You're not sorry. Own it. I disagree.
Maybe, but I think it's more of a structural issue that needed more time in development to be balanced. It has a lot of features that don't flow together in a cohesive way. Instead of taking that time it was decided it's playable enough and rushed into beta then full release.
... I should go be a developer for a company that values quality over just good enough.
You're describing symptoms of a bigger problem. Wack a mole isn't the issue. The issue is that once a player advances beyond a beginner the game offers zero chance of actually losing. The player no longer has to rely on his skill he just games the AI. After a certain point it kills playability for intermediate and advanced players. No challenge = no reason to continue playing. Yes, the AI doesn't run out of money but who cares because all they are capable of fielding is endless recruits that can easily be killed. The AI lacks any kind of meaningful challenge and has been reduced to nothing but a nuisance.
Overall it is an exploit but if you take a fief before clan tier 4 you miss out on being a mercenary and creating armies. You'd have to conquer as a solo party with not a lot of troop capacity.
I'd add... Unless your a mercenary or vassal of the culture then you also get additional slots but not as many as if the same as the players culture. And this should also apply to the AI.
What would make the game more challenging?
It would help push the player into thinking somewhat strategically which is sorely lacking in the game. The game needs some limitations otherwise everything is completely arbitrary.
You might be better off listing all the reasons why the game is easy before listing improvements.
This worked for me. Going forward I started gaining renown.
If garrisons were stronger and utilized the defensive fortifications properly then the ability to maneuver troops wouldn't be an issue because they would take losses. The issue right now isn't that its a realistic tactic its the result. The fact that the player can decimate every garrison without losing a single is what is unrealistic. If you can siege a garrison without losses they might as well just add a surrender feature. Regardless it still allows the player to bypass an important feature of the game rendering it trivial.
It's not that it isn't a smart tactic. It's that until they can counter balance that tactic it's way too overpowering for the player. As I've stated above.
My experience is the opposite I think that since they changed combat in the release patch sieges have gotten even easier to defend. I think defensive sieges are great way to take out very large armies especially when your a smaller party/army. I've taken out over 2000+ troops with 300 men with very little deaths. For me it's a very efficient way to kill. I like siege defenses but unlike most of you I'm not obsessed with keeping in game time to a minimum. Different playstyles/priorities. But it makes sense for you because I know you like KG and the benefit of KG is being on horseback. A siege negates that benefit.
It's not just the number of range units its also that there all mostly recruits/militia. Even in significant numbers they can't do enough. And every fief, 75% of their defense are recruits and militia. It's a joke.
I also think they should limit the players ability to create armies and especially create large armies during mid game. Don't tell me.. That's going to be a popular idea as well.
I'm not opposed to changes in the early game but the meat of the game is mid-late game. What does everyone consider early game anyway? I consider it getting clan tier 1. Experienced players can get to clan tier 1 in 7 days or less. That's fine. The early game experience is mostly for new players anyway. And most new players already spend a lot of time in early game. Yes, people restart because of crashes but I doubt that is the overwhelming reason for why people to start a new game.
I disagree. Truth is you'll never make a game that someone will want to play non stop forever while keeping it enjoyable. Eventually a player will get bored and that's normal. If it wasn't for the battles what separates this game from any other game? Its the special sauce of the game. Battle frequency can be tuned once you dial in the difficulty/quality of the battles.
Agreed there is a limit. But you'll never discover that limit if they continue to neuter the AI the way they've done.
Exactly couldn't agree more. The way attributes and skills are setup currently it forces the player to make smart decisions. The problem we have is that you can't say the same about everything else. With sieges they give you two options that aren't even close and it becomes a no brainer what option to choose. There are positive limitations in games and their are negative limitations this game has way too many negative limitations.
It may be the same long path but it doesn't necessarily mean it will be the same grind. If the player is challenged he's not thinking grind if he's thinking grind it's because he's not challenged.
If they made the game more challenging in numerous different ways then it opens up a path and reason to open paths for companions to level easier. But as the game stands right now it's too easy to even necessitate the need for opening those paths. I'm not against it entirely but to open more paths now just makes the game even easier.
I think you are being a bit over dramatic about it taking away a players agency. Its a flawed design in the first place and has nothing to do with player agency. What is the point of the developers trying to fix sieges if experienced players can bypass them in the first place? Does it really make you a brilliant commander to mass fians and rain hell upon a force of 400-500 troops that are made up of mostly militia and recruits? When most fiefs aren't even capable of raining down even a fraction of the fire power back on the player. It's completely unbalanced and it ruins the game.
It wouldn't be popular but it needs to happen.