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1. Shrines:
I'm actually shocked that after classic and newlands had effectively set the groundwork for shrines, that two crowns effectively took the strategy out of it. Originally, shrines were coin sinks that you had to activate every couple of days to keep their effects turned on. It gave reasons to leave the safety of the castle walls in order to get a temporary buff that could help win against that all important greed attack. Now you just activate them once and they stay with you for the rest of your reign.
Why not instead, every island has each of the shrines in random locations and their effects are temporary, but before you can use them, you have to unlock the "master shrine" on each island for that specific buff. Island 1 would have the master shrine for archers, and once it's been activated there, you can activate the archer shrine on the other islands, but the effect is only temporary. This would also fix the problem with the knight shrine, where activating it essentially makes the rest of your reign harder, since the knight shrine is mostly hot garbage. Having the knight shrine temporary would solve the problems alot of people have, since they could just wait till it wears off.
Changing the shrines to a temporary version of themselves would make portal placement and traveling outside of the walls more important again, and would make the crown stealers (the new type of greed) ALOT scarier since you will actually be at risk everytime you leave to activate a shrine.
2. Naval Greed Invasion:
When you still have islands to clear, and the greed still exist on some islands but not others, it's very boring to return to a fully cleared island where the threat is all gone. We usually do this to wait out winter because we know that winter sucks and we just want it to be over, and the best way to wait is to just sit on an island where the greed no longer attack.
How about if the greed attempt to invade from an island that isn't cleared, to an island that had the dock portal destroyed. It could be some aquatic blob that's shown on the map traveling towards a cleared island, you could wait at the blobs destination to intercept the blob to deal with it, or deal with it later, after it's landed on the island and made naval landings break the boat again.
This could make clearing EVERY island feel more exciting and important than just simply clearing individual islands. Since dealing with the dock portal is just a simple attack anyway, compared to the cliff portal which requires the bomb. But needing to return to cleared islands again for more than just "Stock up on coins and troops before moving out" could add a little bit more challenge to the island hopping part of the game.
The game was always more fun when there was that iminent threat of attack, and "winning" always felt like something we had to struggle to finally achieve. Currently that feeling isn't really there, but this might be able to help with that slightly.
3. More types of greed:
This one is probably the most work, but the crown stealer being the only new threat added in kingdom since classic and new lands is a bit underwhelming, especially since you don't even see this greed type for a very long time.
Masked greed aren't really threatening when you have maxed out walls, catapults, flame barrels, salamanders fire breath, fully upgraded towers, ballista towers, etc.
Everything just bashes it's head against your wall, which often times you can defend against greed without any casualties. Originally the flyer greed were gaurenteed to eat your population, first this was counteracted with the baker, which made getting new recruits easier, but now it's counteracted additionally with the fully upgraded towers. And even still, the flyer greed fly behind your army before actually picking anyone up, I haven't lost a single population to flying greed anymore.
How about an internal threat to deal with, something that we have to worry about within our walls, maybe have some threat that lingers inside the walls, and has to be dealt with in a certain amount of time, or it erupts into a problem. And the method to deal with it, it's a special hermit that comes out of the castle during the day with the bookkeeper, and carried over to the lingering threat to deal with it using a certain amount of coins. You have until nighttime to deal with the threat, or else the hermit goes back into the castle with the bookkeeper (This special hermit can't be stolen) and it gives the player(s) something more to worry about. After all, the game is multiplayer now, but often times one player could end up with nothing to do because everythings pretty easy to take care of solo.
4. Make the game harder in co-op:
Is it just me? Or is the game the same exact difficulty whether I have a co-op partner or not? Because that's silly if it's the case. The game isn't even hard in solo play, when I have a co-op partner to take over half the work I'm already doing, the game becomes EVEN EASIER, especially since we now have 2 special mounts to work with.
Even if it's something as simple as "The greed attack in larger number if you have a co-op partner active" would be fine for starters, but I feel like just giving more things for the players to manage and take care of would be the best solution all together. That way if the solo player is "really good" they can handle everything themselves anyway, but the idea is that it would be very stressful, and the extra helping hand would lighten things up.
I think it's quite silly that for a game where it's main focus is "co-op play" that I don't actually need the 2nd player. In fact, I'm half tempted to just trigger split screen during solo play, just so I could have the second player for my solo run, since half the time I could just use the second player to do dangerous things without worry about crown stealers, since I could just buy the crown back with the monarch that's sitting safely within the castle walls.
And speaking of buying the crown back, losing our crowns in co-op doesn't feel like a bad thing at all, it's only a problem if both players lose their crowns. Coins can be made in such large quantity that rebuying the crown makes losing the crown feel not scary at all.
