I have more than a couple of unfinished playthroughs on PF:K, I hope I'll be able to finish the most advanced one but some mechanics and design choices are starting to rub me the wrong way.
I love how much deep you can go with your character through multiclassing, which can be scary at first for new players. The art style and graphics are also great.
Managing a kingdom sounds cool at first, but in the mid game becomes a total chore with dozens of cards to review, and switching to auto defeats the purpose of choice.
Travel is also starting to become tedious and there are so many areas to visit on the map you'll inevitably skip content.
Personally, the most bothersome aspect is how they botched alignment(and moral choices in general) in so many occasions. And don't get me started on companions or advisors being taken away from you for plot reasons.
PF brings a lot on the table(and hopefully the next game will build on that), but some mechanics really frustrate the player, and that's not good given how long the game is.
I have more than a couple of unfinished playthroughs on PF:K, I hope I'll be able to finish the most advanced one but some mechanics and design choices are starting to rub me the wrong way.
I love how much deep you can go with your character through multiclassing, which can be scary at first for new players. The art style and graphics are also great.
Managing a kingdom sounds cool at first, but in the mid game becomes a total chore with dozens of cards to review, and switching to auto defeats the purpose of choice.
Travel is also starting to become tedious and there are so many areas to visit on the map you'll inevitably skip content.
Personally, the most bothersome aspect is how they botched alignment(and moral choices in general) in so many occasions. And don't get me started on companions or advisors being taken away from you for plot reasons.
PF brings a lot on the table(and hopefully the next game will build on that), but some mechanics really frustrate the player, and that's not good given how long the game is.
Everything you mention here is the direct result of strategic mistakes (multiclassing is actively bad in most cases since abilities scale by class level, etc...).
If you’re going to have games where choices matter, sometimes there will be bad choices. If the next move after making those is to blame the game the inevitable result will be faceroll.
I have more than a couple of unfinished playthroughs on PF:K, I hope I'll be able to finish the most advanced one but some mechanics and design choices are starting to rub me the wrong way.
I love how much deep you can go with your character through multiclassing, which can be scary at first for new players. The art style and graphics are also great.
Managing a kingdom sounds cool at first, but in the mid game becomes a total chore with dozens of cards to review, and switching to auto defeats the purpose of choice.
Travel is also starting to become tedious and there are so many areas to visit on the map you'll inevitably skip content.
Personally, the most bothersome aspect is how they botched alignment(and moral choices in general) in so many occasions. And don't get me started on companions or advisors being taken away from you for plot reasons.
PF brings a lot on the table(and hopefully the next game will build on that), but some mechanics really frustrate the player, and that's not good given how long the game is.
Everything you mention here is the direct result of strategic mistakes (multiclassing is actively bad in most cases since abilities scale by class level, etc...).
If you’re going to have games where choices matter, sometimes there will be bad choices. If the next move after making those is to blame the game the inevitable result will be faceroll.
No it isn't. I'm very deep with a playthrough(Act 5) on Hard with a heavily multiclassed MC that works just fine. I know how you have to carefully multiclass to scale properly.
About choices, I was talking about forced ones, or how badly assigned are some alignments to them in several occasions.
Good point.I have more than a couple of unfinished playthroughs on PF:K, I hope I'll be able to finish the most advanced one but some mechanics and design choices are starting to rub me the wrong way.
I love how much deep you can go with your character through multiclassing, which can be scary at first for new players. The art style and graphics are also great.
Managing a kingdom sounds cool at first, but in the mid game becomes a total chore with dozens of cards to review, and switching to auto defeats the purpose of choice.
Travel is also starting to become tedious and there are so many areas to visit on the map you'll inevitably skip content.
Personally, the most bothersome aspect is how they botched alignment(and moral choices in general) in so many occasions. And don't get me started on companions or advisors being taken away from you for plot reasons.
PF brings a lot on the table(and hopefully the next game will build on that), but some mechanics really frustrate the player, and that's not good given how long the game is.
Everything you mention here is the direct result of strategic mistakes (multiclassing is actively bad in most cases since abilities scale by class level, etc...).
If you’re going to have games where choices matter, sometimes there will be bad choices. If the next move after making those is to blame the game the inevitable result will be faceroll.
No it isn't. I'm very deep with a playthrough(Act 5) on Hard with a heavily multiclassed MC that works just fine. I know how you have to carefully multiclass to scale properly.
About choices, I was talking about forced ones, or how badly assigned are some alignments to them in several occasions.
You’re mistaken.
Good point.I have more than a couple of unfinished playthroughs on PF:K, I hope I'll be able to finish the most advanced one but some mechanics and design choices are starting to rub me the wrong way.
I love how much deep you can go with your character through multiclassing, which can be scary at first for new players. The art style and graphics are also great.
Managing a kingdom sounds cool at first, but in the mid game becomes a total chore with dozens of cards to review, and switching to auto defeats the purpose of choice.
Travel is also starting to become tedious and there are so many areas to visit on the map you'll inevitably skip content.
Personally, the most bothersome aspect is how they botched alignment(and moral choices in general) in so many occasions. And don't get me started on companions or advisors being taken away from you for plot reasons.
PF brings a lot on the table(and hopefully the next game will build on that), but some mechanics really frustrate the player, and that's not good given how long the game is.
Everything you mention here is the direct result of strategic mistakes (multiclassing is actively bad in most cases since abilities scale by class level, etc...).
If you’re going to have games where choices matter, sometimes there will be bad choices. If the next move after making those is to blame the game the inevitable result will be faceroll.
No it isn't. I'm very deep with a playthrough(Act 5) on Hard with a heavily multiclassed MC that works just fine. I know how you have to carefully multiclass to scale properly.
About choices, I was talking about forced ones, or how badly assigned are some alignments to them in several occasions.
You’re mistaken.
Then why is ranking up not fun?If you’ve got a card backup and you’re tired of traveling that means you’re gallivanting around when you should be ranking up.
Whatever reward kingdom management may offer, staring at the screen while the circle on the top goes "wooosh wooosh" is too boring. I only want one reward: to be able to play the parts of the game that are actually fun.Because you weren’t focused on the very real (but yeah incomplete, Region Upgrades a total bust) rewards for doing so? Compulsion immunity is so naice.
I got to the point where I was relieved to rescue Tristian and Amiri so I could get back to what I was really interested in - getting those ranks up and unlocking shit.
>Combatfag game isn't like an RPfag gameI have more than a couple of unfinished playthroughs on PF:K, I hope I'll be able to finish the most advanced one but some mechanics and design choices are starting to rub me the wrong way.
I love how much deep you can go with your character through multiclassing, which can be scary at first for new players. The art style and graphics are also great.
Managing a kingdom sounds cool at first, but in the mid game becomes a total chore with dozens of cards to review, and switching to auto defeats the purpose of choice.
Travel is also starting to become tedious and there are so many areas to visit on the map you'll inevitably skip content.
Personally, the most bothersome aspect is how they botched alignment(and moral choices in general) in so many occasions. And don't get me started on companions or advisors being taken away from you for plot reasons.
PF brings a lot on the table(and hopefully the next game will build on that), but some mechanics really frustrate the player, and that's not good given how long the game is.
No, the endgame of KM is missing entirely
Anyhow, people who are struggling with the game or resentful of the kingdom management tend to not understand how extraordinarily benefitial and vital it is.
Sure, it's definitely because we don't understand how extraordinarily beneficial and vital it is, not because the gameplay involved is boring and mainly consists in staring at a screen as days go by, doing absolutely nothing.Anyhow, people who are struggling with the game or resentful of the kingdom management tend to not understand how extraordinarily benefitial and vital it is.
Unique cards with actual consequences other than kingdom stats going up and down would have been sick. But with Kingmaker Owlcat already bit more than they could chew, implementing branching paths with long-lasting consequences for your kingdom would have probably sunk the ship.The less there should be rote kingdom cards, and the more focus on consequences of these cards from previous chapter.
Sure, that's cool, but I'm talking about the hundreds of times that you have to click on problems and events that have no actual consequence on the game. 75% of projects and 100% of problems and opportunities do absolutely nothing for the core game experience. It's a time-wasting minigame that rarely impacts what you actually bought the game for (the isometric RPG).isnt that what projects are?
I get what you're saying but immunity to compulsions, etc isnt unique enough for you?
Adepts of bizarre cult insist that the forests are disappearing, and that Erastil demands a human sacrifice. Apparently, the trees will return to life if the soil is fertilized with blood. The cultists have armed themselves with bows and set out for the forest, murdering every passer-by for the glory of Erastil. The people are terrified, and now avoid woods and thickets.
A fey magician visited a settlement, and made everyday things come to life! The people seem to be more frightened than amused by the minor and generally harmless anomaly.
A druid fanatic, and defender of the forests, has appeared in the kingdom. He sends wild animals to attack woodcutters, grows forests over the roads, and destroys sawmills. His actions are damaging the local communities, and those who express outrage have only suffered his wrath. He must be stopped, or the lands will soon turn into a dense forest!
A band of arsonists is on the loose in the city. They're extorting money from the homeowners, threatening to set fire to their property if they refuse to pay. These criminals must be stopped!
A druid from the lands of the Linnorm Kings is offering to perform a bloody ritual called the Braided Man, which involves a human sacrifice. The ritual promises to grant a bountiful harvest. But is it ethical to burn someone to ashes for the sake of an abundant harvest?