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More gear, grappling hooks etc, to help with stuff like climbing etc. rather than just potions.
Maybe tune down MeleeResist a bit, too easy to abuse.
Pathing/AI, i know this is a hard one, but i would love if the AI actually played the missions as well, also being able to use more skills etc. But would really add something to the game if it actually applied the tools available.
A rebalancing of some skills, as most know, there are a lot of "Not even with a 10' pole" skills, you would just never pick em, not because the others are simply too good, but because they are simlpy too situational/useless/minor bonuses..
Same list (minus no. 4) applies to Necro.
if they put in extra content the white dwarf magasins had som good random events
Any Developer has to decide that you have two separate things here.
The Table Top Game (that is basically a board game) and the PC world, where you must go beyond that Table Top.
Very hard to do.
keep in mind two things here. First time they made the effort of Mordheim, so clearly you experiment. What worked, what didn't and you could spend the entire tread going over what did not work.
First, should they give you the exact table top. There is a difference between a table top and a board-game, but most mix both.
Is it a solid game as a table top and when you rank the greatest table top translations?
Whether its 1. Kingdom Death: Monster · 2. Gloom-haven · 3. Twilight Imperium: Fourth Edition · 4. Mythic Battles: Pantheon · 5. Pandemic Legacy or whatever your into, doing it in a PC format can be a challenge, for you have the basic rules, and then the rest is impression.
I have said many times-Mordheim did three things right.
1. Third Person Perspectives that put YOU in the action, not grabbing pieces on a board, or keeping you away from the action in Isometric or board layouts.
2. Environmental boards.- You felt like you were actually in that city. Smart great decision.
The board is the city, not the table.
3. Tremendous action sequences in execution you cannot get with a miniature.
So all three areas, you can vastly present it better. A much better Engine for one. Sorry ladies.
Clearly MORDHEIM 2, would not be M1.
The one major change in not just execution, engine and scope, would have been to expand on Mordheim. To me they limited themselves to not just the surroundings, but the rules clearly did not allow for environmental impressionism, mutated abilities or more action sequences. More factions, more and go beyond the confines of what RN was permitted to do. I do think their third person presentation was unique in all of gaming.
It would be a shame if it died with RN's Mordheim.
That is MY take on it. You do you guys. What would you do?
I mean its 10 years old now.
I edited this, don't want you to feel I am disputing you. Its a discussion.
If I were that developer I would do three things.
1. Bring on board the original creators of Mordheim and GW's liaison to expand on the Table Top, so if I add anything to it its done right. Their property, their game.
What would I mean, additional war-bands that are NOT in the original table top-now whatever I add is done right. Say stationary ballistics, lore war-bands part of the Mordheim stories, so now it fits the massive intro I would do for M2. I can implement the rules of the Table Top, allow a more collaborative exchange, similar to a card expansion in games where your building on your work and not leave it too much for bad impressionism. Not that RN did that. Let the original creators take it to another level with me. Mounted Units, altered war band sizes,
2. Allow the players FULL cosmetics on a great Engine. We see now how games try to emulate gacha, but just like the figurines allow the player to create his own beautiful collection. They gave you very minimal alternative looks and probably due to time and GW's restraints, but if its GW's liaisons with you. Push the boundaries of customizing looks of characters. Even let them include a workshop with their strict adherence. X-com can, but GW won't. I doubt it. They want sales of their brands. They want the player experience to be glorious, because it means more attention to that brand, not rigid thinking. Not here is one figurine, tough. You must impress them.
Two type of players in turn base group play. Ones that truly care about each character where they don't want to see them dead and ones who don't care. Since clearly the overall presentation of Mordheim would be vastly superior to the first. Then truly give the player that vibe, and I would even go further as to give alternative styles. This is something now you see in AI comic generators, so yes the main look of Mordheim and its characters are all in the hands of the publisher, and they are very strict, but you can within their framework some innovative creations that help the brand. So yes, you have the strict original, but say a few different style alternatives that would be with the original creators and GW's approval. Like for example that classic intro and its not that much work as it would have been 10 years ago.
3. Clearly as wonderful the looks of Mordheim were, those table top boards, felt fake at times so when the characters took action within that world the 'base' of the character got them in a lot of trouble. If you think of a figurine on a base, they were a little too literal to that concept where it got them in a ton of trouble. Let the environments be truly alive. Have doors and walls be crushable, an impressive will smash right through a doorway, not get stuck outside where you would avoid it.
True traps, Expandable Mordheim boards. Game should have had fifty locations to play on. This is were you workshop comes in. Let the players be your developers. Have traps really be traps, and make all of the game a moving action, not just move, and strike. Expand the weaponry, have more animated moves and more actions. I mean let's face it guys when one of your guys got shot with x5 arrows, it looked like one of those old martial art films where the guy was still fighting with twenty arrows in him. You are going to do gore, do it. Different model stances, painful wounded movements. This way as you do these things in fragments. Your DLC expansions are truly that, expansions with content that builds on your base game follow. Not here is a character, pay me. You have the original creators and GW to help you truly make those settings come alive and clearly you can include OFF options in the settings to limit this if TT players just want to keep it simple.
If you are going to go beyond the table top into an action turn base rpg third person environmental masterpiece, Then do that.
This is what I meant by what would you like to see in M2 and today there are no limits. Peace
https://www.youtube.com/watch?v=qAK5QZECa_8
A much better GUI and control system when in the tactical map, this game is far too clunky and could be so much better than it is if that were improved.
A better map system and better building layouts, most buildings feel super cramped and navigating the levels can be a headache. Often it's a bit too hard to tell where you need to go to get to wyrdstones and loot points that are clearly indicated on your map... if you're going to show me where they are then there's no need to make it an absolute nightmare to actually figure out where to go.
Smarter AI.
As Reaver79 said better balance, especially for skills. Some skills just aren't worthwhile at all and some character types can't compete with certain others (not talking about the impressives/bigguns/whatever you want to call them).
More variety in pretty much all things.
Well first AI algorithms and engines are much better than 10 years ago. I assume when you mean a 'smarter AI', you are talking execution because I don't know how many times I heard whining of how brutal, difficult and unfair the iron man theme was in this game. How unfair the entire system was.
As far as the Skills, that's just it, table top is pretty exact. This was an creative exaggeration of those rules. Any NEW M2 either won't touch these skills or allow for more mutation within the war-band construct, for they were generic to all of the war-bands execution. What I mean by that is all war-bands had access to those same skills.
To create skills within an established rule book is an art-form, not something you wing, why I said the original creators would be involved in such a mutation or not just the combinations of them, but their execution to give each unique character.
Give you an example.
Let us say,you do the LIZARDMEN, now I will be vague here because their rules are alot, just for my example
Say you have All Lizardmen are subject to the following special rules:
Scaly Skin: All lizardmen have a natural save thanks to their thick scales. Saurus have a 5+ save and Skinks have a 6+. This save
cannot be modified beyond 6 due to Strength modifiers but any result of ‘no save’ on the injury chart will negate this 6+ save. Light
Armour adds +1 to the save, as does the addition of a shield.
Armour: Armour is rare among the Lizardmen and the cost of light armour is always 50 gc, even if you are buying it from
Equipment chart.
Bite Attack: The Saurus have a powerful bite attack, this bite attack uses the Saurus’ own strength to wound and receive no penalty
for not using a weapon. The Bite attack always strikes last, regardless of who charged or which weapon is used. The Bite even attacks
after Double-Handed Weapons.
Cold Blooded: All Lizardmen are slow to react to psychology, they may roll 3D6 and select the lowest two dice when taking a
psychology test or Rout test. A Lizard-men Warband may never use the Leadership of the Saurus or Kroxigor when taking a Rout test.
This is just a small sample of how you would go, you have specific equipment, A blow pipe, a Javelin, and you start with a basic line of skills that fit their inclusion, follow.
As a developer, you all of sudden get creative. Where say you start to emulate Marvel's LIZARD for ideas.
"I want them to:
TAIL WHIP
FEROCIOUS TEAR
POISON GLANDS
SLASH CLAWS
LEAP FROM ABOVE
SWIVEL MANEUVER
CLIMB WITH EASE
or whatever, see where I am going with this, now your going beyond the rule book, and then what else can you add, but stay within the "LORE" of the Mordheim Lizard-men. WHy? Because your creating an ACTION turn base game using setting, not a chess board. why can't the Vampires convert, Why can't I add specific heroes from Mordheim Lore history. How would they work?
Lets add
NETS
SCIMITARS
SERPENT BLADES
DRAGON ARMOR
whatever, see how it mutates past the initial Table top rules, so if you include such skill creations, you must have expert delivery that fits the overall concept of Mordheim, and at times these creations either fell flat or simply were useless.
Any game that add skills to allow combination BUILDS must all work out, otherwise they become abused into a few skills fits all. Like the SKAVEN TANKS and skills become wasted creations. That is what you don't want. When you look at the table top rules for the Skaven, pretty close to what they were, but many differences, because they were given the same bland broad treatment. Outside of their initial starting size, Giant Rats, and other differences, you had a starting point. Do you allow in my example for them to get even more creative with the Skaven for M2
Players can expose builds. so when you say better balance to skills, because you are creating and giving way to developer teams impressions, you can run into issues in its execution. If that is what you mean. I agree. Keep it simple, even when you add a perceived action.
You either follow the table top to the letter and allow THEM to add to their own rules correctly, or you hire an expert who understand multi-skill mutation crafting, not just up and down the leveling ladder, but mutating that craft to allow a player a more personal creation to what they are creating. Very hard to do.
MORDHEIM 2 cannot be a better version of M1, without specifics.
The good news is AI generators and engine tools assist in such creations now.
Peace
Well, the "iron man theme" really has nothing to do with the AI at all, even if this was a very forgiving and light hearted game the AI would still need improvement if they decided to make a sequel. Whining is expected since this is not mean to be a "fair" game much like Darkest Dungeon isn't meant to be "fair." It's a game of choices and consequences where you're meant to struggle from time to time, and meant to fail from time to time. Grimdark. This is Warhammer, not D&D.
Smarter, as in makes better choices that are more in line with what a human would do. Examples? Sure. Right now it's pretty easy to isolate enemies because the AI is pretty basic and you can easily separate them from their friends or lead them into choke points. The AI will split attacks between multiple units instead of focusing one unit down first. Played one mission this week and the AI didn't focus down my units at all. Any time I engaged one enemy with 2 or more of my units in melee the AI often attacked different units with each of its attacks. The AI seems to make a lot of boneheaded choices, too. Instead of taking that last swing at one of my units that's almost dead and that WILL die if the enemy hits it one more time it will choose to fire off some kind of minor debuff spell or other ability instead.