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King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series |
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#11
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Interesting, provocative ideas!
First let me just state that these are some very interesting, provocative ideas.
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If the player leaves the area, then upon return, new random effects are applied. Sounds pretty interesting... I guess the thing to think about here, is how can a player exploit this? Does the player use a save game at a specific point to then "scout" areas and see which stacks leap on them? Then they reload and exploit it a different way? You'd have to use a purely random seed rather than what was saved in the game to prevent this, but this is a slightly different paradigm than what the developers are using since they save the seed. Perhaps, really what you're thinking is to have random stacks appear out of nowhere, i.e. ambush! So then you have your "normal" stacks that you can see, but "hidden" stacks that you can't - they would have to use a purely random seed, although maybe the total number of ambushes would be fixed. Certainly something to contemplate... Quote:
Could this be exploited? Could I simply keep reloading and then always go for easier stacks? Now the purely random seed required in the previous feature (where it was possibly beneficial) is used where it is possibly a disadvantage. This is tricky... It does vary things more, I'm starting to see a theme here, I think. Quote:
Are you trying to encourage a certain playstyle? Once again, your common theme is to add variance, which sounds like a great idea. But also think about what ways would a player exploit this. Should I keep reloading until I get some good stuff? Once again the purely random seed is a double-edged sword and potentially open for exploitation... Possibly an option to allow this and previous features you mentioned in the game menu, with either a fixed or random seed? Is this worth it? I think your general theme is that you'd like more variance and less exploitation. The save game feature makes minimizing exploitation exceedingly difficult due to the random seed being saved in the save game file. There are potentially ways around this, i.e. don't use the saved seed for certain features you'd like to see, but now this becomes open to the statistics of the randomness. Another possible source of exploitation. I remember playing old D&D games like Eye of the Beholder and simply reloading the save game before a level up until I got the maximum hit points for the level up. Are your suggested changes opening up KB to this type of reload until I get the best style? I also remember in Baldur's Gate where you could export and import items for your starting characters - whoops! That design feature was easily exploited... You present some interesting and provocative ideas (as can be seen from the responses), but I guess the thing to think about is how can they be exploited and how can they be implemented to minimize exploitation? These aren't necessarily easy questions to answer, but they do get the mind thinking! /C\/C\ |
#12
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Ah interesting! I actually find the game difficulty just right on Normal, I've never tried a higher difficulty. I don't use any single stack or other OP strategies, I don't try for no loss either.
I wouldn't enjoy extra randomness that would require you to reload the game several times to get an optimum or not be able to continue, but variety is good. I'm in favour of anything that increases AI options etc. Daniel. |
#13
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I think my biggest 'feature' request for KB:WotN would be to have the actual game released...sooner rather than later.
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#14
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Daniel. |
#15
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Just some small things would make it a lot better.
1) Customizable font size. It's too tiny for me, I actually ended up skipping a lot of side quest stories even though the writing was good when I would read it. 2) True 16:9 of course. ^__^ 3) Full 360 and top-down camera rotation in battles. When it gets really crowded with large units, things can get confusing. 4) Instead of just an arrow path for what cells a unit will travel, the destination cell should be highlighted blue, and then you should be able to hold a key to lock that while you aim to what cell you want to attack. I ask for this because there were some times (especially because of the limited camera angles) that I ran to the other side of an enemy when I didn't want to and torched an friendly unit behind the enemy with my dragon. 5) If you have visited a shop, then clicking on the placemarker on the map should show you what items were available there. There were so many times I went back to get an item/unit later but forgot where it was so I ended up traveling around between islands checking every shop in the world. It would be a lot smoother if I could check via map before actually traveling there. 6) Similarly, if you are traveling back to someone you talked to after completing quest objectives, it should highlight this on the map in case you forgot due to juggling many quests at once. |
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