Some ideas to make the game more immersive and flavorful

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NLCRich

Squire
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3
They definitely need to do something with the villages, towns, and castles. I like the idea of special military bonus for castles because these were designed to be military fortifications. While cities have the fortifications added for defense of the city, it is not the intention of having a city. Personally, I'd like to see them put loot and easter eggs in the cities and villages to give you a reason to explore.

Maybe even locks that can be picked and storehouses that can be robbed to attribute to roguery.
 

StewVader

Veteran
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0
You're own example entailed events like this would happen and if a game has events it needs to have negative events games like eu4 or ck2 for a hard start if not everything goes perfectly with events you are dead and same with diplomacy with those games if a person who you need to have an alliance with isnt friendly you cannot play if you're own example was to take then you said an iron mine has a lot of production thos item due to low demand price has highered yiu would do the same thing just know more and if it would work like that lets say you invest you're entire money into the clay market but you get an event saying due to the high production and low demand for clay the price has fallen now you are there stuck with nothing
What...what are you even talking about? Is there a language problem here? I don't understand what you are even talking about or how it relates to what I've said.
 

Itisausername

Master Knight
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0
What...what are you even talking about? Is there a language problem here? I don't understand what you are even talking about or how it relates to what I've said.
You said there should be trading events and you mention a positive trading event yet when i say that when there is a positive there should be a negative you say no there cannot be negatives every game with events has positive or negative events yet you only mention the positive
 

StewVader

Veteran
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0
You said there should be trading events and you mention a positive trading event yet when i say that when there is a positive there should be a negative you say no there cannot be negatives every game with events has positive or negative events yet you only mention the positive
There can be positive and negative. For example, lets say you get a trade tip, but its actually an ambush. Again, just thought of that in 2 seconds.

Both would be immersive and well received I think.
 

Itisausername

Master Knight
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0
There can be positive and negative. For example, lets say you get a trade tip, but its actually an ambush. Again, just thought of that in 2 seconds.

Both would be immersive and well received I think.
And both would be hard to implement but yet no matter how much you argue against if there were to be events for things like demand and this thing now sells really high there needs to be an opposite so tou can invest into something get a tip or an event saying hey you wasted a bunch of money based on this rng mechanic
 

StewVader

Veteran
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And both would be hard to implement but yet no matter how much you argue against if there were to be events for things like demand and this thing now sells really high there needs to be an opposite so tou can invest into something get a tip or an event saying hey you wasted a bunch of money based on this rng mechanic
I've already seen mods that support this. I just think TW should think about it and maybe draw some inspiration from the mods.

 

Itisausername

Master Knight
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0
I've already seen mods that support this. I just think TW should think about it and maybe draw some inspiration from the mods.

Yeah i want events too but anyway i dont really care anymore and bye good talk
 

froggyluv

Master Knight
NW
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0
And both would be hard to implement but yet no matter how much you argue against if there were to be events for things like demand and this thing now sells really high there needs to be an opposite so tou can invest into something get a tip or an event saying hey you wasted a bunch of money based on this rng mechanic
Why would that be hard to implement? Sounds pretty easy to implement should they set their sites on it
 

Itisausername

Master Knight
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0
Why would that be hard to implement? Sounds pretty easy to implement should they set their sites on it
Yeah but what team one guy i know coding mys3lf and from you're other psots you know too the only real way it could happen is a general quest so it doesnt get annoying like mabye a fake caravan escort still its more than a few lines of code
 

black_bulldog

Knight
WBWF&SVC
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0
As far as trading goes what I'd love to see is if you have a trading skill of say 25 rarely a merchant or artisan will have a dialogue option that will allow you to start an exclusive deal with them to sell better goods that are not abundant but that will be more profitable for you. Over time they will give you small tasks/jobs and doing those will get them to offer you better and better stuff that will allow you to make more and more. In other words you start to form a relationship with people that improves over time and you make more money.
Another idea would be we get the option to do a one time deal with a merchant for a big payout, but the catch is you actually have to go into to town and talk to them and buy and sell with them directly. As they come to trust you they're more likely to agree with such a deal. I know it's probably beyond the scope of what TW can/will do but it would be nice.
 

