Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I moved onto the second city with what I thought was a decent war chest (500K+) a roster of good fighters, including three level 10+ who had been smashing the opposition silly with good weapons and stats. My overheads were manageable and like you I was using the Showman background. Ready to take things to the next level surely?
A couple of weeks into the second city and I'm almost bankrupt and the good fighters are all dead or fled after morale tanked. The replacements didn't fare too well, and from a character point of view, it's unfortunate to see all the original fighters you've been building up to that point get thrown in the woodchipper. I'd been avoiding all the larger shows as well and had cut back on unecessary expenditure to try and reduce costs but ultimately it was game over.
Maybe something for Creavtive Storm to take a look at? Up until this point I was very much enjoying the game (playing on Ironman mode).
Creative Storm, you have dictated too much of the gameplay elements on randomness. Which means there is a heavy emphasis on your random algorithms to produce the correct "randomness" but unfortunately I don't think you guys did a good job.
The game has a lot of potential, I love this time era and having a gladiator manager sim game is my kind of ♥♥♥♥ but come on guys...
In order:
- Stamina roll: If gladiator has stamina, he attacks. If not he has to recover. End turn. Fall through. With enough stamina, he next does:
- Dexterity roll: Dexterity is divided by 2 to give a percentage out of 100 (so a gladiator with maximum attribute of 150 dexterity has a 75% chance of hitting) and rolled against a 100 dice roll. If the roll is over his (dexterity / 2 = 75%), then he misses. End of turn. Fall through. But if the dice roll is under, it is then up now to the opposing gladiator to roll for two saves: Agility and Reflexes.
- Same as above, Agility and Reflexes are divided by 2 to produce a percentage out of 100. 150 being the maximum attribute attainable, means that a gladiator has a maximum chance of 75% to first dodge the attack. Failing that, he has a maximum 75% chance to block the attack. Failing both of those, the attack lands.
- Critical damage is rolled next. Depending on your gladiators critical chance % (which is improved through expertise), the hit is either calculated as a critical hit or a regular.
- The hit next inflicts damage which = (damage - opposing gladiator toughness) - opposing gladiator armor mitigation).
So there is randomness. Yes, a gladiator with maxed out Dexterity at 75% can miss his attacks. And furthermore, even if he lands it, if the next gladiator has a chance to dodge or block attacks depending on his defensive stats.
So the randomness is based on nothing more than rolling your gladiator's dexterity against a 100.
There will be bad breaks. Absolutely. But the percentages are sound.
Although this makes sense, it still does not explain some situations. For example, a sick & fatigued opponent with 200 hp killing 3-4 of my fighters in a row who are at full hp and have dominating stats. I don't consider situations like these "bad breaks" but an issue either with your random algorithm or a balancing issue
I assume the point might be already there:
A totally maxed out fighter (god, hero, almost superhuman?!) will (statistically) miss at least 1 out of 4 attacks? And that because of a test on his own ability? Not an opposed role?
So he will also miss a one-armed, blind, arthritic Grandfather (practically a none moving, stunned target?!) 1 out of 4 times (hell he will miss a wall! Thats something you occasionally have in bad pen and paper rpgs and usually the first thing to be corrected or the reason to abandon this ruleset), before the stats of the grandfather will even come into play?
I see that as overdone randomness too.
Also I miss an Initiative in what is listed above? Is the fighter-god Gladiator to act first or the Grandfather? Is it random? Supposed to be simultanously?
Then I read this and I'm totally confused. I went to the second city with around 200'00. My highest level gladiator was level 11. I'm not really struggling like you're saying. Admittedly my undefeated champion was just killed but I'm still surviving and winning most of my games.
The combat system looks pretty solid, but with the initial dexterity thing. This is the total randomizer and needs to be changed.
For a different (maybe funny) point of view.
I did a quick rush just to see how the game works and totally and early went bancrupt.
Now I am in my frist serious playthrough.
The first 2 fights of my glads lasted 161 and 178 turns, with dexterity of 18 and 13. Even if you consider that 4, 5 or even more turns could happen in a minute that is lengthy, if you consider that you cant keep such a pace up forever and after a good amount exhaustion kicks in, it might diminish to something like 2 to 4 turns in minute.
Imagine the audience (on such a blood sport possibly not the friendliest one) watching the second match for about 25 minutes (average 7 turns per min) 30 mins (6 per min) 35 mins (5).
Well comments like: dont send in blinds, its the one before you, you are supposed to fight here you know? try putting the sticky end towards him, do you have a truce?, someone is making a joke here .... , would be the milder ones.
From 178 turns, under 10 were hits ... err ... didnt attack thin air but neared the target, from those 4 came through, deciding the fight. So there were at least 168 "attacks" when the opponent didnt even need to dodge or block, cause they didnt come near to him 8-) and the recovery phases.
This system is ridicilous and nearly totally random.
That said the game is already very good despite this flaw and I´m having lots of fun!
Which boss are you at on the second city?
When I was fighting the very last boss, his champion, who definiately had impressive stats, was able to kill 2 of my highest level and most popular fighters, which alright it happens.
But then one of my mediocore fighters was able to defeat him but not kill him, which means it leaves him in a injured & faitgued state. The last boss kept using this injured fighter, and he wiped my whole roster clean.. from being sick & fatigued
This is def the most extreme example I have come across in this game of the whole random factor not working as intended
Id rather see something like a flat hit % for all fighters across the board and Dex doing something like lowering your opponent's Dodge rate. Block could more or less remain the same, but instead of negating an attack, it mitigates it for half or so.
Put your Expertise points in Fast Learning first, getting to 10 SP per level is huge in the fighters end build capability, so far i have capped 5 guys and only have 1 with more then 1 capped skill (150).
The build that seems to work logically for me is maxed dex, everything else atleast 90 and Str as high as possible.
I dump my expertise points into Fast Learning, Then Armor, Then Crit % and dmg. Lastly ill do Survival rate and Kill rate. Ive got a specific guy im training who will actually get the first hit trait and will have maxed str/dex. Will be interesting to see how many 1 hit fihts he has.
Ive yet to lose a capped fighter in a fight, and compined with high staff I pretty much only deal with minor sickness from time to time and can roll my studs out every battle while letting youth train up until one day they may grace the arena with there presence.
I got to Rome with 20M Denari, a fighter with 140 wins and Wiped the first bosses best fighter off the map in his first showing.
I actually started with Merchant for this run through, and it gave me the ability to invest in my Ludus and staff from the get go, I lost a good deal of fighters in the early years but managed to peg 2 guys who rose above to lead me out of Utica.
Maxed Morale is great, i dont use any security maxed my ludus morale boosts and with lvl 25 trainers i get about 300xp per turn for my trainees.
My next playthrough will be with another starting type, with what i have gained in knowledge here i think i will have no problems starting off with a lower $$ start.
Great game set in an interesting era. Having a lot of fun w/ this one.