What do you want next?

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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What features would you like added first?

Sleeping + healing -> leading to carrying your wounded -> leading to buying buildings -> research + crafting
244
23%
Simple jobs + missions, dialogue
231
22%
Add endurance and fitness elements (easy)
93
9%
More factions and enemies, variety and intelligence
107
10%
Multi-threading (means that performance will skyrocket and we can have whole armies running around) (big job)
338
32%
Other
29
3%
 
Total votes: 1042
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The Biolizard
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Tue Feb 07, 2012 4:17 pm

Mattk50 wrote:as long as capturing is the better, more profitable option, then you have some motivation to not just kill everything, same with NPCs.
Yes sir I completely agree. I just think the option of finihing people would make the game more interesting.

Killing an NPC would come in handy if say you were fighting the leader of a bandit clan and you killed him/her. The moral in that clan would then be lower, they would be scrambling for a new leader and would be easier defeated in combat.

Another use for killing people would be a possible future Assassination skill. Or being hired by a rival Bandit Clan to assassinate another Bandit leader. Killing people opens so many doors for Kenshi it's amazing.
Last edited by The Biolizard on Tue Feb 07, 2012 4:53 pm, edited 1 time in total.

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1337
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Tue Feb 07, 2012 4:52 pm

I'd like it too if the AI gets the possibility to kill you...

First of all, if the AI is able to kill your downed guys, it's more realistic.

It also makes the game more interesting in my opinion: you start asking yourself "is it worth taking the risk of attacking that group" and so on and if you happen to lose a battle and lose some guys, you will seek revenge more actively, mourning over the loss of a samurai you named personally and trained with love.

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The Biolizard
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Tue Feb 07, 2012 4:55 pm

1337 wrote:I'd like it too if the AI gets the possibility to kill you...

First of all, if the AI is able to kill your downed guys, it's more realistic.

It also makes the game more interesting in my opinion: you start asking yourself "is it worth taking the risk of attacking that group" and so on and if you happen to lose a battle and lose some guys, you will seek revenge more actively, mourning over the loss of a samurai you named personally and trained with love.
Ya man you get exactly what I'm saying. Revenge would play a huge factor because I know if one of my
swordsman died I'd murder every last one of them.

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Blxz
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Wed Feb 08, 2012 12:34 pm

Chris_The_Great wrote:but that means the NPCs can do the same to your characters. Is that what you want?
When it is within reason then, yes! That's the whole reason I started that thread a while back. But as someone else said, random murder is not fun gameplay or all that believable in most cases. So, can you find a good reason to have this? Might tie into the whole 'reputation' thing that someone in another thread was talking about.

For example, if your men are well known for killing opponents then others would be more likely to kill you. Normally I'd expect a fairly low chance unless you are attacking a faction stronghold or something.
p­ie

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1337
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Wed Feb 08, 2012 1:20 pm

If you are a true Samurai and you lose a fight, you either die in battle or commit seppuku 8-)

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The Biolizard
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Wed Feb 08, 2012 1:47 pm

So what I think we are all getting out of this is that finishing your enemies if you have won is wicked but having this option is a double edged sword because they can finish you too.
Mattk50 wrote:as long as capturing is the better, more profitable option, then you have some motivation to not just kill everything, same with NPCs.
Mattk50 is right. As long as making them your slaves or delivering bandits to the police has a more reasonable option, then the killing and the capturing is balanced.

1337 wrote:It also makes the game more interesting in my opinion: you start asking yourself "is it worth taking the risk of attacking that group" and so on and if you happen to lose a battle and lose some guys, you will seek revenge more actively, mourning over the loss of a samurai you named personally and trained with love.
1337 then stated that it makes the player think more about the choices they make. Like if they want to risk their party. Risk the "samurai you named personally and trained with love" and with saying that, revenge would come into play. Trying to avenge your fallen comrades would make the game a much more personal experience.
Blxz wrote:When it is within reason then, yes! That's the whole reason I started that thread a while back. But as someone else said, random murder is not fun gameplay or all that believable in most cases. So, can you find a good reason to have this? Might tie into the whole 'reputation' thing that someone in another thread was talking about.
Then Blxz gave another reason, so it would tie into the reputation system. He then stated that if you kill people, people are more likely to kill you because of your bad reputation. Say you killed some of the Knights who wear yellow (The Empire I believe), the Blue knights who fight them would like you a lot more and maybe even give you rewards, or help you out when your in a tight spot some time.

