What Feature do you think needs improvement?

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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Hatsune_Neko
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Sat Jan 20, 2018 8:53 pm

This topic is for discussion about a single feature you think needs improvement before or after full release.

please provide the feature name you wish to discuss.
Topic: why you think it needs improvement.

This is just so see what people think the game needs more improvement on for current game features. this is not a topic for requests for features to be added.

One Feature per post please.

Please do not discuss others responses. this topic is not meant for that.
you can do that outside of this topic though.

And keep it civil and on topic.
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Grimmrok
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Joined: Mon Apr 18, 2016 9:33 am

Sat Jan 20, 2018 10:12 pm

Camping in in the wild.

Currently you are restricted of setting camp near ruins and abandoned buildings, which makes no sense logic-wise.

Say your squad traveled for a long time, and they had some tough battles that left them pretty roughed up.
They discover some ruins in the middle of nowhere, and decide to set refuge in for the night to rest up.
But they can't do that, because an unknown entity tells them that they can't lay their sleeping bags near not owned buildings.
So they are forced to abandon the protection of the ruins and settle up a little further ahead. Right in the open. In danger.
_________
I don't know if this is due to how the code has been implemented, or if it's just some sort of a fantasy for having to be a risk to rest up in the wild, but in any case: it is frustrating and mind-boggling.

espresso_junkie
Posts: 16
Joined: Wed Jan 17, 2018 6:29 pm

Sun Jan 21, 2018 6:45 pm

Path finding. Wait does that count as a feature? In any case it needs work. Why does my hydroponics person leave the building. Go all the way around it to get water. And then circles all the way around again to go back in the door. The well is literally right to the left of the door!

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Uncle Joe
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Mon Jan 22, 2018 8:15 am

Slavery


Slavery should definitely be developed to its logical end; allowing the player to do all that can be done by the AI and allowing both the player and AI to participate fully in a map-wide slave economy. Namely, this includes the capture, branding, working, and retention of slaves.
-Capture
+It seems, and feel free to correct me if I'm wrong, that the the slavers who actually buy and sell slaves only capture escaped slaves and make new ones in the following ways: opportunistically capturing people who are already unconscious near them, or after knocking them out in a fight. The only people I've observed trying to press free people into slavery are the manhunters.
+Thus, the slave trade is clearly not too picky about who is pressed into it, and the player should be able to sell anyone into slavery that slavers cannot identify as a non-slave. The player, upon trying to sell a person as a slave, could either claim that they are some form of criminal or other fair game that they are pressing into slavery, or that they are an escaped slave that they are returning to the slavers.
+In order to capture a person, be they an escaped slave or a free person being pressed into slavery, multiple forms of binding should be available for keeping the slave docile and bound to the player. I would propose that there be bindings with differing levels of strength and control. Two that come to mind are ropes and the already present shackles. Rope should allow the slave to move and work faster, but also allow them an easier escape attempt; shackles or chains should be the hardest to escape but slow the slave's movement and work speed due to their weight and constraint.
-Branding
+The "Looks Like Slave" system could be used when the player sells slaves to prove or disprove the legitimacy of their claims that the slave in question is, as they say they are, an escaped slave being returned or a criminal being pressed into slavery. A returned slave should have a well shaved head and poor clothes, and the absence of these should call suspicion on the player if they say they are returning this character as an escaped slave. The consequences of trying to press a non-criminal wrongfully into slavery should rely on the faction or merchant the player attempts to sell them to. If the player replies to a merchant that they are pressing a criminal into slavery in reparation for a crime, the merchant (if they're of a professional attitude) should at least ask what crime was committed so they can say if it is deserving of impressment into slavery. This would likely depend on the faction the slave is being sold to (e.g. the United Cities wouldn't accept you enslaving someone on the grounds of them uttering heresy against the Holy Nation).
+The player should be able to shave a prisoner's head in order to try and pass them off as an escaped slave. A stat could be implemented (or an existing one used, such as stealth, given it already governs the effectiveness of disguises) that would determine the player’s skill at shaving a person’s head to mimic a slave cut. Professional slavers would likely get fairly skilled at quickly and efficiently shaving heads, so differences would be noticeable between a professional cut and an amature one, but this mechanic is a minor one at best for the player.
-Working
+Slaves workspeed and quality of work should be affected by their fear, respect, and desperation, in addition to their stats. A slave that fears their masters because of punishment over infractions, slow workspeed, or poor quality work, will work harder once they recuperate. The same should be said when a slave sees another slave killed by their masters for any reason. Respect could be gained by the player from their slaves by treating them ‘well’; giving them more or better quality food when working, choosing less violent dialogue options with them, giving them drugs and alcohol, ect. Desperation would represent the desperation for freedom. This stat would affect the slave’s individual likelihood of attempting escape or violent revolt. If one slave fights back and lasts more than a moment before being put down, or makes a run through an open gate due to weak or absent bindings, others should have a chance to do the same based on their fear, respect, desperation, and current state of binding (with a heavy slant towards desperation). Desperation should be heavily increased with physical punishment, but lowered with starvation due to the slave’s awareness that they won't get far on an empty stomach.
-Retention
+Retention would more or less be the culmination of all of these mechanics, and those already implemented in the game, instead of any actual stat or single mechanic. Escaped slaves should attempt to avoid cities and slaver settlements until they make their way towards settlements of factions who do not allow slavery or at least do not seek out slaves to return them to their masters. If a slave is found, the player should be allowed to attack and bind them without consequence in slavery-allowing faction territory. An exception should be made in the Holy Nation for escaped Holy Servants; the player should be commanded to return the slave to the Holy Nation should they come across any guards, priests, or paladins while leading or carrying an escaped Holy Servant.

