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I completely disagree. The beak things in this area are so dominating, that it is unrealistic having people living there in the first place. If a single beak thing attack can wipe out the city, the city could have never be founded in the first place.
Like most sandbox RPGs the NPCs look completely helpless without player intervention. I really dont feel the "you are nothing special (until you hit past 50 stealth and ravage the continent)" the shop page promotes (dont get me wrong I still love the game). The game still unintentionally gives a heavy "you are the chosen one" vibe, since everyone else has the typical "NPCs are stupid lemmings" disease.
If beak things are able to wipe out a city at any moment, there shouldnt be cities in this game, since an alpha predator (which f...ing travels in packs) like the beak thing should be drawn to a major food source like a settlement.
I think more outposts should have harpoon guns and they should close the gates if they are attacked.
On a side note, I love the beak things, they are the weirdest, most non sensical and original beasts in a game, Ive seen in some time. They are designed to look slow, derpy and docile and scare the ♥♥♥♥ out of every new player, when they begin to sprint at you. Mob design in this game is the absolute best.
TL;DR: The final doom of kenshi arent machines or cannibals, but a derpy looking giraffe on crack, that has spread across the entire continent like an unstoppable disease.
I love them though and glad that they're in the game.
They are beatable by anyone 1v1, even noobs, because their attacks (Even if you don't run away) have low accuracy. One person blocks their attacks at almost 100%.
It's when you have more beak things, and more people that ♥♥♥♥ gets bad. As a professional Beak Thing hunter (DEM EGGS BOI) you really want to only ever fight them 1v1 or 2v1. Bring a Polearm of some kind, and/or a line of archers.
For my early game income stream, I usually set up a camp on the edge of the gut. The "Blue Beach" close to the Fishing Village is a particular favorite of mine, can make bank getting Beaky eggs. Even with a novice squad.
But like any Kenshi player, I have been eaten alive by the bastards once. For having no eyes, they have incredible line-of-sight detection...
if you're going to cheat, just give yourself unlimited health at that point. The difference is academic.
I was looking at a lot of mods and thank you for letting me know - I absolutely will.
This first play thru I want to understand what the developer wants me to feel from this game. This really is a work of pure soul, that is why this 12 year old graphics game is a masterpiece. :)
Kwik
P.S. a Beak Thing Elder, just 1, ate the entire gate guard and support guards at Catun. LOL!
P.P.S. a simple solution may not be to nurf the Beak Things but give the city guards some range weapons to Bleed the dang things because there is very little hope of squashing 650HP on an Elder's limb to make him unconscious. A Samurai legion couldn't do it.
that doesn't detract from the other half of the problem you brought up in your post and that is city security. to put it frank, is a joke. beak things wiping cities is an infrequency to shark getting wiped by raptors and blood spiders tho, which has been going on for as long as i've played the game. there really needs to be something done for vanilla to strengthen either the base numbers or the base stats of the gate guards, at the very least
Hello!
Yes, Beak Things are powerful. But, as far as the player is concerned, there one of the only things left to "fear." You can't run away from them. (Not easily, that is.)
Towns are vulnerable things in Kenshi. That's part of the setting/theme. They have guards for a reason. Or, in some cases, they don't have formal guards for a reaon...
What can be done when there isn't really supposed to be any "safe place" for anyone in Kenshi?
There are limits, mostly based on the same things the player has access to. Guards can't have special +Beak Thing damage without +Beak Thing Damage weapons/etc that players could loot and that could threaten to unbalance their games. Beak Things have to remain fearsome, after all.
And, how do Beak-Thing-Proof a town without Player-Proofing the town? One of the suggestions has been "More Crossbows" and I think that's a good idea.HN Eagle's Crosses would surely help out the Gate guards... and provide a source of Eagle's Crosses for players warring against the HN. That might not be so good.
AFAIK, nothing in the game can interact with opening/closing a Gate besides the player clicking on it. It doesn't appear to have the same dynamics as a shop door in that respect. (Which is surprising, consider how cut&paste some things are.)
If it could be worked out, a "Beast Hunter" squad might be possible. I don't mean a natural random spawn, but using something like the same mechanic the game uses for Shinobi Allied players with a "Wandering Assassin" that "just happens to show up" when you're in the middle of a desperate fight and are Allied with the Shinobi. Whenever I see a Wandering Assassin on the road, I make sure my weapons are ready... If a Beak Thing attack could spawn such a group, that would help.
But, the most obvious issue is that NPCs don't have "replacement spawn" mechanics. Despite the vast region of territory the major factions claim in Kenshi, they can't hire enough guards for their major cities, even if the guards have been decimated by RNG. They can't hire one of the hundreds of Mercenary Groups even just for a few days. They are... pretty darn helpless. A player could just lure out and ambush gate guards over a period of a week and then have a Major Faction City at their mercy. But, these are the same factions that threaten to wipe out player-owned bases with repeated assaults by overpowered maniacs...
Replacement Mechanics - We need them. We need something there. I enjoy having a "purpose" in seeing myself as a "Protector of the City." Sure, that's fun.
But, when the game itself begins to play the game and has more of an impact on the player's game than the player themselves? That's dumb and bad.
The devs made the game. They need to figure out how to balance exactly how much they want the game to be playing the player so that the player has a bit more control over their own game. Terminal RNG-creep can only be countered by the player and the player can not counter this type of RNG-creep without just resetting their game, which is a non-solution to the problem.
This is why no game has ever managed to successfully rely heavily on RNG to generate "content." Kenshi does a very good job of it, that's true. (IMO) But, the same RNG elements that we find exciting can result in large doses of Unfun and repeated Imports to fix what RNG just broke.
disagree completely on this point. and i believe the devs do to an extent as well being they implemented base level interactions w/ reactive world mod to the vanilla game.
dynamic expansion of environment, outside of player interaction, is the way of the future and is wall breaking to organic adaptation.
I can't follow what you're saying, here. Note that "reactive world" things like World States require the player's interaction with the game, so I fail to see how that supports your point.
This makes no sense. What are you trying to say? What you have said here sounds like "a game dynamically expanding by itself without player interaction is the way of the future" and that makes absolutely no sense. It's as if you just started throwing words at the screen...
Can you clarify your statements so I can better understand them?