+15 hours playing 1.1.0 Feedback.

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Bringing back the trainer skill and giving lords a decent amount of it by default would be a start. Cap it to an extent similar to the perk that provides fast progression for tier 1-2-3 troops.
Something like this would be an elegant way to solve the problem.
 
The reason large army stacks are being continually created is because council of the Commons once passed is super unbalanced and grants 1 influence per notable. Needs to be reduced by a factor of 10 imo. Hopefully this will be addressed soon
No joke, after 10-15 in-game years in a previous playthough, myself and every other clan in my faction had between 15.000 to 30.000 influence points.
 
I've seen the same.

I think they needed to adjust the angle of the level up process: more out of battle training opportunities versus easier to level up.
This.
Bringing back the trainer skill and giving lords a decent amount of it by default would be a start. Cap it to an extent similar to the perk that provides fast progression for tier 1-2-3 troops.
Definitely. Most battles I fight are against lords with 30-70% recruits in their army and since recruits die like flies it's hard for lords (or the player) to level up significant numbers. There is a perk in leadership that helps (raise the meek: daily xp boost to tier 1-3), but it can take a while to grind out 25 leadership early game (Before you can raise armies). Maybe just a passive buff from leadership that gives xp to all troops every day, something like 1xp per 25 skill points.

Also, all recruits should have shields. From a gameplay perspective, they'd live longer and level up more and battles would be harder. From a reality perspective, who'd give a soldier a sword/spear but not bother with a shield... At the moment it's way too easy to plant yourself on a hill with a ton of archers and kill half their army before they even get close to you.
 
Council of commons needs a nerf, and forming an army should cost double-triple the influence to slow down the constant wars/snowballing.
 
On my current playthrough, I am vassal of Vlandia and we are at war against Western Empire. I am close to day 300 and I have to say that it looks like snowballing have been fixed. On the other hand, Vlandia and WEmpiere are creating new armies every second, and killing a +600 men army is not decisive at all because in some few minutes you can see another huge army coming to my town (Charas).

It is great that snowballing feels fixed or at least much better now but I also think that the armies spamfest could be annoying and repetitive but the current situation is for sure better than one faction going over all the map.

In my dreams, I can see how rebelions, internal succesions wars and new features like too big factions being hated, will stop snowballing without having to give factions tons of influence to help them to recover faster for loosing decisive battles.

I have the feeling that the current situation is a placeholder to help until new features are being developed.
 
In Warband they had legitimate training grounds where you could train all your troops. The addition of the tournaments and arena giving XP helps (and I agree with reduced XP, it’s called risk versus reward and that’s what makes good sandbox play) but I wish it gave, even a nominal amount, of XP to the soldiers that participate. If you hadn’t noticed, it does indeed give that same XP to your companions (which is why I now watch their matches when I’m not in them until I get a confirmation that they still get the simulated XP).

Things from hanging out in castles to leadership giving static bonuses to XP gain when resting anywhere would be great additions to the current system. I understand risk vs reward needs to be maintained, but as long as there is a time investment involved, or it’s a marginal static effect, that balance is easily kept
 
200 is 13%, 263 is midway to 275
And I agree there needs to be a more shallow curve, but it does need to be applied to both sides. I shouldn’t get 5 ranks of weapon use upon my first striking blow in the field.

But I have no problem with getting to 275 as being a rare thing, and maybe it’s like that as of now to get people to concentrate on other stuff and not grind it out........because you cant
 
And I agree there needs to be a more shallow curve, but it does need to be applied to both sides. I shouldn’t get 5 ranks of weapon use upon my first striking blow in the field.

But I have no problem with getting to 275 as being a rare thing, and maybe it’s like that as of now to get people to concentrate on other stuff and not grind it out........because you cant

I agree entirely on the lower end. They need to take 2020's motto to heart and flatten the curve.

On the upper end I wholeheartedly disagree. 275 is an unreasonable reach for the combat (and some other) skills. With most other skills there are ways to make more xp as you skill up (Leadership you're commanding bigger armies, stewardship you have easier access to more foods/fiefs, roguery you're capturing a ton more troops, smithing you're making far more expensive items, etc etc) but combat skills you're maxed out at the same unadjusted xp rate no matter what your skills are.
 
I am not on that level after playing the same game more or less continuously since version 1.0.2 lol. I think that's crazy fast. But I admit I have my focus points put more broadly on different disciplines. I think they should stay with the focus points mechanic, not artificially speed up now
Played now a while, but it doesn't feel too fast. Actually at higher skill points

No joke, after 10-15 in-game years in a previous playthough, myself and every other clan in my faction had between 15.000 to 30.000 influence points.
I really don't like the influence mechanic. Using influence as a currency is just weird. I think influnece shouldn't be a currency, that can buy stuff. It should be something like a level, calculated by Money x friendship/renown/popularity x fiefs. And with that calculated influence level you can do stuff.
For exmaple if there is a vote for something, then your "word" has more weight, when you have a lot influence. That means, that many people with lower influence still can win over you. Also the influence level can drop by losing fiefs and money
but you should also be able to do multiple option while a vote. Using money for bribe people. But then it's not like you just spend all your money and win, there should be conditions. For example you can only spend money for bribes, depending on your influence level.
 
Well I am fine with it accumulating like a currency the way it is now, though I think it is too easy, especially with council of the commons.
I would however like to see a cap on it that is calculated by using renown and/or fiefs. Or just a hard cap at a reasonable level.

When you get too much influence, it literally ceases to matter, and you can keep your huge armies indefinitely which influence is supposed to put a stop to.
 
First of all bartering with AI makes no sense. It should work like it's in Total War where you can't know how your negotiating partner is thinking. Right now it's the worst.
they should make that a perk in the charm or trade tree :smile: maybe like level 150 or something
 
I've seen some weird stuff in the 1.1.0 Beta with companions leveling certain skills instantly very, very high. Here's an example.
4R43d5b.png
 
From what I observe, the body models are not changed visually, but must have something to do with the cloth physics and how they fit onto the body model. As once you turned the preview with clothes on, everyone gets bulky and curvy. The worst ones are townswomen in the taverns, some are not fat, but gigantic when I saw in one instance. and they also happen to have much amplified and overly exaggerated extrusion on their non-flat body parts...that are on their chest and hinds.
This is literally the last thing I care about at this point.
 
- Units are now easier to upgrade which is good.

Dafuq?

My units took the absolute piss to upgrade. I'm talking like having to kill 100 looters continuously, to upgrade like 2 or 3 recruits... then another 100 to get that tier 2 unit into a tier 3, then another 100 to get from 3 to 4... all the while these looters being:
A) difficult to find in early game
B) being harder to catch up with due to the horses nerf

I almost instantly tired of my 1.1.0 campaign because everything was insanely slow, and its not fun chasing looters to auto-resolve battles to make like 1% progress towards levelling up a single recruit.
 
Units require less xp now, they nerfed the 8X AUTOCALC XP so you cant just powerlevel your army to max in a week farming looters.
 
Units require less xp now, they nerfed the 8X AUTOCALC XP so you cant just powerlevel your army to max in a week farming looters.

It's still far, far slower, which means you have to spend more time chasing ****ty looters to level. If you challenge bandits, you're 90% likely to have one of your upgraded units sporadically die when they shouldn't - which completely defeats the objective of training your army at all anyway.
You can't attack any caravans without a lot of casualties (if you can even catch them), and there's no chance of training your units by killing enemy parties without mass casualties...

So ultimately, you're now stuck with a 90% recruit army, unless you put all of your time and effort into auto-resolving looters.


:sleep:?:sleep:
 
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