sweetit

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Aug 17, 2020
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I mean, yes offensively they do good damage, but once they become the target of archers they die fast.
Im sure they will add a minimum range for ranged units and it will be better, thats just ballancing

Let the game get more characters and animations first
and some audio
 
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amabana899

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Jun 9, 2020
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Im sure they will add a minimum range for ranged units and it will be better, thats just ballancing

Let the game get more characters and animations first
and some audio
The Goblins already have a melee weapon, would be nice if they just switched to clubs at <15% max range and walk up to the enemies.
 

Belkezar

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Jun 9, 2024
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The Goblins already have a melee weapon, would be nice if they just switched to clubs at <15% max range and walk up to the enemies.
Weapon-swapping at different ranges is the gimmick of the elite spellblade elves; it'd be kind of funny if the regular goblins just had that.
 
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garbil

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Aug 6, 2017
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6.1 feels like a tech demo with no fail state, or like a gallery. Do i have the wrong version? the enemies only come from one side and the crystal is missing.
 

Stil996

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Jan 11, 2018
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Weapon-swapping at different ranges is the gimmick of the elite spellblade elves; it'd be kind of funny if the regular goblins just had that.
why??? every archer in the history of warfare has carried a melee weapon for when the enemy gets too close, why would the goblins be different. Spellswords should be superior in melee (sword vs club) and I assume they would have superior potential in terms of armour & abilities, with goblins being basic cannon fodder troops.
 

Stil996

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6.1 feels like a tech demo with no fail state, or like a gallery. Do i have the wrong version? the enemies only come from one side and the crystal is missing.
that seems like a fairly accurate assessment to me, My guess is that it'll be a few more updates before we see a "real" game emerge.
 
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Belkezar

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6.1 feels like a tech demo with no fail state, or like a gallery. Do i have the wrong version? the enemies only come from one side and the crystal is missing.
Crystal is gone, along with two sided defense. You lose if the enemies break down your door.

Yes, you have to fuck up really badly for that to happen in this version.
 
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Belkezar

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why??? every archer in the history of warfare has carried a melee weapon for when the enemy gets too close, why would the goblins be different. Spellswords should be superior in melee (sword vs club) and I assume they would have superior potential in terms of armour & abilities, with goblins being basic cannon fodder troops.
Game balance doesn't have to care about historical accuracy/realism.

Goblins are your goober units, it's fine if the little bastards aren't flexible in combat.

Being able to freely dominate both ranged and melee combat within the same fight will certainly be a special ability for some higher end unit.
 

Stil996

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Jan 11, 2018
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Game balance doesn't have to care about historical accuracy/realism.

Goblins are your goober units, it's fine if the little bastards aren't flexible in combat.

Being able to freely dominate both ranged and melee combat within the same fight will certainly be a special ability for some higher end unit.
I didn't say anything "HAD" to be historically accurate, I said that switching from ranged weapons to melee weapons is NOT a "special" ability.

Goblins have ALWAYS been flexible, having the option the use both melee and ranged combat has been in the game from the beginning, goblins may be famous for being stupid, but no creature capable of using tools can be considered so stupid they can't figure how to drop the bow when the enemy gets too close. (I wouldn't mind seeing bad decisions being made based on what what stats are bred into them... though I don't know if this would be too complicated for this type of game)

Having one race be Cheap/common, Weak, Inaccurate shouldn't mean there can't be other Elite/rare, Fast, Accurate, units that have superficially similar tactics.
 
Last edited:
Jan 6, 2018
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I didn't say anything "HAD" to be historically accurate, I said that switching from ranged weapons to melee weapons is NOT a "special" ability.

Goblins have ALWAYS been flexible, having the option the use both melee and ranged combat has been in the game from the beginning, goblins may be famous for being stupid, but no creature capable of using tools can be considered so stupid they can't figure how to drop the bow when the enemy gets too close. (I wouldn't mind seeing bad decisions being made based on what what stats are bred into them... though I don't know if this would be too complicated for this type of game)

Having one race be Cheap/common, Weak, Inaccurate shouldn't mean there can't be other Elite/rare, Fast, Accurate, units that have superficially similar tactics.
I mean, if you want to have a Watsonian (in-universe) reason for them not to switch up in battle. . .

Just picture them as incapable of carrying both a melee option and a bow with arrows at the same time. They can't consider wielding both because of either a mental, cultural, or other deficiency resulting in them refusing to do both. Considering none of the monsters wear the barest hints of armor, who knows.

But for a Doylist perspective. . .

Game balance. Goblins are currently still the strongest unit in the game with the least cost. Range is just that good. If they also swapped to melee automatically if the enemy closed in, that would clash greatly with their current role. And honestly, Orcs only have an advantage in melee because of the leap skill. Shortstacks can win range only because of pierce. But that only starts factoring in once you have massed enemies, and still goblins can be better thanks to deployment costs.


Sure, you could envision a future monster that can do both ranged and melee together, but the starting unit probably shouldn't be that. Maybe have a genetic upgrade like a hobgoblin or something. But not out of the gate.
 

Stil996

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Jan 11, 2018
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I mean, if you want to have a Watsonian (in-universe) reason for them not to switch up in battle. . .

Just picture them as incapable of carrying both a melee option and a bow with arrows at the same time. They can't consider wielding both because of either a mental, cultural, or other deficiency resulting in them refusing to do both. Considering none of the monsters wear the barest hints of armor, who knows.

But for a Doylist perspective. . .

Game balance. Goblins are currently still the strongest unit in the game with the least cost. Range is just that good. If they also swapped to melee automatically if the enemy closed in, that would clash greatly with their current role. And honestly, Orcs only have an advantage in melee because of the leap skill. Shortstacks can win range only because of pierce. But that only starts factoring in once you have massed enemies, and still goblins can be better thanks to deployment costs.


Sure, you could envision a future monster that can do both ranged and melee together, but the starting unit probably shouldn't be that. Maybe have a genetic upgrade like a hobgoblin or something. But not out of the gate.
Did you read the post I made and those I was replying too? You left me feeling a little confused with your choice of wording.

A quick summary for anyone who cares
---
Belkezar said it would be funny for ranged goblins to switch from Ranged attack to Melee.​
I disagreed! and said it has always been normal throughout history for ranged troops switch to melee when the enemy gets close enough
---
Belkezar responded in a way that suggested he thought I was fixated on historical accuracy as opposed to just responding to his interpretation of Ranged>Melee being "funny"​
I responded in a way I thought clarified my point.
---
So now here you are, you seem to think I want to do some mental gymnastics to imagine a reason for why the goblins would be stupid enough not to use melee weapons when it would make sense for them to do so?

You seem to want me to imagine they are incapable of carrying a melee weapon along with their Bow?? like they can't hang a weapon of their belts like almost every archer in history, or like they can't keep a weapon in their quiver, or lay one at their feet (or on racks against the walls in a defensive scenario... you know, like the kind in this game?).

You cite how strong Goblins are right now, in this very unbalanced, very early version of the game, like they need to be this strong going forward??... like they can't be balanced any other way! how about this??

1. Goblins are traditionally weak! almost every other unit can be stronger/faster/more durable than them
2. Goblins are traditionally chaotic! almost every other unit can be more accurate than them
3. Goblins are traditionally cowardly! almost every battle could carry the risk of the goblins routing when they make contact with the enemy (dependent on things like stats and context, eg if they don't have any stronger characters nearby to fortify their courage, or if they don't outnumber the enemy by "n" amount, or if their stats fail to meet certain thresholds).
4. Goblins are traditionally Stupid! They can make foolish choices about when to switch to melee and charge that more elite troops wouldn't do. (eg if their intelligence stats are lower than "n", every point lower than "n" might represent them jumping the gun by additional "x" number of seconds).

You say Tier one troops shouldn't be able to to do "everything" (paraphrasing obviously)...
I disagree strongly! I feel the opposite is true, the lowest level troops are generalised cannon fodder, nothing should stop them trying to fill any role that is open, higher tier troops on the other hand get more specialized as they go up the tier ranks, investing more and more time into getting exceptionally good at whatever specific task/role they are focusing on, eventually being almost unbeatable with the context of their niche but barely better than average in roles they haven't trained for.

The biggest flaw in the various versions of the game so far as far as I see is the Devs haven't done much to define the other races/units, Orcs & Oni are shit, dying early when they should be devastating powerhouses stomping Humans & Elfs, while inspiring goblins to fight by crushing any who try to flee.
Frankly I never played with Spell Swords, but based on their name I'd expect them to be much faster and more accurate than goblins, Smart enough to move back from their starting point to keep the enemy at range for as long as possible, before charging forward when the moment is right maybe using magic to bolster their armour/attack.

TL: DR
I'm not interested in spending any more time debating this, I think I've said everything I need to say.

Is it funny/strange for archers to ditch their bows and arm themselves for melee when the enemy get close?... No! (it's been SOP thoughout history)

Am I going to complain if the Devs chose to have the goblins locked into being exclusively Ranged or Melee?.... No! (it's the Devs game, so they get to decide how their characters act).
 
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Jan 6, 2018
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Did you read the post I made and those I was replying too? You left me feeling a little confused with your choice of wording.

