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Ein Übersetzungsproblem melden
Gear rebalance:
"bandit" class NPCs gear should have tag - "ragged".
it can still be fixed to full functionality, but it should be extremally cost ineffective.
cost (tool/trader) should be 4 times higher and it should break 4 times faster.
also that items should be completely worthless for trades, item base value is automatically set to 0.
"soldier" class NPCs gear should have tag - "well worn".
Repairing it is still not very cost effective, at cost repair tool 3x/trader 2x and break 2x faster.
it will also have reduced value for traders. base value should be only 50% of original.
"noble" class NPCs gear and trader items - no change.
Also items looted from corpses, should be permanently tagged with "death smell".
Those items value is only 10%, multiplicative with all other modifiers. Also if Henry wears them it will make him stink after some time.
No more: 2 bandit camps and I have decent starting gear, another 2 and I'm as rich as noble. You will still stockpile bandit gear, not for sale but for replacement, as each will probably be only one fierce battle use. Now quest rewards will matter and be useful.
everything nice but stealing would be overpowered...
Energy system rebalance:
Energy should deplete very fast. - Without any perks and buffs 6 hours and its out.
Long not disturbed sleep should give "well rested" buff - that buff should greatly slow down energy drain. Longer sleep, longer buff.
Bed quality should matter more - it should not only affect how fast energy regen, but also affect mentioned above buff, high quality beds should have decreased thresholds, while bad increased.
Overall, it should balance quite well for regular time frame activity like from dawn to dusk.
Main quest rebalance:
For me best quest was For Whom the Bells Tolls. Mostly because of time limit, so let upgrade all other main quest by giving them time limit, of course with enough time for SOME side activates and exploration. For example first deadline: wedding starts in 7 days.
No more: months in game to kill every bandit, open every chest, and do all side quests. No more: "end game" Henry at the beginning of main quest line.
After all there is so many things to do and so little time for all of them.
Thievery rebalance:
Some adjustments to exp gain and done. Just time investment to level up should balance possible profitability. Price for stolen gear wont be money, but combat stats you will not gain and side quest that you will not do.
I agree the XP gain is overtuned in comparison to KCD1. 50% seems OK.
Combat System
- NPC Attacks more frequent is not always a "harder" thing. NPC's must follow the same stamina rules as the PC regardless of difficulty and therefore only attack if their Stamina allows it.
- Yes to not dodging and blocking when no stamina is left. You should also not be able to attack.
- Yes to same armor rules. In fact NPCs and PC must follow all the same rules. Cheating is not difficulty.
- Yes to reducing counter window
- No to Slow-Mo changes. In KCD1 Slow-Mo was removed in HC altogether. It is better than tying it to stamina. Feels way too gimmicky.
- Can't comment on poison use.
Economy
- No to extreme reduction in sell prices. I am sure they will reduce sell prices like in KCD1 HC, but this was more annoying than impactful. In my HC run in KCD1 i simply ignored picking up and selling items because it was not worth the hassle. A change in prices should not result in players ignoring the whole looting system.
- Repairing is already expensive. What is too cheap is the price of repair kits.
- Money in nature should not be reduced. Exploring is already weak as income method in comparison to other methods. This would kill it altogether.
- Making food in nature rare besides hunting can impact economy by forcing the player to buy food.
- Yes to NPC dice players having a limit on gold.
Hunger system
- Big No to eating twice a day. I eat one meal per day IRL. Going from one extreme to other is not a good solution.
- No to tying hunger to time. We already have a hunger debuff. It should simply have more impactful debuff like speed reduction than a simple malus to stats. It can also be inability to sprint when hungry.
Reputation system
- No to long term consequences. Everything must stay fixable. Run ending consequences would simply make people avoid crime altogether as a system.
- Yes to slower rep gain. (I must add reputation is useless in the game)
Crime system
- Yes to death sentence, because killing multiple NPCs out of nowhere is not the intended gameplay anyways.
- KCD1 sneaking was way too harsh, KCD2 feels overtuned. A good middle must be found
- Guards being suspicious is not a real impact. How does this translate to game-mechanics? Having to pass a speech check would be too annoying.
- Generally no need to change anything regarding Murder of NPCs. Only 1% of the players do murder sprees out of nowhere. It is neither a needed nor intended way to play.
Other
- No to non repairable armor in any state. Again makes majority of found loot after combat useless. Making a whole system obsolete.
- No to harder save schnapps, the whole system is more annoying than useful. I could write an essay about it but yeah... They will remove autosaves on HC mode anyways.
- Big No to timed saved slots, absolute involvement in Player Agency IRL. I should be able to save 5 times in a short period If I collected enough Schnapps. This doesn't stop anyone from waiting for the save timer to pass and saving. Besides the hate on the so called save-scumming is not grounded on any difficulty related arguments.
- Yes to ban of Twitch or any other Pre-order stuff. They should not be in the game in normal mode anyways. They destroy progression. RPGs are about progression.
- Big No to not being able to reload? What is this? An aRPG Hardcore character? This is an open world story focused Sandbox RPGG. A completionism run can take as much ass 200 hours. Not being able to reload is out of bounds in any realistic expectations.
- Yes to disabling quest objectives / HUD. Not in Journal mind you, but in HUD.
- Yes to optional map markers. Better, remove them and let us place markers.
- Big no to reduced inventory weight. Has no relevance on Difficulty in any impactful way. Makes the game more annoying than hard.
Other suggestions
- Yes to longer days, this was worse in KCD1 but they are still too short.
- No to changes to perks. Current perks are not balanced enough to do branching. They are very much vertical in progression, not horizontal in branching builds. This is not feasible as they need to redo all perks.
- Yes to skipping Intro / Tutorial.
- No to player curated experiences. HC and normal mode should be balanced by Devs.
- No to not teleporting horses / Mutt. Unnecessary tedium. They will remove fast travel anyways and coupled with no map markers this can result in you losing your horse somewhere. Way too punishing.
My General Input to your Suggestions :
Some of your suggestions are good, especially combat related ones, but we need to understand that making the game more tedious and annoying (save timers, repair hurdles, gold reduction) is not making the game harder. It will only increase the amount of grind someone needs to do. -> So I play archery 100 times instead of 20 times. So I collect 100 herbs instead of 20 herbs for Schnapps. Forcing players waste time is not a good way to introduce difficulty.
In example, in my HC run of KCD1, I completely avoided any side quests, any form of looting or stealing but simply ran through the story. Even though I did a merciful run, in HC combat was way too easy to merit any "looting". Stealing and economy changes were useless because I did not need any armor. Armor was useless because I was not getting hit.
Fundamentally, tedium is always bad. Nerfing game systems to a point that players start to ignore said systems altogether is not good design.
PS : Let us not forget , majority of the people will do a HC run for the achievement. I argue only a minsicule part of the player base is in for "fun in HC) Therefore either crank it up but don't include an achievement, or balance it good but not make it annoying. Having to do a dumb HC run in KCD1 after my "complete run" over 200 hours soured the impression the game left in me. This is sad because the game is actually good.