to the difficulty level as well or just straight up lower them.
-I'm probably repeating repeating myself, but I expect this to get introduced with the event system. It’s a pretty major feature the absence of which is clearly being felt in a lot of places.
-You mean contracts like deliveries? Maybe add a chance for the people that you’re delivering to die in case a city get raided, or have the amount of money you get be dependent on how fast you deliver it.
-True, that's what Early-Access is meant for (or should be, at least). People will complain either way, so might as well do what you consider to be best for the game.