What do you want next?
I don't know about anyone else, but I would really like to see some of the other skills implemented. Diplomacy is fine and all, but I am excited for the combat opportunities. Mass combat, dodge, stealth, assassination, tracking, martial arts. I want to see how all of this will come together, especially how assassinations will be dealt with. I love this game, and want the proper amount of time given to it for this experience to become amazing, so whatever we get, I am happy. These are my "wish list" priorities though...
That vote is out of date, I swear it was like 3 months ago I pointed that out. Oh well guess sleeping in beds carrying wounded, and building things is still number one... By 237 votes, not even sure if there are 200 active members right now lol. Not dissing the game but I feel better using the steam forums now, and quite a few there feel the same.
Anyways I still think its time for a new skill to be put in. Once the cannibal update is finished we won't have a lot to work with minus diplomacy tweaks. Only thing I see that I think we need is either more armor minus texturing not too hard, or some new base skills turned on. We are getting really use to the current system, and longer we wait to put endurance in for instance something I think my heavy weapon expert ain't gonna like, it will be like when we had to buy blueprints instead of sit in are outposts all day and night and never leave, once we got the start up mats. Oh the confusion as people had to venture out of their chunk of the map and look for blueprints.
Anyways with the exception of the new bugs, most the old ones were found or resolved in some way, so once we get stable again I say we push the envelope a little and bring in some truly ground shattering tweaks such as new stats, forcing us to change yet again and adapt, not mention test the crap out of it, and have tons of new things to work out, not mention it could inspire even more content, other then crafting, and killing.
Anyways I still think its time for a new skill to be put in. Once the cannibal update is finished we won't have a lot to work with minus diplomacy tweaks. Only thing I see that I think we need is either more armor minus texturing not too hard, or some new base skills turned on. We are getting really use to the current system, and longer we wait to put endurance in for instance something I think my heavy weapon expert ain't gonna like, it will be like when we had to buy blueprints instead of sit in are outposts all day and night and never leave, once we got the start up mats. Oh the confusion as people had to venture out of their chunk of the map and look for blueprints.
Anyways with the exception of the new bugs, most the old ones were found or resolved in some way, so once we get stable again I say we push the envelope a little and bring in some truly ground shattering tweaks such as new stats, forcing us to change yet again and adapt, not mention test the crap out of it, and have tons of new things to work out, not mention it could inspire even more content, other then crafting, and killing.
If you really ask me, I'd love to see full combat effects (including dismemberement) and robotics in one of the future releases (0.7x or 0.8x) so we can test that portion of the game ...
'though I definitely have no idea what's more important: full diplomacy, full research tree, full crafting tree or full combat. Really. No idea ...
'though I definitely have no idea what's more important: full diplomacy, full research tree, full crafting tree or full combat. Really. No idea ...
LongClaws wrote:I don't know about anyone else, but I would really like to see some of the other skills implemented. Diplomacy is fine and all, but I am excited for the combat opportunities. Mass combat, dodge, stealth, assassination, tracking, martial arts. I want to see how all of this will come together, especially how assassinations will be dealt with. I love this game, and want the proper amount of time given to it for this experience to become amazing, so whatever we get, I am happy. These are my "wish list" priorities though...
Oh man I would love to see stealth in game for not only my crew but for the sand ninjas. I wonder if the ninjas assassinate you? Like 10x damage from attacking from stealth. That would be awesome. It will also help out for when I want a free people from cages in cannabal compounds.
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EmperorSirRobJr
- Posts: 1
- Joined: Fri Feb 28, 2014 4:25 am
I would like to be able to capture the towns belonging to other factions and making them your own. I have built up a full squad trained really well and the Holy Nation really doesn't like me(because of the Holy Sword) so capturing all their cities and basically destroying that faction would be nice. Maybe even add some sort of leader for each faction that you can find and kill. Just some suggestions, i wouldn't want this game to be rushed.
I like the idea's of ruined cities. Though instead of haven loot in them and all. Think it would be cool to find bandits taken up in them. Given you a place to trade or relate with them if not attack and take out there leader and what not. If not find tasks to assisinate or rob other factions. Make it the black market dirt of the world kind of place.
Also moving camps like the starven bandits.
Also moving camps like the starven bandits.
Though the likly hood of this is slim. But would like to be able to make cuffs and things like that to put prisoners in. That way I can march them to bounty collecters. If not use them as slaves for minning. Though heard there are to be slave traders later could sell the badits as slaves to them. Can even use them as a moven wall in a fight. Even a ground teather would be cool can arm them fight them but they can not run away.
I know you've been around for a while.konvicce wrote:This game have great potencial but in this time, there are any gameplaying...just kill enemy and build base...it funny but not for long time...need quest diplomacy, more information about world, history of faction, etc.