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Uncle Joe
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Mon Jan 22, 2018 9:27 am

Execution and Judiciary Dismemberment

Execution and judiciary dismemberment should be implemented to increase the risk related to being arrested, encourage the building of a party, and for purposes of world-building.

+Public execution and/or dismemberment of imprisoned criminals in cities would add extra depth to the party system and arrest system. Currently, crimes are punished by immediate combat, followed by imprisonment. For characters with high stealth and thievery, this is little hindrance, as given enough time they will escape. Challenge and tension could be increased fairly for players of all build by adding judiciary execution or dismemberment as punishment for certain crimes after a period of time depending on the crime. Execution would follow violent crimes such as murder or assault, and dismemberment of a hand or fingers, applying permanent (without prosthetics) aliments to stats such as theivery would be a punishment reserved for notorious thieves. This would require characters to escape within a time limit of a period of days, or for other party members to bail them out in order to spare them the execution.

+If paired with my above suggestions on the expansion of binding methods for prisoners and slaves, rope could become a craftable tool and building material; a tool when binding a prisoner and a building material when building a gallows for public execution. Public execution by hanging at a gallows or beheading at a buildable headsman’s block could also be used for instilling fear in slaves if paired with my above suggestions on slavery, but the public aspect would be mostly for the purpose of player enjoyment and worldbuilding. Execution should be able to be done at any time on any sufficiently bound prisoner or slave, but with a chance to fail based on the executioner’s combat skills, whereas hanging and beheading would be guaranteed successes if not interfered with.

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Hatsune_Neko
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Mon Jan 22, 2018 10:49 pm

Please keep on topic. This is for discusion of current featuers already in game. Not ones you wish to be added.
Please make your own topic for that in the feature request forum.
Thank you.
Do you believe the sexes should be equal?
Oh heavens no.
Then Men would become unmanageable

Current computer specs.
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NVidia GTX 1050TI
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WD 1tb HD, 870 EVO 1TB SSD

swillo
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Joined: Tue May 12, 2015 2:00 pm

Fri Jan 26, 2018 11:23 pm

I agree with the camping in the wilds. Current restrictions makes no sense. Also you should be able to rebuild and settle some of those ruins.

Wall building. This has not improved since the very beginning of the game. Walls are always out of whack, some times soo bad that they leave holes for people to walk through. They need to be level and even, not tilted to the terrain. It looks messy and is very frustrating. Also they need to auto connect to the side of buildings. I know that you can do this manually with command mode but you shouldn't have to.

