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- Jan 10, 2018
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Honoring your marital vows, and respecting the fact that she doesn't like the idea of you sleeping around even if she puts up with itSo, is there a reason to play goody-two-shoes Rowan? To not cheat on Alexia with pretty much anything that moves? because as far as I can tell, you can just give her some loving too and she won't mind all that much... I guess maybe different paths are for later in development.
(Apologies in advance for the joke; I understand what you meant, but the sentiment is amusing to me when taken out of context.)
Calling it a "problem" reads a bit harsh to me, but I do agree. There's no reason not to savescum away the "Dragon Destroys Village" event, for instance, outside of a vague feeling that savescumming isn't playing the game "properly".IMO the biggest problem with game
(in addittion to the fact that its still in dev and somewhat short if you just go for the objectives)
is the fact that random events when visiting village etc, or at turn end govern so much of the game. You need to savescum if you want certain things to happen
And this holds particularly true for Abbey events, where you can miss out on some pretty well-written events if you don't savescum to, say, see the "Stubborn caretaker refuses to abandon abbey" event over the "Monks hiding in the basement" event.
Personally, I'd strongly prefer that these events were fixed at the game's start, so that you'd be guaranteed to get certain events each time you visited a village, abbey, orc camp, or mine. To preserve replayability (if that's a concern), they could put different locations into different pools; one for "special" events (like where you decide whether or not research the potentially dangerous statue or encounter Dazzarath), one for "normal" events (poison gas in the mines, encountering orc tribe occupying mine), and a few designated "just plain generic" locations (normal "What do you want to do with the village/mine?" event). Ideally, the game should also check how many village destroyed/mine dangerous/abbey worthless events were seeded, and switch out one of the "generic" sites with a "useless" site, if there weren't enough - each game should have about the same amount of potential income, in my opinion.
This does raise the possibility that some events might be problematic to seed if they rely on other events having fired first - but this can be handled by preventing you from accessing the site until the prerequisite event occurred. "You see knights from Rastadel in the village, and decide to come back later", or something similar. Encouraging the player to backtrack at times would also help address the issue where you can easily visit everywhere worth seeing in the first twenty weeks, leaving further exploration feeling somewhat... Aimless.
I don't mind random chance playing a role in the game; I just wish more of it were decided at the game's start, so you weren't occasionally left with the nagging feeling that you missed out on interesting events.