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I wasn't really thinking on the strategy too hard, but basically spent reknown to buy supplies early so I always had 10-14 days worth. Some characters I did not level because I found them less useful in combat (Egil, Onef, Krumr, and I never had Hogun and Monun[sp?])
My archers were all Rank 5 very quickly though.
I waited outside Frostvellr as well and suffered for it.
I also waited for Juno to return in the sketchy village. And waited. And waited. Once I realized I'd put my hopes in a seemingly unachievable accomplishment, I continued waiting until everyone pretty much died before reloading (the only time I think I needed to do so). That one was a little odd considering how multi-directional every other decision in the game felt. You usually get pressured out of any waiting scenarios by the approaching dredge.
That you had to realize this yourself without being told was one of the best moments of the game. Games should dare to use this tactic more.
Each town you spend time in gives you a constant update on your party and the people around you as you continue to wait. The only instance where it allows you to wait without giving you updates is when you make camp. The major difference between those two scenarios is that when you make camp, the camp doesn't tell you specifically to wait.
The design of the game and the way it delivers its storytelling indicates that, if the player is supposed to be making their own judgement call as to whether to keep waiting, the game will apply pressure to reenforce your decision or change your mind. Sigrholm is an example of a situation where the player is absolutely put in a position of choosing whether to wait but, in terms of the player's understanding of the game, the consequences are more related to that of making camp to rest and move on.
It's stuck between the two, and therefor doesn't fit the design of the game. Every single other example of waiting felt great and I pushed through regardless of my losses so I agree with you there, Pillis. Transitioning from the constant pressure of the chase to the hesitant waiting of the first few days at Sigrholm works fine and dandy but when the chase doesn't catch back up again and the hesitation doesn't stir up any trouble, the game loses its momentum.
This game is about the players' own judgement throughout the story, and the consequences it puts into it. Not about the player trying to do what the game has predetermined as 'right'.
Throughout the entire game, the condition and restlessness of your followers is described through daily occurances, fights, thefts, feasts, etc. I don't see how it's the player's fault when the story suddenly goes silent and the game enters a dead zone where nothing seems to be progressing.
As an aside, unless there are way more endings to the game than I thought, the player's decisions are guided largely by the game's predetermined design and not by the player's judgement.
@kebabsoup, that's actually practical advice given the limited effect your clan has in the first iteration of the game. It felt like a burden with no benefit. I took on probably thieves out of principle and wasn't terribly upset when they got away, though I would have assigned more guards if the game were in my control as FatalFrosty suggests. Maybe in the rest of the game there'll be more use to having a larger party and you'll get into trouble but so far I think it's something worth keeping in mind.
The point is precisely there. From your perspective, there was no reason to feel the press of time. I mentioned quite enough in my previous post why your perspective was a bit naïve. You gained personal and gaming experience from this, you should be thankful to the devs lol
My decision making was directly tied to events within the game, events which were postponed indefinitely during the decision making process. I played the game with a reactive strategy, choosing to act second in most matters rather than assuming a lost cause and slaughtering my way through unproved theives and murdering untested mercenaries. The game gave me nothing to react to. It's absurd to criticize me for expecting time to continue passing. That's what time is supposed to do.
If you need a reason to call it a flaw, consider that the entire game is spent running away from the dredge. If all I had to do was just stop running away and they'd stop approaching, I'd have gladly done so to give the rest of the world time to prepare themselves (at the cost of my life). Word would soon make its way inland of a massive horde of dredge swarming forward before coming to a complete standstill for seemingly no reason. Over the next week, they'd probably deduce that the dredge are sitting still because a small party of starving heroes refuses to continue running way. Obviously, they would then begin sending relief parties bearing food to keep me alive while they position seige weapons to annilihate the threat of the dredge.
The world would be saved because I my sacrifice.