Defensive turrets on the walls need a arc of fire restriction. The gunners are constantly turning them around and shooting themselves in the gut.

Outpost raids. The current system of visits to your outpost is a nice improvement. But it lacks variety. Really need more diverse and interesting things to happen. Like blight on your corps, sand storms that blow over your wind turbine, ninjas that climb the walls and sneak attack, Thieves that sneak in and steal your stuff.

NPC dialogues. Currently the only thing that anyone says to you is 'What?" But you can't ask them any questions. And prisoners don't have anything worth hearing either. The NPC dialogues need to be fully flushed out with interactions that give you a reason to talk to them rather then just kill them.

A Few more food options would be nice. Really should look at adding the fishing mod as standard. adding things like fish + rice = sushi, meat + veggies = stew, meat + water = boiled meat instead of dry meat, fish + bread = Fillet-o-fish. (add fries and a coke with that)

few tweaks to the character task menu to make it easier to clear and reassign tasks to groups.

Cannibals and fog men should go back to running away with knocked out party members instead of continuing to fight. That was much more frustrating to deal with. Have not had anyone end up on a stake since they made that change.

I know that they are talking about a "jobs board", which might be nice, but having quest or tasks that bring you adventure and reasons to travel across the map is really needed. Currently if you can establish an outpost that is self sufficient the game stalls. Need something to either force you or coerce you to leave. Like ninjas that poison your well and you need to raid their tower to get the antidote before half your people drop dead.

Lanterns of Radiance are great but too hard to find.

Selecting which weapon you want to use when so if you pick up a large weapon that you don't want to use, you can keep it strapped to your back while you use the Katana on your hip.

The cooking with campfires AI is still a bit bugged. As well as mining sometimes stops and looks at their work instead of picking it up and continuing.

Slave traders are finicky. I bought some slaves and the traders instantly attacked me. Also happen once when I sold some, but I think that was because the ones I sold were slavers that attacked me first. so they might have recognized them.

So yeah I have a few things I would like to see flushed out before release.

Joravi
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Joined: Wed Jan 31, 2018 3:40 pm

Wed Jan 31, 2018 3:43 pm

Just a link to a reddit post from two weeks ago that covered a lot of topics that seem like quality of life improvements to the game and actually feel in theme with Kenshi.

https://www.reddit.com/r/Kenshi/comment ... _a_newbie/

swillo
Posts: 1236
Joined: Tue May 12, 2015 2:00 pm

Fri Feb 02, 2018 5:24 pm

couple more details
Fighting around water. - I just had 20 characters nearly die because the iron spider they were fighting was more then ankle deep water. They wouldn't attack him but kept running up to him and letting him attack them without blocking. When I told them to run away to dryer ground they thought the best way to do that was to go the opposite way through the water area the spider was in. Characters at least need to be able to block in the water, and they shouldn't charge into range of something they will then refuse to attack.

no good deed goes unpunished - I was fighting fog men and saved a bunch of escaped servants in the process. They turned around and attacked me instantly. I get that, it's a tough world, not holding it against them. But I actually patched them up, gave them some food and better weapons in a gesture for them to survive the fog islands. I couldn't pick them up and take them to safety because it said I would be kidnapping them. And when they got back on their feet they attacked me again. I know diplomacy is not fully implemented yet, but when you give someone food and weapons and save their life even after they attacked you first, they should at least be gracious about it.

Campfire cooking - still broke, have a pack of food and chief will only cook 5 pieces of meat and stop. Refuses to load cooked food back into pack and continue cooking. I see this as an issue with the looting things into the pack, not the campfire itself. There was a change made way back to restrict the amount of resources that characters will automatically load into their inventory. Since that time campfire cooking has never been reliable. It has work on occasion making me think it was fixed, only to stop working again. This is the same issue with the mining iron and copper.

Splinting - very hard to get someone to actually do this manually and no one will do it automatically. they just don't. unless both doc and patient are standing still within about a foot of each other and you manually right click to apply the splints, then you have 0% chance they will do it. Needs to be added to along with standard medic job when you shift click the medic button, or it needs it's own button. And they characters have to actually do it when they are idle like they do medic.