Check out the Roadmap to see everything planned so far.
Located here:
http://lofigames.com/index.php?option=c ... &Itemid=71
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Benzzzzzopila
- Posts: 6
- Joined: Tue Mar 04, 2014 12:58 am
Some of this ideas are already in roadmap but anyway...
I see great future for this game in form of:
1)Huge map for 40-60 factions to build there empires.
2)Wider relations system. Not only simple aggression or good deeds, but also bribery, intimidation of officials and rulers, completing individual quests for fame(or something like this) (which will be generated upon specific need, like food, destruction of town or assassination), gifts, propaganda etc.
3)Preset quests are not vital and intended to uncover world story and some rare loot. Others (as mentioned above) are generated upon certain needs (territories, resources, diplomacy etc.).
4)Population capacity from 20,000 to 80,000 people (depending on map size). I know it is huge numbers, but c'mon guys, we are in 2014 year.
5)Randomly generated map. Towns, villages, forts and other locations are created afterwards buy selected factions as they progress in background while world is generated.
6)Ingame clothes and armour creating tools with predefined and custom parts, colours, applications and form manipulation tool.
7)Ingame buildings, furniture and other environment parts creating and modification tools.
8)Robots are good, but has to be slow, deplete batteries fast (if they are not connected to a generator or a wire inside building), require frequent maintenance and perform simple tasks like mining or watering. Good decision for leader who has low population or(and) can't afford slaves.
9)If there is going to be siege mechanisms, they has to be expensive, slow, require heavy rocks or bombs (even more expensive) and has to be pulled by cattle.
10)Need bulls to carry heaviest stuff in the game.
11)Legendary heroes who can teach you some unique knowledge, rise ability or give unique item. But, he could give you a map or a hint which would start a quest for this loot.
12)Sorry for not smooth text and language.
I see great future for this game in form of:
1)Huge map for 40-60 factions to build there empires.
2)Wider relations system. Not only simple aggression or good deeds, but also bribery, intimidation of officials and rulers, completing individual quests for fame(or something like this) (which will be generated upon specific need, like food, destruction of town or assassination), gifts, propaganda etc.
3)Preset quests are not vital and intended to uncover world story and some rare loot. Others (as mentioned above) are generated upon certain needs (territories, resources, diplomacy etc.).
4)Population capacity from 20,000 to 80,000 people (depending on map size). I know it is huge numbers, but c'mon guys, we are in 2014 year.
5)Randomly generated map. Towns, villages, forts and other locations are created afterwards buy selected factions as they progress in background while world is generated.
6)Ingame clothes and armour creating tools with predefined and custom parts, colours, applications and form manipulation tool.
7)Ingame buildings, furniture and other environment parts creating and modification tools.
8)Robots are good, but has to be slow, deplete batteries fast (if they are not connected to a generator or a wire inside building), require frequent maintenance and perform simple tasks like mining or watering. Good decision for leader who has low population or(and) can't afford slaves.
9)If there is going to be siege mechanisms, they has to be expensive, slow, require heavy rocks or bombs (even more expensive) and has to be pulled by cattle.
10)Need bulls to carry heaviest stuff in the game.
11)Legendary heroes who can teach you some unique knowledge, rise ability or give unique item. But, he could give you a map or a hint which would start a quest for this loot.
12)Sorry for not smooth text and language.
Hmm Benzzzzzopila I like your way of thinking. With the factions in the back ground building forts and what have you. Would make the world change so even if you are used to taken one rought or going one dirrection over time things in that rought could change or even become hostile. Though if you read the developers road map I think his name is Chris. He states that he wants to make it were your actions or inactions change the world as it is. So I think that would be part of that.
The hero thing yeah like the road map says this game is unlike others were you start out as all powerful why not have some one that is all powerful. That you can learn from or that is a king or even a war general. I know it is said you can joing the army. But even then there can be old retired generals with great knowledge you can learn from.
I agree with the quests idea. But not really quests but jobs or requests. An no not talking about the here make this same dumb idem over and over and never changing. But quests for blueprints or just getting paid to explore. Right now the main reason to explore is to find cities with diffrunt blueprints or to find some one to fight.
I know the plan is to build more factions into the game.
An in doing that, that would mean there would be more population.
As for the crafting and the tools and so on. Would be nice if you could tweak them some how. Even by maken them stronger or changing there effects all together by how you build or craft them.
Would be cool to have slaves instead of haven my men do all the minning I can have them training and use the bandits i capture as slaves to either trade or to use as my free work force.
The hero thing yeah like the road map says this game is unlike others were you start out as all powerful why not have some one that is all powerful. That you can learn from or that is a king or even a war general. I know it is said you can joing the army. But even then there can be old retired generals with great knowledge you can learn from.
