What do you want next?

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.

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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Blxz
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Sat Feb 25, 2012 3:03 pm

Chris_The_Great wrote:I'm currently overhauling the pathfinding and movement system.
This is very welcome news.
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toaster Assassin
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Mon Feb 27, 2012 7:48 am

I am fine with Chris fine tuning Kenshi before adding more features. stability = longer game play = less crashing = an increased replay value. If only Guild II followed such a pattern.


However, my people need beards! 8-) and.....definitely not *CENSORED*! :shock:
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txfirefighter
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Mon Feb 27, 2012 3:45 pm

toaster Assassin wrote:and.....definitely not *CENSORED*! :shock:
blasphemy
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toaster Assassin
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Mon Feb 27, 2012 9:40 pm

Sorry did that comment...sting!

Hopefully no one beeat me to it.

Never mind, I am a little beewildered by the whole bee topic.
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txfirefighter
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Wed Feb 29, 2012 5:24 pm

uhoh.

the bee cult seems to be recruiting new members...
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Blxz
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Sat Mar 03, 2012 4:03 am

This can only be a good thing.
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dunkshi
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Mon Mar 05, 2012 1:33 am

Love the game so far and the concept and the creators philosophy.....but must add the following:

Something must be done to improve the AI of my henchmen (and the enemy)

At present the henchmen simply charge the nearest enemy, and 5 henchmen will run headlong into a single enemy sword-swipe and all cop massive damage. Henchmen show no target discernment or intelligence at all. This needs to be fixed bigtime if I am to believe the companions are in any way real.

Also - a note on combat interface....For my character, I would like exacting control over each sword strike through real-time pausing and managing fractions of seconds and the art of sword-play (and the different characteristics of the various types of weaponry.)

I would also like more control over whether my gang are trying to maim (and therefore take prisoner) the enemy or whether they are going for the jugular and trying to kill as efficiently as possible.

I dont want to just send my horde against the enemy horde - passively watch as they fight very stupidly- then patch them up and limp on.

I really look forward to playing the finished version of this game - keep up the good work Chris

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Blxz
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Mon Mar 05, 2012 4:43 am

dunkshi wrote: At present the henchmen simply charge the nearest enemy, and 5 henchmen will run headlong into a single enemy sword-swipe. Henchmen show no target discernment or intelligence at all.

I would like exacting control over each sword strike through real-time pausing and managing fractions of seconds and the art of sword-play (and the different characteristics of the various types of weaponry.)
So you are willing to manage fractions of a second and minute changes on the way a sword is swung but you won't give individual orders to 5 'henchmen'? Just pause the game and tell each guy to attack a different enemy. Right-click and hold to bring up the mini menu to target a particular enemy rather than just the whole group which is default.
dunkshi wrote: I would also like more control over whether my gang are trying to maim (and therefore take prisoner) the enemy or whether they are going for the jugular and trying to kill as efficiently as possible.
I remember bringing this up before in another thread. The ability to kill a downed enemy. So chris should be aware of it. Dunno if he plans to implement it just yet though. This is an alpha after-all.
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toaster Assassin
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Mon Mar 05, 2012 7:15 am

Blxz Said:
I remember bringing this up before in another thread. The ability to kill a downed enemy. So chris should be aware of it. Dunno if he plans to implement it just yet though. This is an alpha after-all.

Hmm....kinda like Gothic II. My guess would be that the type of weapon would dictate if the enemy is rendered unconscious or dead. As for the ability to kill a downed enemy, you just order your minions to attack. Unless you are thinking more of an "execute" type of command.
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Blxz
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Mon Mar 05, 2012 12:34 pm

Yes, an execute command on a downed enemy. I see no reason why someone shouldn't collapse from their wounds even if you used a sword on them...they should still live most times. Plus it works well with the gameplay.

But being able to finish people off is good. Of course then you open up the debate into the whole 'morality' issue. Is it morale to cut someone open just for the sole purpose of watching their red life-water spilling out onto the sand and your own amusement? I for one think it is. ;)
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toaster Assassin
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Mon Mar 05, 2012 9:57 pm

Blxz Said:
But being able to finish people off is good. Of course then you open up the debate into the whole 'morality' issue. Is it morale to cut someone open just for the sole purpose of watching their red life-water spilling out onto the sand and your own amusement? I for one think it is. ;)
In kenshi I believe that you can make your character a cannibal (Unless it is only for skin texture) stab anyone, and destroy entire cities (later). I could see how the execution feature would be handy in the future. I would raze an entire city, carry the mayor/captain/Main boss to the middle of the burning city and execute him right there :twisted: . Then and only then will there be no competition against Crazy Vasili's wacky discount item store . (Scenically located next to cactus!)
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tom801
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Tue Mar 06, 2012 8:16 pm

Hey Guys,

First of all I want to say I'm sorry in advance if I make mistakes (I'm french Canadian).

I spent the last two days roaming the forum and playing the game before I finally decided to express myself here.

I'm not gonna talk about any particular features I would like to see next or eventually. What I want to say is that this game needs a timeline. Don't know if timeline is the correct word for what I want to say... What I mean is that all futures and eventual features should be listed... and than we should vote not for the ones we would prefer (cause I think Chris is the only one who should decide what to put in it or not to... it's his game after all) but for the order in which they should be implemented... all of them... Not only vote for the NEXT one. But vote for an entire timeline of this project. So then, new people buying this alpha bundle and starting to follow this game would know what to expect in the near future or far future. After that, we could than start to help Chris by suggesting new features or improved features that we think he should add...

