Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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toaster Assassin
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Thu Mar 08, 2012 9:40 pm
Manaconda Said: then maybe now that he has donned pimp-ass gear he swings at 14 strikes per minute
Pimp-ass gear eh....Is it b**** smack'N good?
Ah so like a bonus from certain items, that would be just fine. Higher quality gear realistically helps improve the quality of work, but isn't that already implemented in the game?
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Manaconda
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Thu Mar 08, 2012 9:58 pm
The morale system would be in addition to the gear stats; sort of a negative or positive bonus to the overall character's AI system.
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toaster Assassin
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Thu Mar 08, 2012 10:11 pm
Would it be single or group morale? What factors would dictate the negative/positive morale? My guess would be fatigue, enemy group size and experience of your henchmen.
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Manaconda
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Thu Mar 08, 2012 10:33 pm
This is where I think it gets interesting. Say certain members of the group like "Larry", maybe they would prioritize their strikes differently, if they see him getting his ass handed to him and they were in between fights. I think the balancing could become an issue, but it might add a new layer of depth to the combat.
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toaster Assassin
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Fri Mar 09, 2012 7:11 am
So a group of Larrys are fighting bandits, they see one of their own getting beat badly (cripple Larry), so the next available Larry will fight the bandit that is harming cripple Larry. Seeing how the AI would react under different conditions would be quite fascinating. Now there would have to be set factors (XP and health (As example)) would the AI really need to henchmen to beat on one bandit if one of the two is a hardened veteran. My only concern of this idea would be the game stability. Having many units all over a real-time map doing different tasks and having different factors that challenge as to what level they will complete it would kinda be hard to keep stable.
Chris said: Dialog system that will be linked into the AI. Characters will say things at times based on their intentions, motivations, opinions and events.
One example listed under
Planned Features on main web-page.
Chris said: Intelligent AI that allows for characters to reason and work towards long-term goals and desires. Squads work together and carry their wounded to safety. Characters can be setup to take care of micromanagement for you.
This one listed under
game features on main web-page.
Judging from the posted content Chris will implement some type of system that makes the henchman "decide" how on to act, so actually your idea hit right on target.
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Shenzo
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Fri Mar 09, 2012 11:10 am
All i ask is that, when you implement the ability to build citys. They need to be super expensive or hard to get.
Sandbox games get old when there are no long term things to look forward too. Not too sure how much attention building things will get Dev wise. I would like to build every piece of my city/hideout. Not just click a button and the thing pops on the screen completed. It should take along time. If you want to be nice you could put different kinds of buildings not just player city type stuff. You could add build able hideouts for those who just want to be bandits. Similar to the merchant shack north of Clownsteady, or for those like myself who like to rule the map have buildable imperial palace/city.
It should take time and ass loads of resources to build. You should have to supply the labor using your clansmen which would hurt your combat ability while they are building. Also having regular raids happen by bandits while all this is going on would be cool. They could attempt to raid your stock piled resources that you need for your buildings. Not only would you have to build the thing you have to defend it as well. The game already has several trade goods construction equipment and tools which could be used for this.
I could go on forever so i will stop here.
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Vivoune
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Fri Mar 09, 2012 3:22 pm
I concur with all of the above, player constructions should be a high end goal, very expensive and hard to get. Both in terms of money but also in terms of finding the right things to do it, like resources that could be a bit hard to come by, that you'd have to stack for some times.
In terms of labor, you'd have to recruit through cities more or less capable workers to do the job (that would influence building's quality and construction speed, and even then it would take several weeks (in game time) to successfully build something, if it didn't get raided/pillaged on the way.
An idea would be to model the buildings in several states of construction, it starts from some foundations all the way through the completed building with more or less steps. Even then, there could be an upkeep cost to keep things in order, whether it is hired guards you could attach to your outpost/city/fort/hideout or shop keeping, workers wages etc.
That i would dig.
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Prezo
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Fri Mar 16, 2012 6:21 am
on moral; I'd say have a moral stat for each of your guys that is boosted by his skill, and his equipment, also have him boost other people around hims moral based on his own. Reduce moral by the number of enemies the and amount of damage he has taken (and have the bonus he provides to his friends go down as he gets hurt).
as the moral stat gets lower the character would fight more defensively and after a certain threshold would rout, this would mean that as a battle went badly you'd start by having your lower skill, badly equipped guys seeing the writing on the wall and running followed by the medium skill decent equipment guys and finally by the guys who are highly skilled and equipped with the best stuff around, of course depending on how good your guys are they might have a high enough moral score that they die before breaking.
on construction; Generally I'd be more wanting to restrict it by quantity as opposed to rarity of the materials, for most construction at any rate, because making anything from a shack to a basic house doesn't require anything that extremely rare, metals wood and clay would be enough. However if you plan on making a palace or outfitting an advanced structure like a manufacturing or medical facility you'd need rarer stuff like higher quality steel and the constituent parts of the medical devices ( quality glass comes to mind)
on that last note I'd like to propose that constructing the building isn't the end of it, when you finish building you have to then acquire the stuff you want to put in there like beds tables machinery forges and whatever, this would probably actually allow you to simplify the building construction process without impacting the overall complexity because you would be able to build various styles and sizes of buildings and then outfit them independently of the actual building, the main influence on what blueprint you choose for your new building would be layout and floor space.
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toaster Assassin
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Fri Mar 16, 2012 6:32 am
Prezo said:
on that last note I'd like to propose that constructing the building isn't the end of it, when you finish building you have to then acquire the stuff you want to put in there like beds tables machinery forges and whatever, this would probably actually allow you to simplify the building construction process without impacting the overall complexity because you would be able to build various styles and sizes of buildings and then outfit them independently of the actual building, the main influence on what blueprint you choose for your new building would be layout and floor space.
Chris said that the houses are just templates and that you actually add the items into the house, there is no hospital building or smithy just a template and what you decide to add into it. Rare items should be used for crafting quality items rather than for house construction. (Rare items are just that, rare and it depends if they are randomly generated or quest tied. Just like you said, I too believe that quantity over expensive materials would make for a better building cost. Rare items are just too rare to trade for building requirements.
For more info on buildings/towns go to
General, click on
page 6 of
General topics find the topic
Resources/Town Management and all relevant info is on
page 1.
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Prezo
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Fri Mar 16, 2012 6:56 am
Thanks Toaster I'll go take a peek at it now (crafting in general is my favorite part of any game that has it)
Chris said that the houses are just templates and that you actually add the items into the house, there is no hospital building or smithy just a template and what you decide to add into it.
which is what I was saying, you build the building then you make the stuff you want to put into the building to specialize it into a hospital or whatever, a whole heap of beds and shelves full of medkits and such would be an example
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toaster Assassin
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Fri Mar 16, 2012 9:34 pm
The template idea makes the creation of way-stations all across the Kenshi realm cost-effective, you waste only the resources you want.
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Mattk50
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Sat Mar 17, 2012 10:42 pm
its been twice as long as the predicted dev time for the next update, i hope this one adds some gameplay value.
also chris is on valve time, clearly.
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toaster Assassin
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Sun Mar 18, 2012 1:07 am
Here are the plans posted under the current update on the main page.The Current build was released on 2/15/12.
NEAR FUTURE PLANS
-bug fixes, and foliage improvements
-optimisations
-sleeping in beds, then building ownership
Based on the above plans it will take some time for Chris to implement/fine tune the above features. The last build included additional content from an paid external entity, so it was released faster. Chris is currently the only dev on the Kenshi project so 100% of the workload is on Chris. (i.e. texture,programming,business management etc..). Patience, all will be revealed in due time.

