I've seen some general thoughts on the new prison break feature around the forums, but I haven't seen a dedicated thread for feedback yet, so I'm making one.
Quick explanation on how they work:
General Feedback:
1) It isn't clear to the player what affects the amount of guards that will spawn in the mission, and the number of guards is IMO the biggest factor for whether or not a break will be successful. There is a limited amount of space in the dungeon, and the more guards that are crammed into that space, the greater risk you have of alerting multiple guards at a time, which can make the difficulty of the fight increase substantially. Adding some hints as to what kind of resistance you can expect to face inside the dungeon beforehand would be helpful (both number and quality of guards).
2) Once a fight breaks out, the prisoner will rush towards the guard with a dagger, and as a consequence, the guard will often keep back-pedalling more and more to try to create space between them (this is more prominent with spear troops). This causes the fight to get pushed within aggro range of other guards, and you end up with the prisoner taking on 2 or 3 or 4 guards simultaneously until they get overwhelmed and fall. This lack of control over the prisoner's behavior makes it hard to keep them alive.
3) As noted in the explanation above, the door is apparently unlocked if you are hidden from any remaining guards, though I have never managed to reach the end without alerting all of the guards. I don't know if sneaking was intended to play a role in prison breaks, or if you're intended to fight them all, but guards seem slightly too easy to alert. As a side note, I don't think crouching plays any role in how easily guards detect you, but you will get stuck on the staircases if you try to walk up them while crouched.
4) You currently aren't able to sneak into enemy castles, but lords will sometimes deposit their prisoners within a castle, making them totally unreachable by the player. I know thematically it doesn't makes much sense for the player to be able to enter a castle under a disguise like they can a town, but offering an alternative would be nice. You can still break neutral lords out of neutral castles though.
5) On the topic of sneaking into a town, the two biggest factors on the chances are the player's roguery skill and renown. Roguery makes it easier to sneak in, and renown makes it harder, and the formula is such that 1 level of Roguery will negate 15 points of renown. In the beginning of the game it is relatively easy to stay ahead of the renown curve with your roguery, but as the game progresses, it becomes harder to keep up, since many of the ways of earning roguery XP will also earn you renown as a byproduct (You must fight to get prisoners to ransom and recruit. Raiding, attacking caravans, and attacking villagers all require a fight as well). By the time you reach the vassal stage of the game where prison breaks are useful to your faction, it will keep getting harder and harder to even break into a settlement, until the risk is not worth the payoff. Perhaps it would help to make roguery's positive effect on your chances of sneaking in scale up at a faster rate than renown's negative effect. Making the chances higher at night than in day could be cool too.
Anyone else can feel free to post their own feedback as well.
Tips for delivering feedback more effectively:
Quick explanation on how they work:
When an npc is thrown in prison, the player has an opportunity to break them out by paying off a prison guard. The amount that needs to be paid depends on three things: the ransom value of the npc, the security value of the settlement, and the player's roguery skill. A higher ransom value and security level increases the bribe cost, and a higher roguery skill level decreases the cost.
The number of guards that spawn in the dungeon depends on the wall level and security value of the settlement. The base number is 2, and 1 more guard will be added for each wall level of the settlement. One less guard will spawn if security is < 40 and one more will spawn if security is > 70. So that's a max of 6 and a min of 2. I haven't figured out how the game chooses which troops to use as guards yet though.
You cannot just make a mad dash for the exit, because it will be locked if any guards are actively alerted to your presence. However, from what I can tell, it appears that the door will be unlocked if you manage to reach it while there are no guards actively aware of your presence. So in theory, if you kill off any guards that have discovered you and you manage to somehow sneak past any others, you can escape without fighting all of the guards.
A large chunk of roguery experience is earned for doing a prison break, even if your attempt is unsuccessful; though you will earn significantly more experience if you are successful.
The number of guards that spawn in the dungeon depends on the wall level and security value of the settlement. The base number is 2, and 1 more guard will be added for each wall level of the settlement. One less guard will spawn if security is < 40 and one more will spawn if security is > 70. So that's a max of 6 and a min of 2. I haven't figured out how the game chooses which troops to use as guards yet though.
