Revverie
Despite being aesthetically pleasing, I feel that hideouts are poorly designed.
These hideouts are completely devoid of an internal logic to the bandits that live there, they're poorly guarded, bandits are completely separated one from the other, no one calls an alarm if an attack happens, and you can't even see the prisoners being held in a place because it feels like they don't even bother to hold them in a place. This turns hideouts into a very weird, and repetitive activity because it's basically killing one bandit at the time that presents no threat at all and then their leader spawns out literally -literally- nowhere. Ehh, what's the point of this? Its fun maybe the first time you play it but it's this all you can do with hideouts? A copy from warband but with the addition of leaders?
My suggestion here is to make them an actual hideout where Bandits actually have a brain, since this is a place where they live and they need to protect. Instead of being the player with 10 dudes killing bandits 1 by one while they sleep as if they didn't even think of preventing something like this, make it a place you have to siege, with a bigger amount of people and a bigger difficulty so it doesn't gets stale, think about it as a mini siege, and find a way to force the player to attack with less troops, another thing, the leader shouldn't just spawn out of actual nowhere, make them have a place where they stay that you have to reach so you can confront him. And since we're here, roguery skill could give you the option to sneak behind and kill bandits in their sleep, but only if the roguery skill is present in the party.
In my opinion, hideouts are designed as if this was a game from 10 years ago... Well they're designed as if this was Warband, and this is just... Bad, this is bad, way too simplistic but in a bad way, it takes no effort and no thought to attack a hideout. It deprives the activity from being fun or exciting
Oh, and an example, attacking bandits in Gekokujo actually required you enter a secured place with armed guards, it was more or less the same but damn at least it felt like the bandits had an actual place instead of just a tent
These hideouts are completely devoid of an internal logic to the bandits that live there, they're poorly guarded, bandits are completely separated one from the other, no one calls an alarm if an attack happens, and you can't even see the prisoners being held in a place because it feels like they don't even bother to hold them in a place. This turns hideouts into a very weird, and repetitive activity because it's basically killing one bandit at the time that presents no threat at all and then their leader spawns out literally -literally- nowhere. Ehh, what's the point of this? Its fun maybe the first time you play it but it's this all you can do with hideouts? A copy from warband but with the addition of leaders?
My suggestion here is to make them an actual hideout where Bandits actually have a brain, since this is a place where they live and they need to protect. Instead of being the player with 10 dudes killing bandits 1 by one while they sleep as if they didn't even think of preventing something like this, make it a place you have to siege, with a bigger amount of people and a bigger difficulty so it doesn't gets stale, think about it as a mini siege, and find a way to force the player to attack with less troops, another thing, the leader shouldn't just spawn out of actual nowhere, make them have a place where they stay that you have to reach so you can confront him. And since we're here, roguery skill could give you the option to sneak behind and kill bandits in their sleep, but only if the roguery skill is present in the party.
In my opinion, hideouts are designed as if this was a game from 10 years ago... Well they're designed as if this was Warband, and this is just... Bad, this is bad, way too simplistic but in a bad way, it takes no effort and no thought to attack a hideout. It deprives the activity from being fun or exciting
Oh, and an example, attacking bandits in Gekokujo actually required you enter a secured place with armed guards, it was more or less the same but damn at least it felt like the bandits had an actual place instead of just a tent