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1337
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Sun Mar 18, 2012 11:41 am
He's also working on the movement/pathfinding sys
23 Feb 2012, 21:22
Chris_The_Great wrote:Don't worry about it, the next update will have a completely new movement and pathfinding system.
24 Feb 2012, 11:42
Chris_The_Great wrote: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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Prezo
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Sun Mar 18, 2012 10:48 pm
Woo new path-finding can't wait =D
I only wish there was a way we could help other than trying to spruke his game to get him more money.
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txfirefighter
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Thu Mar 22, 2012 4:53 pm
awesome news on the new update! multi-story buildings, new pathfinding, paving the road for new content.
keep it up!
Valar Morghulis "All men must die."
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Shenzo
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Tue Mar 27, 2012 9:47 am
Glad to see Chris is alive. I was worried he was kidnapped by the taliban or something

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Captain Deathbeard
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Tue Mar 27, 2012 11:53 pm
I've been slowed down a bit. I got ill twice, and I had to move house. Nearly there now, but unfortunately it doesnt add anything fun, I am fixing up the pathfinding system to pave the way for future features. After this one I will focus on adding fun features like building and crafting.
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1337
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Wed Mar 28, 2012 12:02 am
Shenzo wrote:Glad to see Chris is alive. I was worried he was kidnapped by the taliban or something

more like kidnapped by EA or such

You should always proofread carefully to make sure you didn't any words out.
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toaster Assassin
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Wed Mar 28, 2012 7:32 am
Fabulous future feature focusing for fun factors.(Alright!

)
1337 said: more like kidnapped by EA or such

EA, the Taliban, I get those two confused all the time. Damn you Osama and your DRM, I bought the game legally! (Shaking fist at air)
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