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And if you were already engaged, you arent getting away anyways, so people generally just save scum. And if its on ironman they just alt f4 to crash the game. Not many people are actually down to accept the loss of 2-5 of your elite brothers, takes a particular type of gamer to eat that ♥♥♥♥ cake. lol.
I think a better system is just to have a difficulty configuration screen when you start a new run in war tales where you adjust some sliders to change the punishments for running. Configure the capture % rate, configure the material loss, maybe a slider for an injury %, etc. That way everyone can tune it to their preference and we aren't making a tedious system to appease a few people who would probably savescum a bad situation to begin with.
In Battle Brothers, if you decide to retreat at the start of the battle, you can play the first few turns to put them on the right path, then hit auto-retreat.
If you decide to retreat when the battle is being lost (which is the scenario we are talking about) then it's very costly and there will likely be deaths.
In Wartales you hit retreat and none of the characters die.
There seems to be no way to lose a battle on morale -- i.e. your guys never try to retreat.
The enemy never retreats either even when you've 'won' the battle by the morale bar.
When you 'win' on morale, you the player are given the option of whether the enemy retreats or not. It doesn't make a lot of sense and it is pandering to the player.
It's heads I win, tails you lose.
Player gets to retreat for free (no losses just pay some medicine & materials) but the enemy never gets that option (either all die or just mostly all die).
Unfortunately, I have to stop playing this game now because I've realised this is too dumbed-down. Back to Battle Brothers until they improve this game.
What I'm looking for is some type of symmetry: you can win on morale but also the enemy can win on morale. (Then the enemy gets to decide whether you retreat or not?)
Basically this game simply sucks because the retreat button just means I will never ever lose another soldier.
Clearly the developers are not giving priority to this type of game design, because this was brought up to the developers 1 year ago and there's no improvement.
So it's unlikely to be improved any time soon.
Is anybody aware of any other message from the Devs saying what they are going to do about this?
If you are engaged with the enemy then they are supposed to get free hits, then you have to make it to the edge of the map, while the enemy still has their turn to play.
The enemy doesn't have that choice to magically insta-retreat with no fatal losses.
It's asymmetric.
Same I've never retreated from a battle.. didn't ever try because I assumed I would just die anyways.. maybe now I'll try.. LOL.
As far as I can tell, it just gives your men each an injury which is easily fixed with 1 medicine each.
It's a very minor consequence so basically you need never need to fear losing somebody because you can always hit the retreat button. (Get out of danger for almost free).
Retreat DEFINITELY needs a rework.
Does anybody know whether the retreat issues (too easy) has been addressed?
I mean, most of these battles have archers or men with throwing weapons, if you as a warrior suddenly just went " i'm out of here " that present danger doesn't just " leave "... He will take advantage of you retreating and chuck his throwing weapon into your back and possibly nick a vital area or cause sufficient damage as you are no longer " engaged " in combat.
Same be it for the archer, he wouldn't just put his arrow back in his quiver and be like " whelp, they got away... " No... He would knock that arrow and start raining hell upon you. They also wouldn't just give up chasing you or pursuing you, whether you started the conflict or they did you're not just going to get away from them.
Anyway just my 2 cents and opinions on it.
Leave that guy on a hill with a shield so the rest can run.
He will be the talk around the campfire for weeks
What does it matter if you are successful in retreating, only to be so crippled that continuing is practically impossible?
The request for more punitive consequences would seem to conflict with the fact that, if you have to retreat, you're already in poor shape to begin with and cannot tolerate much more damage to your party. So finding the right balance is challenging.
Retreats could be handled better, but the combat is not punishing enough to begin with, on max difficulty, that retreat is ever a necessity anyway. As opposed to BB, casuatlies of your mercs close to never happpen in this game. This is the major weakness of Wartales that I've been hoping the devs will fix before full release.
Battles should be deadly for us too, not just the enemy, and the cost of new recruits should be lowered to compensate for that, so that we can replace the fallen reasonably well. When the enemy doesn't hurt (kill) you, then the combat is by definition too easy. BB handled the cycle of losses vs recruiting new mercs very well. The game was very deadly, with very high casualty rate (at least on max difficutly, which is all I ever play), and the cost of new recruits was perfectly balanced and affordable, to regain some form of balance after setbacks or costly battles.
If they fixed that first, then fixing retreat would become more relevant. I've literally never had a need to retreat in Wartales. I may have had 1 or 2 cases of "almost", because I've overreached, but not quite.