You cannot just make a mad dash for the exit, because it will be locked if any guards are actively alerted to your presence. However, from what I can tell, it appears that the door will be unlocked if you manage to reach it while there are no guards actively aware of your presence. So in theory, if you kill off any guards that have discovered you and you manage to somehow sneak past any others, you can escape without fighting all of the guards.
A large chunk of roguery experience is earned for doing a prison break, even if your attempt is unsuccessful; though you will earn significantly more experience if you are successful.
General Feedback:
1) It isn't clear to the player what affects the amount of guards that will spawn in the mission, and the number of guards is IMO the biggest factor for whether or not a break will be successful. There is a limited amount of space in the dungeon, and the more guards that are crammed into that space, the greater risk you have of alerting multiple guards at a time, which can make the difficulty of the fight increase substantially. Adding some hints as to what kind of resistance you can expect to face inside the dungeon beforehand would be helpful (both number and quality of guards).
2) Once a fight breaks out, the prisoner will rush towards the guard with a dagger, and as a consequence, the guard will often keep back-pedalling more and more to try to create space between them (this is more prominent with spear troops). This causes the fight to get pushed within aggro range of other guards, and you end up with the prisoner taking on 2 or 3 or 4 guards simultaneously until they get overwhelmed and fall. This lack of control over the prisoner's behavior makes it hard to keep them alive.
3) As noted in the explanation above, the door is apparently unlocked if you are hidden from any remaining guards, though I have never managed to reach the end without alerting all of the guards. I don't know if sneaking was intended to play a role in prison breaks, or if you're intended to fight them all, but guards seem slightly too easy to alert. As a side note, I don't think crouching plays any role in how easily guards detect you, but you will get stuck on the staircases if you try to walk up them while crouched.
4) You currently aren't able to sneak into enemy castles, but lords will sometimes deposit their prisoners within a castle, making them totally unreachable by the player. I know thematically it doesn't makes much sense for the player to be able to enter a castle under a disguise like they can a town, but offering an alternative would be nice. You can still break neutral lords out of neutral castles though.
5) On the topic of sneaking into a town, the two biggest factors on the chances are the player's roguery skill and renown. Roguery makes it easier to sneak in, and renown makes it harder, and the formula is such that 1 level of Roguery will negate 15 points of renown. In the beginning of the game it is relatively easy to stay ahead of the renown curve with your roguery, but as the game progresses, it becomes harder to keep up, since many of the ways of earning roguery XP will also earn you renown as a byproduct (You must fight to get prisoners to ransom and recruit. Raiding, attacking caravans, and attacking villagers all require a fight as well). By the time you reach the vassal stage of the game where prison breaks are useful to your faction, it will keep getting harder and harder to even break into a settlement, until the risk is not worth the payoff. Perhaps it would help to make roguery's positive effect on your chances of sneaking in scale up at a faster rate than renown's negative effect. Making the chances higher at night than in day could be cool too.
Anyone else can feel free to post their own feedback as well.
Tips for delivering feedback more effectively:
- Try to be as specific as possible with your feedback/likes/dislikes. Clearly explain why you think a certain aspect of the feature doesn't work well.
- Keep the hyperbole and emotional statements out of it. Attaching remarks like "it's a complete joke" or "why on earth did you think that was a good idea" is not actually necessary or useful, and only serves to distract from your main point. It's not about protecting peoples' feelings, it's about improving the signal to noise ratio.
- Keep it direct and to the point; make the feedback itself the central focus of your comment. It takes time to read through dozens of comments, and nobody wants to sift through four paragraphs about your general feelings on the company or disappointments with the EA or game itself just to find a nugget of actionable feedback. There are plenty of other threads on the front page where you can spill your heart out.
- If you want to offer suggestions along with your feedback, aim for simple changes that can be applied within the mechanic's existing framework. You stand a better chance of the devs being receptive of your ideas if they are feasible. Comprehensive suggestions that call for large changes or overhauls are better suited to the suggestion forum.
- Discussion about other peoples' thoughts is more than welcome, but try to at least keep it within a stone's throw of the topic at hand, and address the arguments and not the person.
Last edited: