Lorcalus
Hello everyone.
I wanted to give my take on the current state of game mechanics and directions they are taking. Since this is Early Access I disregarded balance and bugs and only focused on the mechanics in game.
Fell free to post your views on the core mechanics. Would like to see how others see the design, and what bothers them curently and what others hope for certain core mechanics to become. , Hopefully this thread becomes nice overview of the game mechanics.
The Good
Overally the game is quite good. If this would be my first dip into MnB series i would give the game 9/10. But an objective grade would be 7/10. Crashing your troops into the enemy is still thrilling. Definetlly worth the money (even in current state).
Feel free to comment.
P.S: Some time ago i made huges list of suggesstions about all the main core mechanics. If anyone wants to see it (Its a long read) :Link
I wanted to give my take on the current state of game mechanics and directions they are taking. Since this is Early Access I disregarded balance and bugs and only focused on the mechanics in game.
Fell free to post your views on the core mechanics. Would like to see how others see the design, and what bothers them curently and what others hope for certain core mechanics to become. , Hopefully this thread becomes nice overview of the game mechanics.
The Good
- Fief system; Great design. Linking villages with castles/cities makes it more immersible and logical. Very medieval feel. Upgrades seem OK. Militias are great. Hope governor systtem is expanded with more positions (eg. master at arms etc.)
- Battles; There are certain things that need to be adjusted but otherwise there is nothing better than clashing you army against the enemy. Personaly i hoped they would last longer.
- Perks; and leveling; I like it. Leveling feel more logical and immersive. Needs only balancing and adding missing ones. The only hope is that they add option to start game with true sandox with free distribution of starting levels.
- Sieges; Preparations and siege engines are great. Siege itself feels immersive and an achievement. From my view there are still a lot of problems but not design wise. Mechanic has most balance, bugs and AI pathing issues currently.
- Trade; Player caravans are nice additions. Core trade loop seems great. Only hope is to add more regionally unique resources and workshops.
- Kingdom management; Absolutelly terrible.No differentiations between kingdoms. No marshal to lead your kingdom forces. Policies are nice but should be a supplement to complex law system that defines kingdoms. No special interactions with clans. A good hierarchy system(like count>Duke>King) is a requirement for good kingdom system and possible feuds and rebellions. Voting right should be based on kingdom laws.
- Quests; Absolutelly terrible. No variance. Quests shouldnt only be reactive based. There should be also skill based quests and repetable kind of quest. Main questline is not particularly interesting. Hoped that a lot of different things should be included in quests like neutral locations, boardgames etc.
- Diplomacy; Practically nonexistent. There are some basic things but no stances. No predifined relations betwen factions.
- Factions; No variation betwen them. No unique decisions or playing mechanics. The only difference is a buff you get for culture.
- Campaign map; Graphics wise the map is great. Problem is that when you use map that much it becomes boring and stale without anything to supplement the core fighting/sieging/traveling system. Adding some ruins you can visit would add greatly to the gamemplay. Scattering some neutral taverns around map or adding some other neutral sites would make the game more interesting. Also adding roads (even if not functional) and some fields and oases wouldnt hurt. THese additions would also give the player some rest from constant fighting and add a dash of exploration to game.
- Smithing; Idea of smithing your weapon is great but otherwise mechanic is lacking in every other way. There is no way to get custom Weapon otherwise. No smithing NPC to act as quest giver or for crafting weapons for player. Learning parts is to random. No way to buy parts you need instead of grinding everything.
- Clans; Mix of too much different concepts. No difference betwen factions in terms of Clans. Hierarchy system is to basic and mixed with clan system. Vassalage needs to be more differentiated from clan hierarchy.
- Influence; I think its a good system for controling and keeping army together but otherwise not working. Influence should be differentiated from voting system and found more organic and immersive way. Influence costs should more differentiated when controling higher tier clan armies.
- Workshop; Missed oportunity in current state. No restrictions in terms which workshops are available in certain cities. Designating workshop to anything you want really doesnt work in terms of immersion. Hoped cities would have districts with each district having uniques type of workshop and certain unique workshops in different regional cities.
- Bandit Hideouts; Vast improvement compared to Warband. Attacking hideouts is quite good. Otherwise there is really no other thing to do. No options to establish your own rading party. No option for creating your base. THere is no permanent unique hideouts that anyone can occupy.
- Minor factions; Hoped this would be more immersive and important to the game. No special quests connected to them. Hiring them shouldnt be like hiring mercenaries. Minors should have reputation bar that unlock certain interactions at certain tresholds.
Overally the game is quite good. If this would be my first dip into MnB series i would give the game 9/10. But an objective grade would be 7/10. Crashing your troops into the enemy is still thrilling. Definetlly worth the money (even in current state).
Feel free to comment.
P.S: Some time ago i made huges list of suggesstions about all the main core mechanics. If anyone wants to see it (Its a long read) :Link