mediocrepoet
Philosoraptor in Residence
I can't believe you autists are still beating this dead horse.
I can't believe you're autistic enough to basically copy and paste this comment into multiple threads for games you dislike. Get a life.
I can't believe you autists are still beating this dead horse.
Judging from reaction on chan and reddit, general consensus on both sides of the community is to play Treasure of Midnight (Megadungeon like Tenebrous depth) and ignore the rest.I don't have the strength to read the 300 pages I missed, so... what's the general consensus on this game's DLCs? How do they compare to Varnhold's Lot?
I don't have the strength to read the 300 pages I missed, so... what's the general consensus on this game's DLCs? How do they compare to Varnhold's Lot?
Inevitable Excess is great if you wanted to play as Mythic 10 for longer than 30 minutes. Beware of puzzles and masochism.I don't have the strength to read the 300 pages I missed, so... what's the general consensus on this game's DLCs? How do they compare to Varnhold's Lot?
But why does it matter? And why should the statistics of the achievements matter?"Difficulty is decreased if you make good decisions" is an RPG staple, but the thing about below-average/average players is that they're incapable of making good decisions unless the game outright tells them (and sometimes not even then).the difficulty options consist of hiring a mage general for easy mode tbh
which is even better since that thread seems consisted of people who think they can't merge soldiers into a single army or can't use their ridiculously excessive gold to strengthen the crusade. none of which they'd have to learn if they just hired setsuna shy
This is the result of the decisions they already made, ones that Desiderius disagrees with. It's unsurprising to me that the tenth most downloaded mod at Nexus is the one that lets you autowin all crusade battles (and disables random encounters and removes the corruption mechanic). Their assessment of the capabilities of their core audience seem to be largely correct though.But why does it matter? And why should the statistics of the achievements matter?
They sold - if you believe Owlcat - at least 1 million copies of Wrath. It seems they made profit both on Kingmaker and on Wrath. Those 92% who achieved nothing already gave their money to Owlcat. So why is it a bad thing?
Also, I will add that Nival - the studio where Owlcat higher-ups hail from - is not a novice in making niche difficult games. Before Kingmaker my favourite game from them was Silent Storm. On the hardest difficulty the game was quite challenging; I think I have not finished it on that level.
However, the game was not very expensive. They marketed it across Russian speakers of the former Soviet Union, who had shared history of WW-2. They even tapped into "that narrative", where one of the Axis soldiers was from Lithuania - which was a respublic in the Soviet Union after 1940. The game was not very popular in the West, but was profitable for Nival.
So why do you think broader appeal is so important for Wrath?
Sorry, but I still do not understand your main thesis (you can consult my nickname if you have any doubts).This is the result of the decisions they already made, ones that Desiderius disagrees with. It's unsurprising to me that the tenth most downloaded mod at Nexus is the one that lets you autowin all crusade battles (and disables random encounters and removes the corruption mechanic). Their assessment of the capabilities of their core audience seem to be largely correct though.
Fake news.
DLC3 is the roguelike mode like in KM but done much better than in KM.
This is the result of the decisions they already made, ones that Desiderius disagrees with. It's unsurprising to me that the tenth most downloaded mod at Nexus is the one that lets you autowin all crusade battles (and disables random encounters and removes the corruption mechanic). Their assessment of the capabilities of their core audience seem to be largely correct though.
Fake news.
DLC3 is the roguelike mode like in KM but done much better than in KM.
Ghulgothas, you too.
Care to explain in which way is it better? Because it looks and feels half baked.
Fake news.
DLC3 is the roguelike mode like in KM but done much better than in KM.
Ghulgothas, you too.
Care to explain in which way is it better? Because it looks and feels half baked.
Because Depths was quarter-baked pretty much. The talent has been working on RT and the talent is thin (if spectacular).
I'm nearing late leveling and can count on one hand how many feats I have left for most characters. Is Wrath still all about putting shatter defenses on your melee and archer characters? All the guides for Kingmaker acted as if it was essential, but I see fewer builds doing it in Wrath.