How about if your partner loses their crown, a blood moon triggers the next night. And on top of it being a blood moon, a "King Greed" comes out of the portal, have it be like a breeder except it's alot scarier and it has the crown. That way, instead of buying your partners crown, the way you get it back is to survive and defeat the "King Greed" then the king greed's crown could have coins spent on it to return it's shape into a normal crown again, and then picked back up.
That would make crown stealers ALOT more threatening, instead of just a way to kill off players playing the game solo. Additionally, mount abilities should be unusable without your crown, and instead of purchasing your partners crown, you pay coins to trade mounts with them, so if the person who lost their crown was on the salamander, you can swap mounts with them to use the salamander for the upcoming attack. It's a bit silly when you can lose the crown on purpose just so you could sit next to the portal and burn the greed right as they are coming out, since you have no crown and your bag is empty, the greed completely ignore you, extremely broken when your on the salamander.
5. Bring skull island into two crowns:
Skull island in new lands wasn't necessarily hard, but it was something somewhat interesting, since you had to deal with cliff portals on both sides. This would be an interesting finale for two crowns, having to deal with a final boss cliff portal before finally completing the game, and cliff's being on both sides means you can't just clear the dock side and focus entirely on the other. With two players to manage the kingdom with, the threats should be designed around both players working together. What better way than to have threats constantly coming from both sides. Skull island could be where the players gem investment and unlocked upgrades truly count. Certain threatening waves could have greeds drop gems on death, so if there was a critical upgrade that you missed you could build the boat and evacuate in order to get, but before that you'll have to fight off terrifying greed to get those last few gems that you were looking for. Since skull island wouldn't have a lighthouse, you would have to rebuild the boat everytime you want to leave, and the greed won't make it easy.
That's the kind of finale that this game needs. And when we bring the bomb into the cliff portal, give us a special surprise to deal with as the final battle. Maybe have the bomb get ensnared at a spot, and have us do a final boss fight where moving the troops around is something we have to do to dodge something that we fight, then once the boss is defeated, the bomb can be moved forward again to deal the final blow. There's alot of potential here.
Unlike any of the prior games, losing your crown doesn't reset you to nothing, you keep everything you built up, the only thing you have to do is rebuild walls and make a couple tools. The only actual difficult achievement to get is the single reign achievement, which isn't even hard anyway. The game is incredibly forgiving to failure, and there's alot you can do to come back from a slightly bad situation, but if you have everything going perfectly the entire remainder of the game is a bore.
If people don't agree with me on this, I could make a guide on how to beat the game easily each time, shogun or regular, it wouldn't matter.
The problem I'm addressing is that most of the strategic options players are getting don't ever need to be used since the game doesn't challenge you enough to need them.
No offense, but I've read your post (next time you do something like this, make it shorter, please) and I agree with Soldier - I'll trust his judgement regarding basically anything, because I remember him being one of the OG guys back in the days of original Kingdom, he knows what he's talking about. For example, adding more variations of monsters or bringing back repetitive activities like activating shrines doesn't necessarily translate into better gameplay. Which is why these armchair developer suggestions usually can't be taken too seriously.
It's not that your suggestions are necessarily bad, but you fail to acknowledge that not everybody has similar capabilities or determination or whatever, to be able to find the game lackluster, easy and boring.
And what's that supposed to prove? People who find games difficult don't necessarily want to follow guides, that's not an issue you will be solving...
You never need ballista, the greed are so easily killed with just swarms of archers, you don't need the farm statue, hunters and spearmen with all the money you need. You don't need gryphon, stamina horse, or armored horse, they aren't worth the gem investment. You don't need the rancher hermit since if your playing with 2 players, you can mount the only 2 mounts you'll ever need bear/unicorn + salamander. The knight statue is widely known as the most useless statue in the game, actively causing your game to be harder because the knights charge past the wall and kill themselves on defense.
The entirety of the game at island 3 onward is build bakery, make bread, guard bread, spam archers, attack portals until all that's left is the cliff portal. Then island 4 onward your breaking every cliff portal, and every cliff portal is the same.
You don't need the knight hermit, as 2 knights per side are more than enough to handle everything, and only 2 knights can escort the bomb anyway. You don't need the horn hermit, since if you have the bakery you can just make enough archers that both sides are flooded with archers anyway, and the greed can't overwhelm the defenses because they die too fast.
There are so many features this game has that see no plausible play or use because the greed threat just doesn't merit their use or investment.
The only time the game would actually be hard is if you happened to lose all of your gems before unlocking the baker on island 3, but that would require an incredible amounts of error on the players part. And even still, you can get the gems back now by blowing up the cliff portal where the gems got lost.
The only way to make the game hard is to not use any gems on anything, which just sounds like a boring way to play.
So how do you get out of a cave in time?
I managed to run out of cave on island 4 on the Lizard. But it was really close.
If you properly use stamina, you should be able to run away on stag.
It's not really that hard, it's unnerving but it's doable, I did it each time.