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Everything posted by Rozkurwiciel

  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...
  12. I'd like companions to be wildly different but I don't think it's possible keeping balance so I voted for 2 option which seems to be pretty easy and fun.
  13. About the languages... just c'mon and make polish version. We rule all the pollings for a reason - we love games and we are Legion :D Be sure to add Chinese translation as well - big market, big profits. And if I were you i would make sure to release russian and italian translations but I don't care about these two ones. From the prospect of mere sources of income I believe translations are something which always pays back so don't add it to your next stretch goals coz we all know you should and will do as many as possible in order to make more money easily.
  14. @Tormentfan Agreed. While i would like to point out that the best possible idea is to connect Baldur's Gate crafting system of artifacts with a little more complexity like: to make an armour XYZ find a couple of leather strips of good quality and do it yourself or pay smith to do it for yourself once you obtain all of the basic pieces (as it was with Equalizer). It's good to have a lore tips about every artifact obtainable in the game to give the player idea where should he had to in order to get desired item. Scaling (to some extend) artifacts is also idea to consider. Inteligent artifacts and especially powerful relics may show all of their potential only in the hand of the truly right wielder, it would also balance up early-artifact type of powergaming.
  15. Absolutely agreed, note that for sake of realism it's neither advisable to make every encounter (doesn't include random ones) and place scaling but definitelly all of the notable significance.
  16. Enchanting and Crafting was not included in 1.1 plan? I'm disappointed. I suppose you will reach the 2.4mln quite easily and very soon but if I see 2.6mln 'Add magic and ressurecting new stretch goal!' I will strongly reconsider buying the game before it's released. My suggestion: - System of customization in magic. Traits helping altering existing spells like: bigger mana cost for bigger land of the effect of the spell or damage. Next traits let extend the old limit and make altering existing spells a little more profitable. - Plethora of animations and models of the same creatures. One monster: 2-3 different models. 3-4 animations of attack, 1-2 animations of casting a spell. - Improve AI getting rid of the stupid fog and stuck related issues.
  17. I am a little worried about 3 floors of the dungeon +1 for every 2.5 of backers. What if the number of floors exceeds 5? Wouldn't that be quite an exaggeration? I'd love to see brand new Watcher's Tower but all spice about that was diversity and story, I think diversity might turn right to hack'n'slash once you run out of ideas. You should have put a limit to the number of floors but I know it might be hard now since you promised to add one for every 2.5k of backers. There is also an option that you will make the rest of the game/dungeons duller spending too time much, efforts and foremostly creativity on this one. Now just hoping you will not screw it up and will not be overwhelmed by 10000 of 25$ backers :D
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