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araziel
10-11-2008, 03:04 PM
First of all, I love the game so far though I find it way easy if you aren't just after a high score (I have never cared about scores, and I don't find myself caring much in this game either). If you turtle a tad bit after getting your town up and running nothing can touch you.


Now onto the suggestions:
- I'd like to see just how many attack/defense/health ticks I need for the next level. Maybe in the character window.

- It's seriously hard to tell how much defense/attack power you have, put numbers on the top of the stack or something. Numbers on the health bar would also be nice. This could well be an optional thing.

- Same thing with the threat levels on the region map. Make them larger, the colors clearer, or use numbers too. As it stands it's very very hard to tell some of the latter ones apart, especially as the game is meant to be played quickly and intuitively.

- Should I equip my farmers with hoes/plows or fertilizer? Herders with oats or flutes? Trappers with snares or traps? and so on ... Same with knives/bows etc for hunters or pitchforks/knives for herders. Tell me the advantages in clear speech. The cook book/exotic cook book are fine, same with the candles/lamps etc. Give me a decent/better/best not necessarily numbers.

- Tell us exactly what each profession do in town, and in combat. I find myself seriously wondering what some spell casters do, and exactly what the buffs/debuffs do and to what degree. This could well be done in the manual.

- Do hunters fight better than trappers? Do archers have a bonus with the bow compared to guards? Document what professions do in town/in battle. Same as above, in the manual is fine.

- On this note, does the ballista tower fire even if the guy in it runs away/fights/dies?

- Prices for items should vary more. I like that you don't get all that much no matter what, but a very good item should at least give you 5 gold instead of 1, seeing this number on the "sell/don't sell" window would be smart.

- Teleports should be numbered or colored so I know where each one goes. With 5 teleports and a hectic pace I find myself using the wrong one way to often.

- When people die, either in my party or in town, give me a LARGE notifier that stays for a while. I've found myself looking at abandoned houses, never having seen any notifier for the people who died. Raids are also sometimes easy to miss.

- The cursor should look different if you hover over someone to interact/talk with them, or when you hover over loot. Just a minor annoyance sometimes.

- Is there a shortcut for showing the follower screen I just haven't found? If not, give me one.

- What does slow armor do? Does it slow my casters? Does fast armor make them faster than default, or just less slow? Does armor without a slow/fast stat not change it at all?

- Do levels affect productivity in town? If not, a slight increase might possibly make you want to level up/exchange or use different characters more often.

- What does a level up do for each profession in combat? Do healers cast faster? Heal more? Both? Also possibly something to put in the manual.

- Make it easier for healers/witches etc to level up.

- I got the same request from the king 3 times in a row at the very start (mandrake, and it was at the last square), request should not be the same twice in a row imho.

- Farmers and food-producers should tolerate hunger for a little while. I almost died because whoever I hired on just left immediately (dwarf warrior, so low food prod)

- Can I order my group to run away? I haven't figured out how. I'd also like to be able to say "hold fire" until I hit something so they don't fetch monsters I'm not ready for.

- An option before the game to get at least one of all special objects (relic, tome, crystal ball etc) would be welcome.

- Something that should be easy enough to implement, and would make for some seriously interesting game play would be a few super-baddies placed around the region that you optionally can kill for good loot (or stumble upon for a quick wipe while fighting others)

- Are there chests already placed randomly around the map or does each section always have a chest? It would be cool if some random chests were placed so exploration paid off.

- Too many weapon/armor drops late in the game. When you finally get an armory and weapon shop up and running they're useless for other than earning a few gold.

- Let me choose to only auto equip misc/production items and leave the weapons/armor alone.

- Including some random events would be fun. Pestilence, crops failing, cattle dying etc. This would make it important to stockpile a bit of food for hard days, or more helpful having a doctors, etc.

- Make raids more exciting. Give us an option to NOT show the attack coming, make it come from different angles and make the composition and number much much more random. A possibility would also be rarely occurring "large" raids that double or triple the number of raiders compared to the norm. Something that makes you RUN home to the town to protect it. If not anything else at least let me pick easy/medium/hard raids in the options before I start.

- Give me a higher difficulty level! Some people play for the challenge, not to beat their score. I'd like to have an actual challenge no matter how I play. Raid me every 4 seconds if that's what it takes, but the way it is now I haven't lost a single time (except on hardcore by dying, which isn't hard as much as it's just plain frustrating).


Again, love the game. Probably played for 20+ hours so far and it's lived up to my expectations. To keep it interesting though I think you need to add some more randomness/depth to the adventuring, specifically the raids/random mobs (and maybe random events).

Ta ta!

OddjobXL
10-11-2008, 07:57 PM
I definitely see an issue with the lack of information here. Now if that were deliberate for some reason, to encourage some suspension of disbelief or fog of war, it would be fine. But given the kind of thing we're wondering about, "what spells are my guys casting?", it just doesn't make a whole lot of sense.

Just clearing alot of that up with tooltips or in-game help of some kind would be great.

What's amazing is how much fun this is even if I don't know what I'm doing. Lots of times, when it comes to equipping townies at least, I'll just let them equip themselves after I take what I need for my party. They don't always do things that are obviously bright but there's alot that's not obvious to me anyhow! I imagine our trapper knows better than I do whether he's better off with the compass or the map.

araziel
10-12-2008, 12:50 PM
I definitely see an issue with the lack of information here.
Hehe, yeah. I don't really want to get bogged down with numbers in game either, but at least being able to hit the manual and figure out some of the basics would be nice.
And tooltips on e.g the "bless" you get cast on you that says what it does are simple non-intrusive ways to tell you a bit more of what exactly is happening.

crossmr
10-12-2008, 08:01 PM
- What does a level up do for each profession in combat? Do healers cast faster? Heal more? Both? Also possibly something to put in the manual. it gives them 4 health, that's it. Everything else is dependent on their raw abilities. A level 3 caster with 6 att heals the same as a level 1 caster with 6 att.

- Too many weapon/armor drops late in the game. When you finally get an armory and weapon shop up and running they're useless for other than earning a few gold.
Unless you want to fight level 13 dragons with pea shooters and plastic swords you don't have much choice. You can either fight them or sit there and burn through healing potions. The armory and weapon shop have limited usefulness. Unless you could upgrade them to produce magic weapons, what they produce won't help you on difficult and hard levels.
Simply nerfing the drops without improving the armory/weaponsmith is a bad idea.

random events
this is a time attack game. As far as food goes, I never finish a game with anything under 600 food.. the only time food is tight is maybe the first day or 2. So I'm not sure what making the food hard to come by would really accomplish. Getting doctors can be extremely expensive if you have to dig a well, so requiring them early would be too difficult (much like when the king requests iron on the 2nd day and you find out its on a level 8 area)

make the raids more exciting This is a fairly random game. Which means anything can happen at any point in the game. the game doesn't really care if you've managed to hire/level up 3 level 8 guards or whether you have no guards. If it suddenly on day 2 decided to hurl in a big raid, good luck spending the next 20 days dieing repeatedly while you try to find them. Good luck recovering from the -800 fame and the massive amount of character deaths.
No thanks..

Azeem
10-12-2008, 08:08 PM
"Attack" and "Defense" values do level up. They're dependent on how much the ability is used - hitting enemies build up Attack experience while getting hit raises Defense and HP experience levels. A higher-level character would generally have better base stats than a level 1 character, but it is indeed possible to have a level 1 character with a very high attack value if (and only if) he or she is better equipped. You can see the individual experience level (though not the numerical value) in the green bars behind the three stats.

Regarding your town's shops, if you have a Priest set to pray (forgot which one at the moment), there's a better chance that your craftsmen can produce an enchanted item. Craftsmens' shops' usefulness are heavily dependent on situation. If you get access to iron early, then smithies can be quite useful in outfitting all your townspeople early on.

On the point of ordering followers to flee - just pause the game, click on their portraits, and order them to return to town.

Not really sure what your point on difficulty level is. If you're dying in hardcore and if hardcore is frustrating to you, then shouldn't that be considered "challenging"? Would you mind clarifying what you mean by "challenging" here?

OddjobXL
10-12-2008, 10:16 PM
It's pretty easy to have a guy who has natural regen and a priest together and end up with a situation where you can sit and watch some weak 'runt' or 'scout' beat on your character to level up defense and hit points. It's kinda boring but you can do that.

While I really dig Hardcore and the challenge of it I'm still finding Hinterland too much of a 'gamey' experience rather than an immersive roleplaying one. That's bugging me probably more than it should. I'd love to see TM or someone else run with the concept and make it something deeper.

crossmr
10-12-2008, 10:42 PM
where you can sit and watch some weak 'runt' or 'scout' beat on your character to level up defense and hit points if he's weak and you want to leave it over night, you might gain 1 or 2 shields.
Anyone who is a lower level than you won't level up your abilities. They move painfully slow. If they're doing enough damage to level you up, your priest and regen won't keep up with it.

araziel
10-13-2008, 05:19 AM
Regarding your town's shops, if you have a Priest set to pray (forgot which one at the moment), there's a better chance that your craftsmen can produce an enchanted item. Craftsmens' shops' usefulness are heavily dependent on situation. If you get access to iron early, then smithies can be quite useful in outfitting all your townspeople early on.Yeah, I know. I don't find the smithys and all overly bad design, it's just a small annoyance that they're often nearly useless at the end. Introducing wear and tear on equipment or something that smiths would fix in town would make this go away (and add interesting depth).

