ERYFKRAD
Barbarian
- Joined
- Sep 25, 2012
- Messages
- 29,876
I'd buy thatKill All Fey
I'd buy thatKill All Fey
It's... not a break. The adventure is making a kingdom. You can't murderhobo your way to that. Yes, I did miss it during ch1 which is why on some later playthroughs I turboed thru it, but it makes sense that you murderhobo ch1 because there's already another baron in place you've got to take out.Any break from adventuring is a mini game. It's a mini game baked into the game whose meat and potatoes is being an excellent successor to BG. The overarching theme is obtaining a kingdom and managing it but the management alone has nothing to do with enjoying the game for what it is. Did you dislike the first act because you had no kingdom to manage?
What do you gain by engaging in a management mini game that you wouldn't gain from actually questing? You could also defeat monsters to obtain them and/or craft powerful items yourself.
Just sounds like you're trying to justify it being there. It's a mechanic I could do without.
Who told you that?the game whose meat and potatoes is being an excellent successor to BG.
It's... not a break. The adventure is making a kingdom. You can't murderhobo your way to that. Yes, I did miss it during ch1 which is why on some later playthroughs I turboed thru it, but it makes sense that you murderhobo ch1 because there's already another baron in place you've got to take out.Any break from adventuring is a mini game. It's a mini game baked into the game whose meat and potatoes is being an excellent successor to BG. The overarching theme is obtaining a kingdom and managing it but the management alone has nothing to do with enjoying the game for what it is. Did you dislike the first act because you had no kingdom to manage?
What do you gain by engaging in a management mini game that you wouldn't gain from actually questing? You could also defeat monsters to obtain them and/or craft powerful items yourself.
Just sounds like you're trying to justify it being there. It's a mechanic I could do without.
I am crafting powerful items myself, by skillfully marshalling resources to acquire territory and attract artisans to my kingdom. Not coincidentally in order to do so I also have to do the actual questing you love.
I don't need to justify it being there. It is the game. Sounds like you're trying to justify sucking at it.
And also, I would say that when someone sees "Owlcat Games" as the game developers one has to expect some kind of strategic layer to be present in the game. They have Kingdom Management in Kingmaker. They have mini-HoM&M in Wrath of the Righteous. They will have spaceship combat and galaxy exploration in Rogue Trader.
So either ignore their games or be prepared to miss, like, 20-25% of the content you paid for, being it in money or in traffic and time.
It does not matter in the end. Wrath sold 1 million copies, and it seems Owlcat Games are OK with it.I'm willing to deal with it but it doesn't belong in a crpg. It's too different from what made people fans of the genre.
I get where you're coming from.Mr. Magniloquent Pitax taking place after Season of Bloom would be nice, but KM would still suck. Kingdom stats are abstract and do nothing except being health bars, there's nothing to buy outside of capital no matter how much you upgrade, and you can rest anywhere on the map for free if you have Nature. I guess teleports are sort of nice, but how often do you return to Varnhold, for example? Most of the map you explore once and be done with it, also makes those optional scouting assignments pointless.
I bought it five months after release to give time for the bugs to die down. Part of the reason I bought it was because I saw vids of other people doing the KM and was intrigued by it. I sucked at it at first too, in no small part because I fell for the memes and was doing it badly. Then I tried different things and got better. Same with the combat.What about on your first run in Ch.1? Did you play it for the management mini game or because it played so similar to other crpgs you enjoyed?
Thanks for proving my point, there's no reason for the mechanic to exist and it's not what draws players to the game. To the contrary, it drove players away which is a real shame.
They tried to reinvent the wheel but bit off their nose to spite their face.
They could have remade a number of PF modules that didn't include kingdom management and it would have been just as good, if not better.
It probably would have sold better too. I'm still taking the time to learn the system but I'll never see the appeal to it.
Suuuuuck my dick with this shit. Whoever you've fooled with assigning demonstrably false mental states to people isn't flying here, cumbucket. Try again.Thanks for proving my point, there's no reason for the mechanic to exist and it's not what draws players to the game.
Region unlocks are shown on the Region pop-up. EDIT: checked and they do not. Can find on wiki. Shld be in game I think - would help give direction in KM.I get where you're coming from.Mr. Magniloquent Pitax taking place after Season of Bloom would be nice, but KM would still suck. Kingdom stats are abstract and do nothing except being health bars, there's nothing to buy outside of capital no matter how much you upgrade, and you can rest anywhere on the map for free if you have Nature. I guess teleports are sort of nice, but how often do you return to Varnhold, for example? Most of the map you explore once and be done with it, also makes those optional scouting assignments pointless.
Logistics are a bid deal in KM, and they're between everything you want. Teleports aren't nice to have, they're essential. Camping supplies might not cost much to rest, but hauling your loot back to towns costs a tremendous amount of time. Quests events popping up hither and thither will have you running everywhere. More time. More travel comes with more resting, which also costs time. Loot is bought indirectly through artisans. Teleporters are established via regional expansion. Your money is spent accelerating expansion to get both. Even still, you should be flush. Especially after VTomb. Pitax has some choice shopping. Chapter 2 is strenuous, but if you can put in the work then, it goes from being a burden and turns into an asset just before or when the bloom starts.
If a player isn't particularly interested in the kingdom building fantasy, it can feel like an impediment. I liked it, but I'm hating the HoMM-lite in WotR. It makes me more sympathetic. I have two major complaints with kingdom management. 1) Unlocks are byzantine. I don't recall the player being given any actionable information on the arbitrary gates to unlock regions or advisors despite being highly specific. 2) Advisers. The MC can't handle any events and NPCs can only fill certain roles. It would make sense if they had strengths/weaknesses, but prevented from a roll entirely? Unforgivable.
