Darkest Dungeon® II

Darkest Dungeon® II

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Dekart Jan 29 @ 8:50pm
4
Why the game design of Kingdom is really bad.
The idea was really interesting.

but really i don't get it.

You follow a quest that is the key of the game.
The game put you in a situation of hurry. Monster are coming and you have a time limit.
Ok

Then you follow the quest and to go the next step of the quest you have to ... wait !

Until the next agro level to be able to continue ...

Are we serious ? who created this game design ????

Iam at the end of the quest passing turn to expect i can finish it.


The gameplay is so boring. Im not even sure i ll finish the quest it is so boring ...

If someone got it please explain me.

Clearly once it is cleared you don't play it again.

Guys you destroyed your game GG.
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Showing 1-11 of 11 comments
[HN] Jan 29 @ 9:38pm 
Its... pretty poorly designed yeah.
Here's my case:
I got a party wipe. I got greedy, went for a boss, managed to kill it with 1 death, arrived at the inn, realized there was a siege, got wiped.

Ok.
The game then just decide I'm now on the other side of the map, with a bounty hunter.
And... that's it. No other teamates. I have 3 guys on the inn right next to it, but I can't just skip turn to let them come to me, I can't insta move them to the inn I am, I can't just decide where to to create my new party, basically the game wants me to just do a run with a single guy.
Why?

Did they never thought about what would happen if you had a party wipe?
The whole "you can move your guys like pawns on a the map" just doesn't work at all, outside of sending guys to defend a siege when your coach won't make it, but other than that it just feels weird and cumbersome (and it will only get worse and worse with each new classes added to the game).

Why not allow the player to have 2 coach?

Why do even crease a complex upgrade sister for the in, if It's only for that specific in?

Why do we need a fatigue system when the morale did the job perfectly well in DD1?
Oh, because you totally destroyed the moral with that extremely cumbersome and unwealdy relationship mechanic that never received the UI it deserved to ensure it can be tracked easily (why can't I see the NUMBER of relationship between two character when in an event that makes me chose which relation I'll increase/decrease?) and is now totally crumbling because you aren't just managing 4 people now, but a whole lot more than that.

It just feels... rough. And bad.
Gottfried Jan 29 @ 10:36pm 
Originally posted by HN:
Its... pretty poorly designed yeah.
The game then just decide I'm now on the other side of the map, with a bounty hunter.
And... that's it. No other teamates. I have 3 guys on the inn right next to it, but I can't just skip turn to let them come to me, I can't insta move them to the inn I am, I can't just decide where to to create my new party, basically the game wants me to just do a run with a single guy.
Why?
You can literally skip a turn/day by clicking "pass day" in the top left.
Originally posted by Gottfried:
You can literally skip a turn/day by clicking "pass day" in the top left.

this, also in case of wipe you can buy flares to spawn temporary help while you are working on gathering back a team
Last edited by Mezzanzanica Giorgio; Jan 30 @ 1:35am
Not liking it is fair
Not liking it = poorly designed 🤨
Alex Jan 30 @ 7:06am 
OP, what difficulty are you playing on? Because it seems to me that it must be the easisest settings, or you are a gaming god that "solved" the strategic layer on the first try. Which is...possible, but statistically unlikely -_-
Last edited by Alex; Jan 30 @ 7:06am
[HN] Jan 30 @ 7:17am 
Originally posted by Mezzanzanica Giorgio:
You can literally skip a turn/day by clicking "pass day" in the top left.
Welp, I didn't find it. I looked everywhere but it really didn't stand out.
So that's good, but it still doesn't change the fact that pickin a random respawn for your coach after a wipe is just bad design.
Alex Jan 30 @ 7:22am 
Originally posted by [HN:
]Here's my case:
I got a party wipe. I got greedy, went for a boss, managed to kill it with 1 death, arrived at the inn, realized there was a siege, got wiped.

Ok.
The game then just decide I'm now on the other side of the map, with a bounty hunter.
And... that's it. No other teamates. I have 3 guys on the inn right next to it, but I can't just skip turn to let them come to me, I can't insta move them to the inn I am, I can't just decide where to to create my new party, basically the game wants me to just do a run with a single guy.
Why?