1337 wrote:If you are a true Samurai and you lose a fight, you either die in battle or commit seppuku 8-)
And then 1337 sarcastically stated that you should be able to perform an honorable suicide :lol:

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gusmil
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Sat Feb 11, 2012 3:30 am

-Voting "Other"

Sorry for interupting your chat, but what -I- would want done next after that nature patch would be
shortcut on the keyboard for Inventory "i", map "m" and drag and drop items on party members pictures so it goes directly into thier inventory + prioterize items going straight into bag all time instead o randomly if one have one equiped.

After that bigger armies, but this smaller update before that would be very thanksfull from my side and mabye quite a few others.

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The Biolizard
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Sat Feb 11, 2012 4:15 pm

Ya ya I can see that helping a lot actually and making bigger armies more manageable. :D

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gusmil
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Sat Feb 11, 2012 6:34 pm

The Biolizard wrote:Ya ya I can see that helping a lot actually and making bigger armies more manageable. :D
Yes exactly what I feelt to, It's enough extra work with 17 man squad already than to have to double that later on with huger armies, or triple depending on what sieze frame we going for and before that gets added this smaller patch would make alot more sense.

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The Biolizard
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Sat Feb 11, 2012 8:04 pm

gusmil wrote:
The Biolizard wrote:Ya ya I can see that helping a lot actually and making bigger armies more manageable. :D
Yes exactly what I feelt to, It's enough extra work with 17 man squad already than to have to double that later on with huger armies, or triple depending on what sieze frame we going for and before that gets added this smaller patch would make alot more sense.
You sir/mam have a good feel for what should be implemented. Just a minor feature I think should be in is a leader for each faction that is powerful in different ways. Like one that is good at defending but is bad at attacking and one that is the opposite of that. Then if you kill him (or someone else does) the faction would replace him with another person.

There should be generals with names as well, so you know exactly what to expect in terms of strategy when facing a certain battalion of troops under a certain general. It would just be a neat little thing that makes you feel more immersed in the game, and would make it feel like there are actually other important people in the world besides you.

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txfirefighter
Posts: 552
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Location: Texas

Sun Feb 12, 2012 2:32 pm

The Biolizard wrote:
gusmil wrote:
The Biolizard wrote:Ya ya I can see that helping a lot actually and making bigger armies more manageable. :D
Yes exactly what I feelt to, It's enough extra work with 17 man squad already than to have to double that later on with huger armies, or triple depending on what sieze frame we going for and before that gets added this smaller patch would make alot more sense.
You sir/mam have a good feel for what should be implemented. Just a minor feature I think should be in is a leader for each faction that is powerful in different ways. Like one that is good at defending but is bad at attacking and one that is the opposite of that. Then if you kill him (or someone else does) the faction would replace him with another person.

There should be generals with names as well, so you know exactly what to expect in terms of strategy when facing a certain battalion of troops under a certain general. It would just be a neat little thing that makes you feel more immersed in the game, and would make it feel like there are actually other important people in the world besides you.
I think that's the intelligence option.
Valar Morghulis "All men must die."

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gusmil
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Sun Feb 12, 2012 4:39 pm

txfirefighter wrote:I think that's the intelligence option.
But Thank you! :ugeek:

No point having cake and icecream before you have plate and spoon. You could, but it would be harder :3

mrthalax
Posts: 2
Joined: Thu Feb 16, 2012 12:11 am

Thu Feb 16, 2012 12:41 am

Personally I don't really care about the multi-threading for now, although it may free up some problems later and let you explore more things, it's also harder and at least for me unneeded considering that I'm running it on like 200 fps with the occasional drop to 30 when I start loading a new area. Although if people are having problems it might be a sooner rather then later scenario. Love you Chris (no homo)
I want to die peacefully in my sleep like my grandfather, not screaming in terror like his passengers.

