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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  
Old 08-05-2012, 11:15 PM
MattCaspermeyer MattCaspermeyer is offline
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Smile Interesting, provocative ideas!

First let me just state that these are some very interesting, provocative ideas.

Quote:
Originally Posted by Sirlancelot View Post
I think the followings features would benefit the whole KB saga:

Prelude:

Generally and conceptually speaking, it would be really interesting to increase the unpredictability factor of the game, specially, the related with the difficulty. Such change would lead to a more compelling experience to those who want to be kept to their toes and worried about menaces, while at the same time enchance replayability.

No more "no casualties" runs, but actually the opposite: a real chance to lose, a real chance to be forced to play against truly superior armies from time to time, a real chance to obligate you to think twice before doing a movement, a real chance to need to take care about money and other resources.
Mostly likely easier said than done, but a noble goal...

Quote:
Originally Posted by Sirlancelot View Post
I got the ideas from the randomization of the weapons location KB standard feature.

1. Every time the player approachs OR, if you prefer, every time the maps are loaded (every time you arrive wherever for the first time) , potentially (% of) increase the speed of every enemy unit on the area for a random value.

Also, every time the player approachs, the enemy gets a chance to make an unexpected sprint to catch him/her.


For example:
Area A: contains undead, worms and dragons groups. Dices are rolled and both the undead and the worms groups get their base speed boosted, the former by 125% and the later by 100%, while dragons speed remains the same.

The player enters the undead zone of influence, conclude such opponent is stronger and decides to try to avoid combat without being forced to retreat: even with the speed boost, undead cannot reach his/her position and they don't get a sprint opportunity: the player succeds to follow his/her path without fighting.

Then, he/she enters the worms domain and and try to repeat the same maneuver: worms are not quick enough, but they get a sprint. However, the player finally changes his/her mind, decide to retreat and saves the day.

Some time later he/she returns to the area, and this time go straight to the dragons area of influence to reach some appealing spot: the dragons get a sprint and catch him, yet lose. Then the player plays around the undead group surrondings and get catched again through another unexpected sprint.
Part of this is similar to what I did in my mod - the map difficulty factored into increasing enemy unit stats, however, you want it to be randomized - interesting!

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:
Originally Posted by Sirlancelot View Post
2. From time to time, potentially (% of) increase or decrease for a random value the number of some of the enemy units on the area. Sometimes this would lead to reduce or raise the difficulty of the affected area and as such, encourage the player to adopt different strategies depending on his/her game style.
Hmmm... sounds interesting, I guess decreasing may not quite be a stride towards making the game harder.

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:
Originally Posted by Sirlancelot View Post
3. From random time to time, as soon as the player enters an area, potentially (% of) add or remove/empty some rewards/appealing spots to/from it. This would encourage players to go after interesting things right after they see them. In addition, would make already visited and plunged areas intriguing to replay.

Obviously the chance to add things should be very low or not be checked very often, otherwise the player would just always behave in a speculative way all the time.
I guess the question here arises: what are you really after with this recommendation?

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\
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  #12  
Old 08-06-2012, 03:23 PM
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1darklord 1darklord is offline
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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.
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  #13  
Old 08-09-2012, 12:59 PM
rickah88 rickah88 is offline
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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  
Old 08-09-2012, 01:06 PM
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1darklord 1darklord is offline
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Quote:
Originally Posted by rickah88 View Post
I think my biggest 'feature' request for KB:WotN would be to have the actual game released...sooner rather than later.
Heh Like I said elsewhere, I'd settle for it being released at all!

Daniel.
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  #15  
Old 08-10-2012, 03:05 AM
Dicetrain Dicetrain is offline
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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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