Because you have both garrisons and three full parties on the map. You can rely on either or both and you have to change your approach to positioning your pieces on the stategic map and your upgrades. Conscripts and their upgraded versions often put up a better fight than un-upgraded heroes with semi-random skill kits. So using heroes for defence ideally requires first bringing them to your main party and upgrading them (at the cost of main party) which is both time-consuming and costs mastery. While upgrading barracks in key locations of the map is even more time-consuming and costly, it does allow you freedom to do quest later, when the number of sieges becomes overwhelming for one or two teams.

If you have a team wipe it costs you a third of your forces, likely an inn and various opportunity costs.

Originally posted by [HN:
] The whole "you can move your guys like pawns on a the map" just doesn't work at all, outside of sending guys to defend a siege when your coach won't make it, but other than that it just feels weird and cumbersome (and it will only get worse and worse with each new classes added to the game).

Why not allow the player to have 2 coach?

You can't have two coaches so you have to choose where to move. Only the main party can upgrade inns and take objectives, and they are likely your most powerful pieces. Only they can use shortcuts, and underground is also the most dangerous part of the map.

You have to decide what to do—which garrisons to upgrade, which, if any capstones to get in which parts of the map... (un-upgraded shops are practically useless, so are everything else, hence you need to specialise AND choose inns for it properly. If you lose a specialised inn, that's it then. And loosing an un-upgraded one deliberately may be even beneficial) That's the fun of it. You have to *think* about this, for once. While in so dearly beloved by many DD1 you could turn your head off completely for three quarters of the game, both in the hub and dungeons.

Under certain conditions fatigue really becomes a big problem, and then sending other heroes to your main party and swapping some or all of them is the valid, and sometimes only option. Especially if your whole party tanked their relations and will be ineffective for the next 5 in-game days.

In conclusion:

It just feels... rough. And bad.

No, u.
Last edited by Alex; Jan 30 @ 2:04pm
Lister Jan 30 @ 6:00pm 
It's a shame that Kingdoms isn't more of a grand strategy. You aren't really managing a kingdom as much as you're stalling for time until you can finish the quest goals. I'd like it a lot more if there were invading beastman parties actually invading your kingdom instead of random fights that happen after a countdown.
Eltoron Jan 31 @ 2:17pm 
I would be happy if they let us upgrade off-party heroes remotely if they are in a proper inn. Moving this pawns to meet the main party to learn some skills and get some trinkets is not fun at all and pretty exhausting. Let us manage heroes remotely and maybe even send them trinkets with, maybe, some cooldown (some kind of emergency envoy or courier beast or something like this).
Originally posted by Eltoron:
I would be happy if they let us upgrade off-party heroes remotely if they are in a proper inn. Moving this pawns to meet the main party to learn some skills and get some trinkets is not fun at all and pretty exhausting. Let us manage heroes remotely and maybe even send them trinkets with, maybe, some cooldown (some kind of emergency envoy or courier beast or something like this).
I got that feeling a couple times too. Still too early for me to solidify opinions on game design choices. So far I'm just loving it.
Foxador Jan 31 @ 10:11pm 
Originally posted by Eltoron:
I would be happy if they let us upgrade off-party heroes remotely if they are in a proper inn. Moving this pawns to meet the main party to learn some skills and get some trinkets is not fun at all and pretty exhausting. Let us manage heroes remotely and maybe even send them trinkets with, maybe, some cooldown (some kind of emergency envoy or courier beast or something like this).

This is *needed* as it's just too much work to both defend your kingdom and then try to micromanage your other heroes one by one while having it be that you can only upgrade or give them items if you're all on the same location at once.

I ended up stop using heroes for defense because I didn't have the time or the ability to upgrade them or make them stronger and just rely on the barracks for defense

I had so many items to give my other heroes that I never got a chance to give them because I was busy trying to do the main quest and the other side heroes were needed elsewhere for defense. I ended up just throwing them all away because I didn't have the room for them anymore when the game forces you to carry 3-15 quest items as I had no room for them anymore
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Date Posted: Jan 29 @ 8:50pm
Posts: 11