-Frankenstein Joe

ganf
Posts: 3
Joined: Sat Feb 18, 2012 4:28 pm

Sat Feb 18, 2012 4:46 pm

Voted for multithreading, because I think it could add to the popularity if it increases the scope of gameplay enough.

For instance, I'm a player of Shogun 2, and have lots of fun with it, but it doesn't have any means of focusing on micro-managing your army, and I think with the strong RPG aspect of this game combined with a similar scale of Shogun 2 could make things involving. But I'm the type of person willing to pause a game every few seconds to control each individual in an army. Most would never put up with that, so you might have to add some RTS controls to be used beside the RPG gameplay to the game to suit the whole crowd.

That's just me though. Also, I'd like to cast an unofficial vote for Other:

I noticed in the thread "Becoming a part of a dev team" you said that it would be too much extra work managing volunteers, but I think that if you take volunteers, it wouldn't be too hard to find a volunteer to manage the volunteers.

Think: It would still take a lot of technological know-how to sift through the trash, return projects with suggestions on how to improve them, and then maybe make a couple not-so-obvious tweaks with the permission of the original volunteer before passing the chunky bits of gravy on to you, Chris, for final approval and possible implementation. People mod and volunteer to help develop alpha projects like this to flex their code-muscle and learn new aspects of the trade. Managing volunteers is probably more intensive on this aspect and also helps with another set of skills which can be important for a career: Management.

I'm bringing this up again because Kenshi is very, very reminiscent of the tabletop games I used to put players through, with a hard-knock world and area-specific injuries. I want to see this game go through the final stages of production so bad my genitals hurt, but sadly lack the financial means to pay your way through the entire process. So I instead offer a half-baked idea that's already been rejected.

Legit.

Edit: maybe I should've kept my mouth shut until I actually played the game. Still downloading. Scream away if none of the stuff about RTS controls for large scale operations makes sense.

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gusmil
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Sat Feb 18, 2012 6:21 pm

I micro manage in Shogun 2 all the time O.o so what in earth you talking about?
The diffrence is you moving units instead of one soldier. If I didn't do that I would lose alot more :o

Only have a 3:1 win ratio however. (win/lose)

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SilentHill
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Sat Feb 18, 2012 6:40 pm

I voted multithreading, seems smartest to do that as early as possible.

ganf
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Joined: Sat Feb 18, 2012 4:28 pm

Sun Feb 19, 2012 3:40 pm

I micro manage in Shogun 2 all the time O.o so what in earth you talking about?
The diffrence is you moving units instead of one soldier. If I didn't do that I would lose alot more

Only have a 3:1 win ratio however. (win/lose)
That's not micro-managing from my perspective. You can't play shogun without managing individual units of troops, but I would enjoy shogun more if I could have a team of 5 or 6 highly skilled shock troops that I could use to harrass the enemy from all angles while they march forward and line up, causing them to waste ammo and eroding their morale. Since you can't manage individual troops' stats and gear in Shogun 2, you can't have heavily geared, highly skilled specialists. Kenshi could though, it just needs to operate on the same scale as shogun 2.

Multithreading please.

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UndefinedM
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Location: Italy

Thu Feb 23, 2012 11:00 pm

so now that the foliage update is out, what will come next?

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1337
Posts: 944
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Thu Feb 23, 2012 11:06 pm

Look on lofigames.com for upgrade features:

NEAR FUTURE PLANS
-bug fixes, and foliage improvements
-optimisations
-sleeping in beds, then building ownership


Also, Chris said something interesting about new movement and improved pathfinding...
http://www.lofigames.com/phpBB3/viewtop ... 6251#p6251

You should always proofread carefully to make sure you didn't any words out.

Need help? pm me or any other mod.

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Captain Deathbeard
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Fri Feb 24, 2012 11:42 am

I'm currently overhauling the pathfinding and movement system. This means no npcs getting stuck, no walking through walls, as well as reduced map loading times and increased frame rate. Will also allow, at a later date, buildings to have doors, and towns to have gates. Estimated release in 2 weeks. Then I'm going to do some fun stuff, like buildings, crafting, or capturing.

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