A quick summary for anyone who cares
---
Belkezar said it would be funny for ranged goblins to switch from Ranged attack to Melee.​
I disagreed! and said it has always been normal throughout history for ranged troops switch to melee when the enemy gets close enough
---
Belkezar responded in a way that suggested he thought I was fixated on historical accuracy as opposed to just responding to his interpretation of Ranged>Melee being "funny"​
I responded in a way I thought clarified my point.
---
So now here you are, you seem to think I want to do some mental gymnastics to imagine a reason for why the goblins would be stupid enough not to use melee weapons when it would make sense for them to do so?

You seem to want me to imagine they are incapable of carrying a melee weapon along with their Bow?? like they can't hang a weapon of their belts like almost every archer in history, or like they can't keep a weapon in their quiver, or lay one at their feet (or on racks against the walls in a defensive scenario... you know, like the kind in this game?).

You cite how strong Goblins are right now, in this very unbalanced, very early version of the game, like they need to be this strong going forward??... like they can't be balanced any other way! how about this??

1. Goblins are traditionally weak! almost every other unit can be stronger/faster/more durable than them
2. Goblins are traditionally chaotic! almost every other unit can be more accurate than them
3. Goblins are traditionally cowardly! almost every battle could carry the risk of the goblins routing when they make contact with the enemy (dependent on things like stats and context, eg if they don't have any stronger characters nearby to fortify their courage, or if they don't outnumber the enemy by "n" amount, or if their stats fail to meet certain thresholds).
4. Goblins are traditionally Stupid! They can make foolish choices about when to switch to melee and charge that more elite troops wouldn't do. (eg if their intelligence stats are lower than "n", every point lower than "n" might represent them jumping the gun by additional "x" number of seconds).

You say Tier one troops shouldn't be able to to do "everything" (paraphrasing obviously)...
I disagree strongly! I feel the opposite is true, the lowest level troops are generalised cannon fodder, nothing should stop them trying to fill any role that is open, higher tier troops on the other hand get more specialized as they go up the tier ranks, investing more and more time into getting exceptionally good at whatever specific task/role they are focusing on, eventually being almost unbeatable with the context of their niche but barely better than average in roles they haven't trained for.

The biggest flaw in the various versions of the game so far as far as I see is the Devs haven't done much to define the other races/units, Orcs & Oni are shit, dying early when they should be devastating powerhouses stomping Humans & Elfs, while inspiring goblins to fight by crushing any who try to flee.
Frankly I never played with Spell Swords, but based on their name I'd expect them to be much faster and more accurate than goblins, Smart enough to move back from their starting point to keep the enemy at range for as long as possible, before charging forward when the moment is right maybe using magic to bolster their armour/attack.

TL: DR
I'm not interested in spending any more time debating this, I think I've said everything I need to say.

Is it funny/strange for archers to ditch their bows and arm themselves for melee when the enemy get close?... No! (it's been SOP thoughout history)

Am I going to complain if the Devs chose to have the goblins locked into being exclusively Ranged or Melee?.... No! (it's the Devs game, so they get to decide how their characters act).
Sorry if I misread you, even if I feel it was only slightly. I gave you mental gymnastics because it felt like it was needed to give. Up to you on what you want to believe or not.

Perhaps I should have stated that giving the unit a possible buff early on in this unpolished state is an interesting choice. If only because the reasoning applied seems to be, 'this is standard operating procedure'. I'll agree that there are future ways to 'fix' the problem.

Anyway, not going to debate it, just explaining my own headspace.

Hope you have a good (insert appropriate time period here).
 
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Info geek

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Jun 21, 2023
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6.1 feels like a tech demo with no fail state, or like a gallery. Do i have the wrong version? the enemies only come from one side and the crystal is missing.
Took years to get to this stage. Guess how many more years it'll take before it's an actual game...
 

TheFakeOne23

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Feb 9, 2020
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Does anybody know how to fix this? The window refuses to go back to normal size.
Two ideas: Some windows when they do that can just be re-widened with the mouse by dragging the border. Alternatively while it's the active process you could try if it'll enter fullscreen via Alt+Enter.

If neither work then it's not one of the identical looking issues I sometimes encounter... :confused:
 

iixviiiix

Member
Mar 11, 2020
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Took years to get to this stage. Guess how many more years it'll take before it's an actual game...
With current development , maybe around middle of 2027 or early 2028. The expectation is 6 to 8 unique female units with difference animations , 4 to 5 type of monsters , 4 to 5 type of monster girls.
I think they will add some female NPC likely 3 to 5 NPCs.
They take nearly 2 years to make previous game monster black market and take 1 year for the DLC and bug fix , and since it's around Covid time they may have more time to work on game than now.
So with the size of project R , it's normal to take 3 or 4 year to development.

Right now They take 4 to 6 months to add new monster/female units and testing gameplay mechanic , work may go faster when the mechanics is in places.
 
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