And I never liked fixed expected release date for patchs... I prefer that Chris takes his time... But what could he do is post each week let say the % of progression he's at in the current aspect of the next patch...

So what I'm trying to say would look something like that (the versions names are only exemples):

V0.23 : MultiThreading ETA : 2-4 weeks.

Coding 100%
Processing 50%
Testing 0%

V0.24 : Improved pathfinding
V0.25 : Improved A.I.
V0.26 : Adding Key-Feature - Building
V0.27 : Bug hunting and fixes
V0.28 : Balancing
V0.29 : Adding Key-Feature - Factions
V0.30 : Bug Hunting and fixes
V0.31 : Balancing
V0.32 : Etc...

Anyway... I always liked order and discipline ;) I think this would let us - the community - discuss about each patch individually and let us know what to expect a little bit more for the future !

I would reccommend a timeline like this one for let's say the next year... then a new one could be made for year 2 and so on !

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txfirefighter
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Tue Mar 06, 2012 8:52 pm

dunkshi wrote:Love the game so far and the concept and the creators philosophy.....but must add the following:

Something must be done to improve the AI of my henchmen (and the enemy)

At present the henchmen simply charge the nearest enemy, and 5 henchmen will run headlong into a single enemy sword-swipe and all cop massive damage. Henchmen show no target discernment or intelligence at all. This needs to be fixed bigtime if I am to believe the companions are in any way real.

Also - a note on combat interface....For my character, I would like exacting control over each sword strike through real-time pausing and managing fractions of seconds and the art of sword-play (and the different characteristics of the various types of weaponry.)

I would also like more control over whether my gang are trying to maim (and therefore take prisoner) the enemy or whether they are going for the jugular and trying to kill as efficiently as possible.

I dont want to just send my horde against the enemy horde - passively watch as they fight very stupidly- then patch them up and limp on.

I really look forward to playing the finished version of this game - keep up the good work Chris
kudos to bringing the topic back to the point :)
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Manaconda
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Wed Mar 07, 2012 5:50 pm

A morale system might be interesting as well; say "Larry" (henchmen #1) is a little skeptical about going into battle because you haven't given him any pants, but "Bob" (henchmen #2) goes into every battle swinging like a wild man because he has chainmail trousers.

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toaster Assassin
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Wed Mar 07, 2012 9:43 pm

If Larry feels that he does not need to fight because he didn't receive he wanted I would physically drag that character into combat. A moral system like that would get annoying,especially in large groups of henchmen. If you ever played cultures: Gates of Asguard you know what I mean. Nothing is worse than being in a large scale battle (either fighting or fleeing) and having a handful of units refusing to move or listen because they are busy complaining about something. It would be hard to make every unit in a group of fifty happy before battle.
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1337
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Wed Mar 07, 2012 10:37 pm

I have no opinion about this thought it did work in Rome total war if i remember well. Throwing a group of scissors towards rocks never bid well :lol:

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txfirefighter
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Thu Mar 08, 2012 2:39 am

1337 wrote:I have no opinion about this thought it did work in Rome total war if i remember well. Throwing a group of scissors towards rocks never bid well :lol:
i think it would work. they will still fight, just have a higher chance of routing if it got too bad.

it did work in RTW (or RTR) they would fight, but if they routed, then no you had no control over them. there is also a withdraw feature that might be nice.

if some guys were getting too damaged you could just hit it and they would flee away from the battle. eventually they would stop, and then you could heal them. its the same as clicking for them to move, but it cuts a few steps out of the process.
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Kamos
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Thu Mar 08, 2012 4:29 am

It'll be a more effective system to implement when the game can maintain better formed and larger units of men I think. It'll also add a lot of personality to your squad member in the early game. Maybe Old Tom is brave, Really Old Tom is kinda cowardly and Dead Tom is very apathetic. You could count always on Old Tom and Really Old Tom to a point but never trust Dead Tom.

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toaster Assassin
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Thu Mar 08, 2012 8:01 am

A system like that would be workable. But what would suck is if you have a large group of units and you are heading into battle, and then a large handful decides they are not going to follow orders due to different conflicting reasons. All military forces have some sort of discipline instilled upon their numbers, so single units would not step out of line in front of a superior (Character,officer or veteran). So would the personality of a single unit be strong enough to make him flee, knowing fully well that fleeing is treason . I cannot see single units having the ability to desert when their peers are right next to them, groups fleeing I can see. Group morale over individual moral. (A single person is less likely to step out of line if it goes against their groups beliefs (conformity)).
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Manaconda
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Thu Mar 08, 2012 9:11 pm

Yes, I totally agree that disobeying your orders would be incredibly annoying and that's not what I had in mind... more of a subtle change to their fighting stance, e.g. if "Larry" normally swings at a rate of 10 strikes per minute, then maybe now that he has donned pimp-ass gear he swings at 14 strikes per minute (increasing his chances for an offensive damage); or maybe no-trousers-Larry would have a prerogative to "auto-loot" a freshly fallen foe for his shiny new pants. Just a thought

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