I went and tested it and confirmed that yeah, setting the difficulty to story mode doesn't affect crusade battle difficulty at all. Given that there are no options to tune these battles to your own preferences/level of skill, it was the right call for Owlcat to tune the crusade battles so that the largest number of people in their core audience (this includes people who play on story and casual and what they consider "normal" which enables quite a number of things in the player's favor) could beat them, not get brick-walled by them.Sorry, but I still do not understand your main thesis (you can consult my nickname if you have any doubts).
Yes, because there is a separate difficulty setting for "Crusade management" which, naturally, includes battles. This whole mini-HoM&M is "Crusade management".I went and tested it and confirmed that yeah, setting the difficulty to story mode doesn't affect crusade battle difficulty at all.
Because this is the part of "Crusade management" difficulty, which is independent from the overall game difficulty and has three levels:Given that there are no options to tune these battles to your own preferences/level of skill
That is correct, they don't. I posted what it does before:Yes, because there is a separate difficulty setting for "Crusade management" which, naturally, includes battles. This whole mini-HoM&M is "Crusade management".I went and tested it and confirmed that yeah, setting the difficulty to story mode doesn't affect crusade battle difficulty at all.
Because this is the part of "Crusade management" difficulty, which is independent from the overall game difficulty and has three levels:Given that there are no options to tune these battles to your own preferences/level of skill
Unless what you are saying is "none of the difficulty settings affect strategic layer battles". Which would be strange.
Also, the Kingdom management was not a brick wall. It was possible to switch it off, and I believe there were difficulty settings, too. They affected the DC of the problems for the advisors.
- "Story" difficulty multiplies by 3 the amount of resources gained and the number of recruits available for hire, and provides 3 additional free searches for mercenaries per week. Crusade morale cannot fall below -50.
- "Casual" difficulty multiplies by 2 the amount of resources gained and the number of recruits available for hire, and provides 1 additional free search for mercenaries per week.
No one likes setting crusade to auto-mode because it removes the ability to make choices that affect the story (which is the point of playing on story mode) and the game takes over fortresses at its own speed (not necessarily the speed one would prefer).So what? There is an opt-out from the strategic layer, which removes all the bonuses. As it was in Kingmaker. And there are mods, too.
I still fail to understand your point.
Owlcat are not making Sekiro or Cuphead. There are too many skills involved in a CRPG to force difficulty on players. So they let a player change the level of the challenge and the ability to opt out altogether - losing all the benefits, naturally.
This is a good and sound design.
I may also add that the ultimate opt-out is refunding the game - which is available as well.
I disagree. Story mode is only numbers. It does not guarantee anything. Those numbers are supposed to allow even the dumbest buyers to finish the game, but a healthy dose of humiliation for such "gamers" is very useful. And if even crusade on auto is a "brick wall" for them, then they should pirate, refund, or just suffer.the ability to make choices that affect the story (which is the point of playing on story mode)
I went and tested it and confirmed that yeah, setting the difficulty to story mode doesn't affect crusade battle difficulty at all. Given that there are no options to tune these battles to your own preferences/level of skill, it was the right call for Owlcat to tune the crusade battles so that the largest number of people in their core audience (this includes people who play on story and casual and what they consider "normal" which enables quite a number of things in the player's favor) could beat them, not get brick-walled by them.Sorry, but I still do not understand your main thesis (you can consult my nickname if you have any doubts).
I had a game bug out on auto somehow and get into a state where Galfrey never showed up. Auto wasn't implemented well on either game really.I disagree. Story mode is only numbers. It does not guarantee anything. Those numbers are supposed to allow even the dumbest buyers to finish the game, but a healthy dose of humiliation for such "gamers" is very useful. And if even crusade on auto is a "brick wall" for them, then they should pirate, refund, or just suffer.the ability to make choices that affect the story (which is the point of playing on story mode)
Suffering is good. It either makes people stronger or kills them, and both results are good.