On the point of ordering followers to flee - just pause the game, click on their portraits, and order them to return to town. I know this, still doesn't let me keep melee fighters from rushing if they're close. Also, clicking the portrait of your followers telling them to flee one by one is simply a bad idea designwise. Give me a keystroke to make them all run. No need to make it a hassle when it's so easily accomplished I could probably even program it in.
Not really sure what your point on difficulty level is. If you're dying in hardcore and if hardcore is frustrating to you, then shouldn't that be considered "challenging"? Would you mind clarifying what you mean by "challenging" here?I thought I explained it quite well. On hardcore it's game over when you die, it makes it harder, yes, but also frustrating. How about a harder difficulty level that allowed you to die (decrease drops, make enemies harder, make raiding parties bigger etc). Some people aren't just playing to get a high score, but for the fun of the game itself. If you don't run around pushing the clock at every corner the last 20 sites in a long game are just plain boring whether it's hardcore or difficult. Your town at that point is so powerful no amount of (oh my, are there four of them again? how random and exciting) raiders could ever touch it.

Thanks for the clarification on the healers crossmr, didn't know that. I thought the attack was their "heal" strength or something, silly me. That's another change I'd like to see then, make healers heal more/faster with levelups.
Also, this game is anything but random gameplaywise. Raiding parties ramp up in a linear fashion, baddies are very easy to judge, nothing unexpected ever happens that you haven't seen before/couldn't prepare for. Like I said I still haven't lost anything but hardcore by dying, if you mange to lose from fame or food the way it is now you're doing something horribly wrong. That for me makes food/fame rather useless unless there's a chance of something untoward happening that e.g limits your food supply. Also, not ramping up the raiding parties more is just silly, I've NEVER had a raiding party hit the city (unless I didn't see the "raiding party on the way" message). Even then unless you haven't upgraded at all the town should easily take care of anything except the first two-three of them in a game. It's simply no challenge at all.

And again, most of what I'm talking about are things that should be put in options (harder raids f.ex), not something that necessarily changes the game much for those already thinking it's nice the way it is.
Just finished another long one on difficult now and I don't know how many more I'll bother with until there's a harder non-hardcore difficulty, or a change in the raids-scheme.

LunaticHierophant
10-13-2008, 07:07 AM
First of all, Great game, like it, even if its not really challenging or deep.
Now on Topic: Great you mentioned almost everything I was going to post, that spares me some work.

*Updated*

- More Extensive Use of the Minimap
I think the map on the bottom left could be quite usefull if it would be
a) More detailed
b) Zommed out a bit
c) Using more markers (Like that one giving the Direction back to town)

- On Auto Equip
I'm quite satisfied with this function and I don`t think you should prevent it from equipping armor/weapons, there just some problems this function has:
a) Professions should prefer their type of armor or weapon (Mages never use staves because the attack value is lower than common weapons / Farmers somehow like to use robes?)
b) This function should only effect the stash in town, and not your "own inventory" (the right one)
c) Also I think the function does not take speed into account, maybe a dmg/sek value is appropriat

- On Quests/Raids
I think bossmonsters with exceptional name/stats/items are a really good idea and could also be used for King-Request (Slay the Butcher, Save the Princess etc. nothing special)

- On Followers
Should level up slowly(!) while working. It is really annoying to loot their inventory, kick them out of town and replace them with an higher level equivalent.
Level should effect productivity.

- On Visitors/Advertising
There aren't many professions and advertising isn't expensive, but I would like filteroption (increasing the costs) like min. level, proffesion etc..
(An empty Watchtower stays empty for ever, I only get new Guards)

- On Production
I would like an production queue.

- On Research
Techtree.

- On Building
Is it normal that building/upgrading doesn't take time? Aren't there professions which should build faster?

- On Usable Items
Are to slowly used up, I always have to start selling them.

- On Late-Game Items
Last game as Dwarf I got arround 5xPower Amulets per region, other Items of course too, but I think there are much too less items for characters arround lvl 10-13.

- On Character classes
I don't think they are rightly balanced and I don't like the "adjusted visitors" update.

- On German Translation
Is somewhat acceptable and the notifying box is much to small, German is a really wordy language and if you get a lot of information in short time (for example while being raided) the conent gets cut.

(Addition 17.10)

- Zoomable chamera
I do like for example the "Town few".

- On Follower Screen
A little Icon in the left/right bottom to change attack/defense state. (Something like crossed swords or flying boots.)

