Critique of Game Mechanics

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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Mindsythe
Posts: 3
Joined: Mon Feb 24, 2014 10:21 pm

Mon Feb 24, 2014 11:04 pm

This is just an overview of my personal view of the game as it stands(V 0.62 as of post). I know that a lot of these issues are going to be addressed and many have already been mentioned in forums.
1 Game world
-The game world has a chance at being really expansive and already is very editable. It currently feels sparse and depopulated, as a desert should, but the lack of engagement and long travel times make me happy that new biomes are planned.
2. Faction interactions
-Faction interactions feel static and boring. settlements don't seem to interact with each other or you much at all. Factions don't seem to have much personality beyond the armor they wear. For example, I built a city next to Catan. You think the Dead Cats would care a little more that a warrior cult has taken up residence in their backyard and is currently producing better armor and weapons than them. I assume the faction AI hasn't been written yet.
-I think the traders all died. They rarely pass my settlement at all, let alone in force ( built town on trade route by following traders, stocked food booze and fabric, set town gate and shop to public. spawn should be tied to population and economy for factions like that.
3.Combat- Seems very random to me. I'm starting to get the hang of utilizing the mechanics that currently exist, but I'd like to take advantage of the games medical system more. This shouldn't be something needing to be heavily micromanaged, just a way of telling my guy that I'd like to cripple rather than kill, or stand in formation, or protect the medic. death/severance later should be more common, but tied only to skilled fighters. I say if you mess with a bandit lord with a giant cleaver than loosing your arm should be a major possibility. Whelps shouldn't have the skill though. Weapon choice has serious and clear effects on combat that are easy to understand and manipulate. Also, decapitations/impalement.
4.Base building- Very expansive and clear. tech tree is very simple to understand. wells should not be tied to farming because water will be critical for survival, unless other means of obtaining it are made available. This aspect of the game I am very much impressed with.
5. Graphics -Its alpha state so....meh.

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Tolwrath
Posts: 1070
Joined: Wed Oct 31, 2012 12:11 am

Tue Feb 25, 2014 9:33 pm

Pro tip: combat can be changed up through use of the "taunt" and "blocks only" buttons. Its also important to manage your equipment, as sometimes wearing heavy armor on a fresh character can actually be detrimental because of how much it impacts skills.
Last edited by Tolwrath on Wed Feb 26, 2014 4:58 pm, edited 1 time in total.

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philthymcnasty
Posts: 736
Joined: Wed Apr 10, 2013 11:57 pm

Wed Feb 26, 2014 2:50 am

http://www.lofigames.com/index.php?opti ... &Itemid=71

You should read the road map. a lot of the stuff you have complained about has yet to be implemented.

As for faction interaction, I find the bandits to be very interesting. The starving bandits steal food, the dust bandits constantly attack, and the cannibals are the best, with their kidnapping. Most of the stuff has yet to be implemented though, like dismemberment.

Mindsythe
Posts: 3
Joined: Mon Feb 24, 2014 10:21 pm

Wed Feb 26, 2014 6:35 am

Mcnasty- Thanks!

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