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Nesano
Posts: 34
Joined: Thu Feb 08, 2018 8:52 am

Sun Feb 11, 2018 3:25 am

Athletics is way too easy to level. I've only got about 27 hours clocked in the game and two of my characters are 66 and 64. 90+ is supposed to be super-human and 70+ is supposed to require insane amounts of work. I leveled their athletics up this high in only several hours of total play time just from running errands. They have about a 10th of the combat power of a town guard but are almost twice as conditioned.

Update 1
The aforementioned characters are currently outrunning a High Paladin with ease and High Paladins have skyward stats across the board.

Update 2
I just checked and realized that these characters run at 21 MPH and 25 MPH, the former is a tad weighed down by gear and the latter is slightly faster due to gear bonuses. Usain Bolt's top speed is apparently around 28 MPH and these guys are running distance.

chimaozhe
Posts: 1
Joined: Sun Feb 11, 2018 8:23 pm

Mon Feb 12, 2018 7:54 pm

Training! (Both stats and skills.)

It feels odd to me that my squad can make a fortune cranking out specialist grade armor but gets its ass kicked by a gang of starving peasants. Right now, the only way to skill up and match those dastardly peasants requires my squad to: jog around town carrying bags of rocks; throw themselves at the peasants over and over again and hope no one bleeds out; and - weirdest of all - capture and imprison one of the peasants so they can beat on it with different types of weapons.

Now, the grinding itself isn't a problem. Anyone who's played Mount and Blade remembers fleeing from mobs of identical beggars as an aspiring feudal lord. But M&B's experience system made it unnecessary to grind basic attributes; this freed the player to focus on cracking skulls, even if they had to endure the occasional embarrassing imprisonment. Further, every town provided a low-risk opportunity for grinding in the form of arena battles, which also dangled a nice purse in front of the player as its own reward. This helped that grinding process stand on its own, which - for me at least- made the whole experience more pleasurable and less monotonous. (Plus, I could eventually afford a nice lance to skewer those dang beggars.)

Some of the grinding makes sense, but could be made a little more streamlined. For instance, I'd love to train a few squaddies in athletics and strength by assigning them the automated task of running around town carrying bags of rocks. Another group could be training in katanas & dex by attacking some dummies, while a couple more could be fighting a mock battle with the locals as another way to skill up with their weapon of choice (and improve their toughness too!).

Vandala
Posts: 265
Joined: Thu Dec 07, 2017 2:38 pm

Fri Feb 16, 2018 9:38 am

If our characters are in town and have the Medic job, please have them look for a First Aid Kit in one of the town's Medicrates if they don't have one and somebody needs treatment.

Also make it possible for a character to use a First Aid Kit placed in their backpack.

EDIT: Considering that only characters with the Medic job enabled automatically use First Aid Kits it seems reasonable to me to make this line of items function in the same way that food works. That is to say, they share the use of these items among the group.

Vandala
Posts: 265
Joined: Thu Dec 07, 2017 2:38 pm

Fri Feb 16, 2018 2:46 pm

Update the information of the Strength stat in the character stats screen.

Please include the information on the strength/blood relationship under the Stats Affected section.

Vandala
Posts: 265
Joined: Thu Dec 07, 2017 2:38 pm

Fri Feb 16, 2018 6:07 pm

If its possible, please reconsider how we fight Leviathans.

Currently the best strategy (other than turrets) is to get a group of guys together and then sent them to fight against a Leviathan one at a time.

This works best because no matter how many people you sent out to fight against it at once, only one of your guys will be actively attacking it, while the Leviathan of course has a massive area attack that hits real hard even on people who have already been knocked unconscious, so it can fight all of your guys at once and even cause more deaths due to dealing damage to unconscious characters at the same time.

Which is kind of silly, I mean the part where the best thing you can do is to just sent out one guy, wait untill he has exhausted his HP, then sent out the next guy to take over and continue the fight, then the next guy and so on and so on. Instead of how the fight is supposed to go, I think, which would be to try to encircle the great beast with lots of guys and use your numbers and teamwork and long reach weapons to bring the beast down.