I agree with the quests idea. But not really quests but jobs or requests. An no not talking about the here make this same dumb idem over and over and never changing. But quests for blueprints or just getting paid to explore. Right now the main reason to explore is to find cities with diffrunt blueprints or to find some one to fight.
I know the plan is to build more factions into the game.
An in doing that, that would mean there would be more population.
As for the crafting and the tools and so on. Would be nice if you could tweak them some how. Even by maken them stronger or changing there effects all together by how you build or craft them.
Would be cool to have slaves instead of haven my men do all the minning I can have them training and use the bandits i capture as slaves to either trade or to use as my free work force.
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Benzzzzzopila
- Posts: 6
- Joined: Tue Mar 04, 2014 12:58 am
Well, Seimears, i was thinking about cosmetic changes, but you words about affecting on weapon not only visually but changing parameters is even better. For example: by adding rings, switching edge sharpening type or using another type of metal.
Yes also would be nice is that the engineers can inspect an idem learn it then remake it. But can only make so many of them before the blue print goes bad.
As for the missions or quests as ppl been calling them. I think one idea would be to creat it simuler to a player based economy. Each faction needs so much food or rum to run there army they can make it or buy it. But then there comes the player and he can destroy his competition take over all food supply systems and control the food of the world. But this would also open up demands in other areas you could fill or ignore. So instead of been missions per say the mission would be to find and build your own economy base through contracts on contacts. Also armor and weapons and other things the player can make are needed the the other factions. There for they have to replace them and so on. Though this would mean a tweak would need to be done to the idems made in the world. That is they can decae over use or time due to rust or just damage. Also this would go back to tweaking the weapons and idems to make them stronger or weaker. You can make a kicking sword. But if it decays with time or use it would also mean you would have to make more of them.
When your squad goes out on patrols or journeys you would have to think ahead with weapons and armor sence with damage they are destroyed. Can also interduse a repair kit. Though repairs with metal never really get them back to there origional form and in time they are no longer able to do so. That would also decrease there value in the market.
As for the missions or quests as ppl been calling them. I think one idea would be to creat it simuler to a player based economy. Each faction needs so much food or rum to run there army they can make it or buy it. But then there comes the player and he can destroy his competition take over all food supply systems and control the food of the world. But this would also open up demands in other areas you could fill or ignore. So instead of been missions per say the mission would be to find and build your own economy base through contracts on contacts. Also armor and weapons and other things the player can make are needed the the other factions. There for they have to replace them and so on. Though this would mean a tweak would need to be done to the idems made in the world. That is they can decae over use or time due to rust or just damage. Also this would go back to tweaking the weapons and idems to make them stronger or weaker. You can make a kicking sword. But if it decays with time or use it would also mean you would have to make more of them.
When your squad goes out on patrols or journeys you would have to think ahead with weapons and armor sence with damage they are destroyed. Can also interduse a repair kit. Though repairs with metal never really get them back to there origional form and in time they are no longer able to do so. That would also decrease there value in the market.
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Benzzzzzopila
- Posts: 6
- Joined: Tue Mar 04, 2014 12:58 am
About item wearing. If the sword has to break, then everything has to decay. From building to bolts.
Not sure about people, because it will force to add aging as well as children, so they could create a morale dilemmas.
Missions about economical or territorial dominance may exist, so they can bring not only goal for those who need it, but also create a logical end for a session by doing last part of it.
And weapons don't break so fast in real world (even for game it would be too fast), so they must lose stats if not properly maintained and only after few months they can break (well, blocking huge weapon blow or very sharp blade can cut or break them but it will be extraordinary situation).
Not sure about people, because it will force to add aging as well as children, so they could create a morale dilemmas.
Missions about economical or territorial dominance may exist, so they can bring not only goal for those who need it, but also create a logical end for a session by doing last part of it.
And weapons don't break so fast in real world (even for game it would be too fast), so they must lose stats if not properly maintained and only after few months they can break (well, blocking huge weapon blow or very sharp blade can cut or break them but it will be extraordinary situation).
Actualy you do not have to bring in aging or kids to make weapons and idems age or wear out.
But yeah if the weapon breaks it would make it a good reason for each person to have and carry a main and a back up weapon. Also would make the production side more reasonable instead of just a economy basis.
Though would be nice to be able to train your men to carry more then one weapon if not a shield. Could then train or teach your men to fight in a taktical form. Instead of the rush in and every one hit the first person you see.
But yeah if the weapon breaks it would make it a good reason for each person to have and carry a main and a back up weapon. Also would make the production side more reasonable instead of just a economy basis.
Though would be nice to be able to train your men to carry more then one weapon if not a shield. Could then train or teach your men to fight in a taktical form. Instead of the rush in and every one hit the first person you see.
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