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The Cursed Village in Ludern - A nice Idea Royally Screwed Up
The basic idea collapses because of two total stupidities from the developers

1. every time you break a lock pick it pops you out of the lock picking mini-game - THIS Stuffs up because it resets the lock bar you were working on if you had opened a bar that stays open but otherwise the pick points reset - For Zero reason. So the lock picking relies on total blind fortune as it is screwed up big time

2. Even if you leave the village the noise meter does not reset. I left and camped away from the village and moved back in to EXACTLY the same level on the noise meter 10 hours game time latter - total implementation stuff up of the first water
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Showing 1-15 of 20 comments
zAcEz Jul 10, 2023 @ 6:50am 
I wouldnt say its royally screwed up, just that the noise mechanic in cursed village is just pointless. Minimally you will need to fight at least once every 2 areas.
Blud Jul 10, 2023 @ 7:43am 
Next to Roust, and non combative horses skewing the enemies # count upward, this mechanic needs some love.
= Jul 10, 2023 @ 9:36am 
The counter does reset, it's just slow.
I find the fights in cursed villages to be tedious so I avoid them. Willpower is quite an import stat anyway so it is easy to have a small party with the willpower required to enter the village without being too noisy. I use this party to clear 1 building in the village and then and go and do something else, come back and do the next building etc. There isn't that much in them though.
Kruppe Jul 10, 2023 @ 1:41pm 
Originally posted by Blud:
Next to Roust, and non combative horses skewing the enemies # count upward, this mechanic needs some love.
non-combative horses (pack horses) absolutely DO NOT skew the enemy count upwards...... they have no mathematical relationship whatsoever to the power ratio
Originally posted by Kruppe:
Originally posted by Blud:
Next to Roust, and non combative horses skewing the enemies # count upward, this mechanic needs some love.
non-combative horses (pack horses) absolutely DO NOT skew the enemy count upwards...... they have no mathematical relationship whatsoever to the power ratio


However Prisoners AND Livestock (Boars) do certainly skew the Guard numbers up
Originally posted by =:
The counter does reset, it's just slow.
I find the fights in cursed villages to be tedious so I avoid them. Willpower is quite an import stat anyway so it is easy to have a small party with the willpower required to enter the village without being too noisy. I use this party to clear 1 building in the village and then and go and do something else, come back and do the next building etc. There isn't that much in them though.

Thanks - Tedious - I suspect that will be the games fail! To many cases where Tedium is used especially the "enhance" difficulty
Jimib4158 Jul 10, 2023 @ 7:12pm 
The real problem seems theres no real loot there
Eviltoy Jul 10, 2023 @ 9:57pm 
Originally posted by Jimib4158:
The real problem seems theres no real loot there


This i had in dronvach cursed village not 1 good loot
Psyko81 Jul 10, 2023 @ 10:02pm 
you dont have to be silent i got fed up with the forced fights so i just loaded my entire team into the village and steamrolled one fight pr building
Joikax Jul 10, 2023 @ 11:03pm 
The system as is designed makes no sense. It forces you and suposelly incentivizes you to pick high willpower and low noise characters and then, eventually, it punishes you with the same combat situation as if you had taken your whole party with you and made maximum noise possible. There's no "less enemies spawn because you made less noise" or "fewer characters / high WP characters find an exit quicker" mechanic as one would, by all logic, expect out of something like this.

What is even the point of bringing a low noise party then if at best it saves two or three combat triggers per village that are honestly much easier to do with the full party and equipment on anyway?

All it does is cause the player to "game" the system in a myriad of ways:

Bring a low noise party and scour all non-event lootables first; If a random event happens that the player manages to fail the first thing that pops in mind is to savescum and retry until it's successful; If the noise bar is close to getting full and the next action puts it at full just hop out of the village, bring over all the party left behind, trigger the event and subsequent combat, sit there spamming "look for exit" with everyone and leave combat after two rounds; After that go back out of the village and remake your party to the original low noise one and repeat the process as needed.



It's just silly. There's nothing fun or engaging about cursed villages, it's just gaming the system due to badly implemented and badly thought of mechanics for honestly not that worthwhile loot.
Also doesn't help that the plague ridden in there are stupidly tanky, hit decently hard, cause poisons on hit and on death and are generally one of the most annoying enemy type in the game.
I get that Ludern and the cursed villages were at one point in time the endgame content but that doesn't excuse the lack of polish even at the time, let alone now that that's no longer the case.
Jimib4158 Jul 10, 2023 @ 11:11pm 
Originally posted by Eviltoy:
Originally posted by Jimib4158:
The real problem seems theres no real loot there


This i had in dronvach cursed village not 1 good loot


yea why bother, at least the tomb i might get an artifact
Last edited by Jimib4158; Jul 10, 2023 @ 11:13pm
Kruppe Jul 13, 2023 @ 3:26pm 
Originally posted by Joikax:
The system as is designed makes no sense. It forces you and suposelly incentivizes you to pick high willpower and low noise characters and then, eventually, it punishes you with the same combat situation as if you had taken your whole party with you and made maximum noise possible. There's no "less enemies spawn because you made less noise" or "fewer characters / high WP characters find an exit quicker" mechanic as one would, by all logic, expect out of something like this.