Just my oppinion (!) based on Hardcore & Long game sessions, I don't think the inferior options are worth playing.
Thanks for reading, hope someone gives some thought and I am definitely hot for more free content! ;)

Fraek
10-16-2008, 12:59 PM
Second this post, there are a lot of good suggestions.

Ottis Spunkmeyer
10-16-2008, 06:16 PM
Lots of good suggestions in the original post. I don't think I read a single one that I objected to.
I also am still really liking the game, even with the problems I am experiencing.

Tasharil
10-16-2008, 07:25 PM
Followers who are set to defend the town against raids should receive skillups the same as they would if they were in your party.

guru
10-16-2008, 07:41 PM
I posted a little file mod so you can at least get your raids to a level you feel is ...scary.....have fun

http://www.tiltedmill.com/forums/showthread.php?t=19207

ESatire
11-07-2008, 04:33 AM
I'd just like to add my support to Araziel's suggestions.
I think they are all good ideas, that will enhance the understanding of the game, and the actual experience of playing it.
More than that - the constructive, positive way in which they are presented, is exemplary in my opinion. I enjoyed reading them, and I'm sure a game developer would appreciate such style as well too.

As for that one controversial point - the raider's difficulty:
I too think that we could benefit from the ability to pick their relative strength on game creation. If this is already implemented via the general difficulty level, then it is sufficient, though I personally like seeing many options to play with on game creation :)
Regardless, a simple formula that is based on the character's level and/or town level (Which can be calculated abstractly as the sum of follower level), which will ensure more powerful raiders as the game progresses, could certainly be more fun.
Remember that this formula could be fine-tuned later with community feedback, so it will not ruin the balance of the game.

In my opinion, the raiders, as their name implies, should not be an overwhelming, devastating force.
But they should pose enough of a threat to make the player consider fortifying his town to a certain degree. I don't think they were meant to be reduced to a periodic text message which turns into an item drop without you lifting a finger.

lefla
11-28-2008, 02:03 PM
in addition to the very interesting suggestion abive, iŽd like:
leveling of follower per pay/ food conditions
and/or a new type of house: academy allowing a new kind of temporary follower : hero to train fighter, wizard to train fellow wizard etc.... super craftman to improve weapons leaving after a couple of days

tiles with heights (mountain, hills ) something to break the monotony of flatlands

raiders on ressources to interrupt the flow of the ressource (e.g. whatever monster of "reasonable" level occupies a ressource tile which prevents whatever production is linked to it (e.g. potions) )

dragon should not level up so fast (or slower when his level is above the one of my hero)

something to create our maps ^^
thanks for the great game and looking forward for more :)

Lord Blade
12-05-2008, 01:15 PM
A lot of great suggestions there.

Personally, I'd love to see a greater variety in enemies.

And a MASSIVE addition of items. I'm talking maybe 100+ new weapons and armor and such.
And more random magical bonuses.

Honestly, I think they need to steal a few of Diablo's ideas.
When I play this game, it does feel like a simplistic Diablo.

They could do so much more.

Adding a much more indepth list of items that your smiths can make.
A techtree as someone suggested.

And I definitely agree with the idea that villagers should level up from doing their job.

Lochlannon
12-06-2008, 09:16 AM
I really enjoy the game.. has great replayability...here are suggestions none of them need be taken into account of course :cool:

Varied tiles (mentioned before)

Ability to build outposts..would be great to have somewhere else to rest and run to.

Ability to hire random mercenaries.

Embezzlement - towns aprticpants start embezzling money.. if you are a warrior you don't notice unless you add up what they should be making. If you are a different class Merchant/non combat - little hints could be given that imply it. If you are non combat and get raided maybe you can even hire them to protect the town (a chance at negotiation).

When you find a crypt, cave etx you could explore it?

Rival town that is competing for resources?

I love the game just thought I would throw some things out there.

Townspeople having babies, if you start to run out of food some of the townspeople leave and might actually become a group of brigands taking away a province already settled by you.

Raiders have the chance of taking back a settled terriroty and reoocupying it.

Plauge may hit the surround countryside or your town.

Settlers randomly settle and contribute to your economy but might need to be protected in the kings settled lands.

If you are doing poorly a kings advisor could take over and you become an adventurer paying taxes to said advisor with the chance of eventually taking back over or choosing to become a brigand with a whole different mission goal?

Kruniac
12-06-2008, 09:25 AM
1: Make it more compatible with people's systems so that they can get playable FPS.

2: Add interactive settlements, and have character classes be able to interact with them as well. For instance, the footman would be able to guard a foreign settlement for money, a brigand could attack and loot it, etc.

3: Camera zoom.

4: Graphics that are decent quality but dont lag. (This game.. LAGS)

5: More support for non-steam versions of the game.