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Rozkurwiciel

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About Rozkurwiciel

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  1. Hm, not really I've just said what I said and I admit it was kinda off-topical. Just wanted to clear something up about a real-world. As speaking and credit-anegcies, it's always good idea to have one imho.
  2. As for a country comparing to other countries usually they are doing pretty well (especially after Andrie Borg is after their finances again) but what would you say about this one fact that Sweden's debt burden equals 853 300 000 000 USD which gives 91 487 USD of debt for each individual? This means that country is broke that kind of debt may not be paid are any circumstances and will not be. Of course, other countries are in the same condition which makes (almost) all countries broke and credit rating agencies because of the illusion they try to keep will place them higher than 'more broke' countries but it doesn't make Sweden, Norway and Finland any less broke. P.S. America is also broke as f**k. I hope I explained it quite correctly Cheers
  3. Ok a couple of things: Economy: Somebody said nordic countries are rich by the way they are ruled. No, they are broke, believe it or not, it's true. It means if we want to keep things at best possible way we will want free market to do all decisions for us. It's just the way it is and in fact, it's quite brutal in the game, cause you as developers may not allow it! Low taxation makes governor rich by making residents rich. Somebody pointed it out, good for you. Optional ways of making money: Having ignored taxation and prestige system what is left? I want optional ways of making money. Maybe our stronghold is famous for an amazing museum of slain beasts that had unpleasent meeting with us? Maybe some other asset like: mage tower/school (?), famous garrison (where many mercenaries are being trained for a fee), monastery (probably together with gardens) etc. Concerns: Two big ones. First, how to keep it balanced? I don't wanna be flooded with constant river of money coming either out or into my pocket. So I think most of important stuff happening to our stronghold should have timer set on the big events (perhaps smaller ones too?) that happen into the game while we are adventuring. Second, this time once for a time please give me a way to be a bad, bad guy in this game. I'm tired of saving the world (or world with its surroundings) if I want just power, or money, or power and money and blood of innocents please let me show my evil face also (hopefully ALSO) in stronghold mechanics. Maybe my stronghold is a hidden place full of tortured prisoners and piles of corpses I do my rituals on. Maybe I hide it behind all-good-looking keep and clean streets. Let us be monsters!
  4. I have an idea. What if we could make use of certain parts of more powerful monsters to display them in our own museum? E.g. We've dispatched group of trolls or witches. Having taken the skull of their leader we can put it on a display as a part of our monstorous collection available to be watched for a reasonable fee. That would be interesting way of making money and also would serve as a good game mechanics adding some monster hunting feel into the game. Also, for more evil characters perhaps we could be given opportunity to show off with the heads etc. of good characters we have killed during our 'adventures'. Give us a choice to either be sinister mother***, hero of the people or just a mere business-making adventurer. Note that probably making evil-likish museum will not bring us a lot of visitors and give us tremendous income but will rather serve as a magnet for all kinds of evil guys who may want to meet the guy who has managed to kill ABC in order to for example make a business? And what about adding another galery to the game where we could display sets of weapons rather than sell them to merchants?
  5. About icons - I have always considered Dota's (which ever u take; first for smaller ones and second for bigger ones) icons ideal.
  6. Should something like hide armor be supplanted/made obsolete by leather as an "improved version"...? Yes, but... better materials used for the armor should mean harder experience in repairing it. Barbarian in light armour made of basilisk scales once he gets his armour damaged should be eager to wear his old good leather one which can be reapired much quicker and cheaper and probably at every station unlike teh fancy basilisk one. If armor types like hide (or scale, or mail) should remain viable on their own, how should that "upgrade" be expressed to the player? Functional descriptors like "fine scale", "superior hide", etc.? Cultural or material descriptors like "Vailian doublet", "iron feather scale"? Olde tyme numerical descriptors like "scale armor +1", "half-plate +2"? I expect you guys to create something a little bit more ambiotious than mere system of adding 'ones to ones in order to get twos' if you know what I mean . Is it okay for an upgrade from a visual type of armor to maintain its relative position to other armor types even if "realistically" that upgraded armor is now probably superior in protection to other armor types? E.g. an armored jack or brigandine armor is probably more protective than even nice suit of leather armor... but mechanically, we're presenting it as an upgrade of a padded (doublet) armor type. In order to keep both balance and realism you guys should definitelly redifine the system of protection given by leather-made armors. What I mean is... if the armor is light and occupies the slot of pretty high tier it should give still smaller dmg protection than low tier plated armor but should definitely grant some extra buffs that come into the game with the type of armour. Mobility and unhampered dexterity is not enough... imbued combat skills involving fast movement and rampant havoc caused in the blink of eye is an option. Explaining it a little more, how do I imagine this sort of thing is: we have some ability of Cleave which basicilly means smashing in an arch in front of the character. While wearing super heavy armor you can't really move that fast and you will get one strong smash, nothing else, if the enemies are out of the range of the weapon you can't do anything and you miss the target. At the same level guy in the leather armor is able to reach an enemy with a single fast-paced step and thus gets longer range of melee weapon. As a different example we can imagine swirling faster in a Whirlwind or avoiding stumbling or even moving faster towards the desired direction while doing so (wearing the leather coat instead of plate armour). Pleased to help
  7. Ok but I don't see how Rogue can become a Bard, it doesn't make sense
  8. Paladins should rather make a faction of battlepriests from mechanics' prospect. So No for Paladins as a class. On the other hand I don't think we shall be given anything like Bard as a Rogue so I opt for making this class. I'd love to see 2.8mln stretch goal for Bards and 1 more companion. Justification: Bard class made in a way different from rogue-fighter-buffer would make an awesome class. If they only could be mechnicaly interesting being not very versatile with their skills making any rogue redundant addon to the team I'd love to see them. Bard as a peace maker is also an option since we know now we will be able to choose to avoid fights. It would be great to have interesting character aiding us with that task. Unwilling to fight Bard called John would be someone very distinctive and new from my prospect ^^. So Yes for Bards.
  9. The reason pledges 'slowed down' is because of PayPal support. I wouldn't worry much guys about it. I will donate my 25$ on last days as well.
  10. This topic is pretty easy. Level scaling is great to some little extend.
  11. Russian and Polish translation sounds good in principle, although it being handled by distributors, which in this case almost certainly means 1C/Cenega, sounds less so, as many Polish/Russian players will likely agree. Ye... speaking off I'd rather want cdp.pl to take distribution upon them...
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