What is even the point of bringing a low noise party then if at best it saves two or three combat triggers per village that are honestly much easier to do with the full party and equipment on anyway?

All it does is cause the player to "game" the system in a myriad of ways:

Bring a low noise party and scour all non-event lootables first; If a random event happens that the player manages to fail the first thing that pops in mind is to savescum and retry until it's successful; If the noise bar is close to getting full and the next action puts it at full just hop out of the village, bring over all the party left behind, trigger the event and subsequent combat, sit there spamming "look for exit" with everyone and leave combat after two rounds; After that go back out of the village and remake your party to the original low noise one and repeat the process as needed.



It's just silly. There's nothing fun or engaging about cursed villages, it's just gaming the system due to badly implemented and badly thought of mechanics for honestly not that worthwhile loot.
Also doesn't help that the plague ridden in there are stupidly tanky, hit decently hard, cause poisons on hit and on death and are generally one of the most annoying enemy type in the game.
I get that Ludern and the cursed villages were at one point in time the endgame content but that doesn't excuse the lack of polish even at the time, let alone now that that's no longer the case.


actually - it's a great challenge - if you can't win in the cursed villages you really need to look at how you play the game and then change some tactics - if you can defeat an arena a cursed village should be a cake-walk
Jimib4158 Jul 13, 2023 @ 4:43pm 
Originally posted by Kruppe:


actually - it's a great challenge - if you can't win in the cursed villages you really need to look at how you play the game and then change some tactics - if you can defeat an arena a cursed village should be a cake-walk



Why???????? i dont get squat. At least in the arena i get a pink weapon if i win, I am by-passing the village, were hardened mercs, we only fight if the prize is worth it.

I expect to be well paid. I’m in it for the money.” – Han Solo
Last edited by Jimib4158; Jul 13, 2023 @ 8:25pm
Joikax Jul 13, 2023 @ 5:28pm 
Originally posted by Kruppe:
Originally posted by Joikax:
The system as is designed makes no sense. It forces you and suposelly incentivizes you to pick high willpower and low noise characters and then, eventually, it punishes you with the same combat situation as if you had taken your whole party with you and made maximum noise possible. There's no "less enemies spawn because you made less noise" or "fewer characters / high WP characters find an exit quicker" mechanic as one would, by all logic, expect out of something like this.

What is even the point of bringing a low noise party then if at best it saves two or three combat triggers per village that are honestly much easier to do with the full party and equipment on anyway?

All it does is cause the player to "game" the system in a myriad of ways:

Bring a low noise party and scour all non-event lootables first; If a random event happens that the player manages to fail the first thing that pops in mind is to savescum and retry until it's successful; If the noise bar is close to getting full and the next action puts it at full just hop out of the village, bring over all the party left behind, trigger the event and subsequent combat, sit there spamming "look for exit" with everyone and leave combat after two rounds; After that go back out of the village and remake your party to the original low noise one and repeat the process as needed.



It's just silly. There's nothing fun or engaging about cursed villages, it's just gaming the system due to badly implemented and badly thought of mechanics for honestly not that worthwhile loot.
Also doesn't help that the plague ridden in there are stupidly tanky, hit decently hard, cause poisons on hit and on death and are generally one of the most annoying enemy type in the game.
I get that Ludern and the cursed villages were at one point in time the endgame content but that doesn't excuse the lack of polish even at the time, let alone now that that's no longer the case.


actually - it's a great challenge - if you can't win in the cursed villages you really need to look at how you play the game and then change some tactics - if you can defeat an arena a cursed village should be a cake-walk

There's nothing challenging about cursed villages, did you even read the post?
Kruppe Jul 14, 2023 @ 9:24am 
Originally posted by Joikax:
Originally posted by Kruppe:


actually - it's a great challenge - if you can't win in the cursed villages you really need to look at how you play the game and then change some tactics - if you can defeat an arena a cursed village should be a cake-walk

There's nothing challenging about cursed villages, did you even read the post?

Well - given you said this >>>> "It's just silly. There's nothing fun or engaging about cursed villages, it's just gaming the system due to badly implemented and badly thought of mechanics for honestly not that worthwhile loot.
Also doesn't help that the plague ridden in there are stupidly tanky, hit decently hard, cause poisons on hit and on death and are generally one of the most annoying enemy type in the game.
I get that Ludern and the cursed villages were at one point in time the endgame content but that doesn't excuse the lack of polish even at the time, let alone now that that's no longer the case."

As your very last entry i'd say, yes... I read your post - bottom line at the bottom - if you can't defeat those villages you really need to relook at how you attack and what your team makeup is and what items you have -

and yes, the villages are a challenge - like arenas - on how well you can adapt your team to different environments...

here's another of your quotes "The system as is designed makes no sense. It forces you and suposelly incentivizes you to pick high willpower and low noise characters and then, eventually, it punishes you with the same combat situation as if you had taken your whole party with you and made maximum noise possible." your CLEARLY not adapting to the different environments - you can defeat these encounters with a full party - ignore the noise restriction - or you can defeat these encounters with just 6 guys; if you can't you're not a very good player in this game.
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Date Posted: Jul 10, 2023 @ 6:14am
Posts: 20