What if the main enjoyment for me was seeing peasants bowing down before my baron after all the hard work and dungeon crawling in Act 1? And then the ability to build gallows in the town?What about on your first run in Ch.1? Did you play it for the management mini game or because it played so similar to other crpgs you enjoyed?
Thanks for proving my point, there's no reason for the mechanic to exist and it's not what draws players to the game. To the contrary, it drove players away which is a real shame.
They’ve streamlined a good bit of that but absolutely agree and same with Wrath. Will be interesting to see if that’s a focus in Rogue Trader like (excellent) Tutorial was in Wrath.The whole kingdom management gameplay is designed around that. If you break down the time your characters spend based on the in-game clock it would look something like:
Days spent fighting or resting to get ready for a new fight: 2%
Days spent going back or forth between areas on the map: 8%
Days spent doing kingdom tasks that pass time like ranking up advisors, annexing land, or certain improvements: 90%
You'd need to fundamentally rework how kingdom management works without 90% of the time being taken up by the (essentially) required kingdom tasks to keep up with kingdom event difficulty. Most players probably run out of kingdom tasks at the tail end of the game and end up spamming the skip time button for like 5-10 mins straight to finish the game.
My biggest issue is just how much IRL time it takes to do everything. The UI should be snappy and have no load times. Kingdom management could just as easily be a 2D screen rather than an in-game throne room. Compare kingdom management in Kingmaker vs. base management in X-Com.
I bought it five months after release to give time for the bugs to die down. Part of the reason I bought it was because I saw vids of other people doing the KM and was intrigued by it. I sucked at it at first too, in no small part because I fell for the memes and was doing it badly. Then I tried different things and got better. Same with the combat.What about on your first run in Ch.1? Did you play it for the management mini game or because it played so similar to other crpgs you enjoyed?
Thanks for proving my point, there's no reason for the mechanic to exist and it's not what draws players to the game. To the contrary, it drove players away which is a real shame.
They tried to reinvent the wheel but bit off their nose to spite their face.
They could have remade a number of PF modules that didn't include kingdom management and it would have been just as good, if not better.
It probably would have sold better too. I'm still taking the time to learn the system but I'll never see the appeal to it.
Suuuuuck my dick with this shit. Whoever you've fooled with assigning demonstrably false mental states to people isn't flying here, cumbucket. Try again.Thanks for proving my point, there's no reason for the mechanic to exist and it's not what draws players to the game.
There's a lot of things you'll never see with this psychopathic approach.
I'll poast a KM guide later so you can get a taste of not completely sucking at it, which you would need to make an evaluation anyone cares about hearing.
It's funny.You'd need to fundamentally rework how kingdom management works without 90% of the time being taken up by the (essentially) required kingdom tasks to keep up with kingdom event difficulty. Most players probably run out of kingdom tasks at the tail end of the game and end up spamming the skip time button for like 5-10 mins straight to finish the game.
The other problem is how very few things is actually worth doing/building. Half the treaties lose you money. 99% of buildings aren't worth the money. You just don't get back enough for the investment. It is ALWAYS lose. That is what makes kingdom management a chore, not a game. It is worse than busywork.The whole kingdom management gameplay is designed around that. If you break down the time your characters spend based on the in-game clock it would look something like:
Days spent fighting or resting to get ready for a new fight: 2%
Days spent going back or forth between areas on the map: 8%
Days spent doing kingdom tasks that pass time like ranking up advisors, annexing land, or certain improvements: 90%
You'd need to fundamentally rework how kingdom management works without 90% of the time being taken up by the (essentially) required kingdom tasks to keep up with kingdom event difficulty. Most players probably run out of kingdom tasks at the tail end of the game and end up spamming the skip time button for like 5-10 mins straight to finish the game.
My biggest issue is just how much IRL time it takes to do everything. The UI should be snappy and have no load times. Kingdom management could just as easily be a 2D screen rather than an in-game throne room. Compare kingdom management in Kingmaker vs. base management in X-Com.
It's not my game. It's one I enjoy and want to do well so other people will buy it and the devs can afford to make more and so other devs will make similar games.as soon as your toy is criticized, you fly into a rage like a scorned child.
So you think the management draws people to the game?
Come on now, there's no way you believe that.
Some things are better than they look (things snowball if you use marginal advantages like buildings to get things unlocked early) but on the whole this is correct. None of the cost reduction projects are worth it (going the other direction the loan really is) and very few of the Region upgrades, some of which appear to have never been implemented at all. Add that to endgame buildings doing nothing and it's a real missed opportunity.The other problem is how very few things is actually worth doing/building. Half the treaties lose you money. 99% of buildings aren't worth the money. You just don't get back enough for the investment. It is ALWAYS lose. That is what makes kingdom management a chore, not a game. It is worse than busywork.The whole kingdom management gameplay is designed around that. If you break down the time your characters spend based on the in-game clock it would look something like:
Days spent fighting or resting to get ready for a new fight: 2%
Days spent going back or forth between areas on the map: 8%
Days spent doing kingdom tasks that pass time like ranking up advisors, annexing land, or certain improvements: 90%
You'd need to fundamentally rework how kingdom management works without 90% of the time being taken up by the (essentially) required kingdom tasks to keep up with kingdom event difficulty. Most players probably run out of kingdom tasks at the tail end of the game and end up spamming the skip time button for like 5-10 mins straight to finish the game.
My biggest issue is just how much IRL time it takes to do everything. The UI should be snappy and have no load times. Kingdom management could just as easily be a 2D screen rather than an in-game throne room. Compare kingdom management in Kingmaker vs. base management in X-Com.