Revverie

Knight at Arms
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0
Honestly, what are the point of castles? They had no use in Warband and instead of giving them an actual use they just linked villages to Castles to make them relevant. But not only do I hate having villages not being owned by lords themselves but also I hate that they're still useless and boring. If you had a town at least there are more things going on, on a castle? Nothing
 

TheWitchIzalith

Regular
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0
I think Artisans at villages would make villages more interesting. Basically, the artisans would consume items bought from towns and make rare/unique items for the player to consume. Yes villagers only sell items, most food to towns. We need items to give bonuses to villages (like tools to speed up hearth creation)

I think requiring resources for settlement upgrades would add more immersion and feels better than just dumping gold. Or perhaps, allow the resources to speed up construction of Castles? I think there is something in to be found in the middle here. I also don't think its a grind, its more of a money sink.

I think Tournaments should be expanded then. To allow for Kingdoms to compete in peace time, a non-war related thing to do. Joust, Melee, and Archery. I think it would be better than the general tournament.

Claims and casus bellis could be implemented, but not necessary for war. There could be just wars and unjust wars that affect loyalty of settlements afterwards. Its just for flavor, wars are so arbitrary and random, and its all there is to do in the game currently. Just thinking of ways to make it more immersive. Claims could also be used to get more votes from the AI for war, etc etc.
I like the idea of paying for materials to build stuff, you had to do this in viking conquest if you wanted to build ships. Which was really rewarding grinding for that first big long ship. It would also be a bit more of a money sink for those who complain theres nothing to buy and gold becomes too plentiful. Could make it so AI lords also have shopping lists for this, which would affect town economy based on whos buying what to upgrade at the time.

The Artisans are hit or miss. Maybe a couple through out Calradia, for spice, and discovery, but every village already produces something "Unique" in the sense they make trade goods. Yes there are other villages that do the same, but they are spread out mostly. Couple Spice vendors, Tea houses, etc that offer a rare (Only 1 or two locations on the map) to buy these.


The Idea of Castle tournaments with 1v1 jousting (1v1 horse back in a stylized arena) and archery contests in that you need to shoot X targets in Y time, or hit X targets with out missing, and they could just program the AI to have specific accuracies for these tournaments that are semi-randomized in difficulty (Peasant, Novice, Capable, Intermediate, Master, Grandmaster) and make a pool for who is capable of what. IE T1 Troops can only ever be Novice/capable. T2/3 could be Novice/Capable/Intermediate and so forth. Lords tending to be Master/Grandmaster, or have it related to their own archery skill. Tie these semi-thematic games with the long awaited Feast mechanic! So now its not just a dinner party, but a 2/3 Staged event. With the player being able to select the agenda. IE Jousting, Archery, Duels, Feast, or just Duel / Feast, and vice versa. Depending on how extravagant you want it to be, the more you pay, and more activities you need. You could also ask Lords/Ladies to play the various board games while at the dinner party. Over all just a big improvement on immersion / Character building with other lords.

Instead of winning money, or a Tournament Prize, you gain reputation, and influence, and the person holding said event gets prosperity added to their estate? This would create another money sink in the fashion warband did with having to fetch food, and exotic trade goods.

I also agree that Noble troops should be hired in Castles, and perhaps the feast function mentioned above could also give the Notables of the castle more power, with which to get noble troops more frequently (Use big lavish parties to attract all the young Noble warriors to your house for recruitment).
 

Honved

Knight
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0
A negative event doesn't have to be the end of the game. So what if you've invested in a pottery shop, and suddenly the price of clay doubles for a couple of months....it won't make money for a couple of months, you've got to scrounge for extra cash to pay your troops in the mean time, and then it goes back to normal. Bonuses don't need to be huge, and drawbacks don't need to be crippling or permanent, as long as they have some impact on the immediate situation. Some posters just try to shoot ideas down without thinking it through.

I've got no problem with having ownership of a village tied to ownership of the castle it's attached to, since they SHOULD be tied economically and politically. Owning one without the other is awkward, since the castle relies on the villages around it for revenue and food, and the villages rely on the castle for protection. Of course, having too few villages (or too poor) to support the castle garrison is another issue.