I hope that in the future fighting with Leviathan will be unlike other fights in the game, because right now, all they are is walking stat sticks that simply get used to rapidly up our own stats simply because they pose no danger to a single combatant and have amazing endurance.

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Hatsune_Neko
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Fri Feb 16, 2018 6:59 pm

That actually is fixable yourself.
You can mod number of attack slots available via the fcs or use one of my mods on steam workshop or download one from nexus that i uploaded to.
The mod names are.
Attack slots x2, x3, x4 & x5

There is no need to discuss it after this post so we can keep the topic on topic.

Thank you.
Do you believe the sexes should be equal?
Oh heavens no.
Then Men would become unmanageable

Current computer specs.
AMD FX-8150 - Eight Core, 3.60GHz
NVidia GTX 1050TI
24GB Corsair Vengeance DDR3 1600 MHz Ram
WD 1tb HD, 870 EVO 1TB SSD

Vandala
Posts: 265
Joined: Thu Dec 07, 2017 2:38 pm

Wed Feb 21, 2018 2:49 pm

I would like to be able to see what parts of the landscape cannot be traversed by my characters when I'm in build mode.

This would help with deciding where walls are needed but will also help with deciding if placing a wind generator on that little hill is even possible, or if a building is truly accessible after it is placed.

While it is currently possible to check every little nook and cranny manually by either mousing over it or ordering characters to walk over stuff, neither of these options are available if you already started building. Which is a little inconvenient.

Having a color indicator that shows un-walkable areas in red in the build menu would be helpful.

RedOwl
Posts: 4
Joined: Mon Feb 26, 2018 4:20 am

Mon Feb 26, 2018 5:10 am

Stealth really needs to be nerfed somehow. I hate to say this since I really enjoy the stealthy types, but it's true. I can take a brand new character, walk into the armory in Stack (or any other major town) and walk out with tens of thousands of cats without breaking a sweat. Not only that, but by the time I go somewhere, pawn it all and come back, the supply has been restocked for me, so I can just do it again while arming my entire squad to the teeth with the cream of the stolen crop. All of this is doable by a character with ONES for every stat. At the very least place some more guards in those armories, post guards outside, and lock the doors.

Kwikwilyaqa
Posts: 169
Joined: Sat Feb 03, 2018 4:43 pm

Thu Mar 01, 2018 8:17 pm

Wells need more tiers.

You use 3 or 4 to keep up a bakery and 10 farms in the HN "farm" area - but in desert setups (like Stenn Desert with 30% water) you need 20-30 to do the same work. Not that is "unbalanced" or whatever, but pollutes to much the visual of the game (both audio and visual). Its atrocious to see and hear twenty wells working... Why not one ultra expensive?

Hiztaar
Posts: 21
Joined: Mon Nov 09, 2015 1:32 pm
Location: Paris

Fri Mar 02, 2018 9:20 pm

ECONOMY

Definitely. Right now, living in town, selling and buying has no impact on the world. Producing food means nothing. NPCs do not eat, sleep, produce. Except some slaves/guys in remote places who worked in fields. And it's more like a simple animation.

Having a strong economy would make the production of anything significant. Being a traveling trader or an artisan living in a City would be meaningful if NPCs actually "needed" to buy something. It could be possible to weaken a town by depriving it from its food supplies (Yes I will attack Okrans farms !) or allow a possible backslash of investment with concurrents coming.

Currently, the actual shop counter is quite... Unused. And for player owned towns, why not having a population of NPCs living/buying/renting ? Opening a bar, etc. It could be fun to do. And rewarding. Provided the player can protect the place...

LillyanaKabal
Posts: 19
Joined: Mon Apr 04, 2016 5:29 pm

Fri Mar 02, 2018 10:35 pm

The Injured People Sleep mechanic needs a bit of tweeking. It doesn't seem to work on Camp beds [don't qoute me on that, it might just be me] and they get really obsessive over which bed they are sleeping in, which ends up with a line in front of one bed, and empty beds next to them.

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