Kingdom Two Crowns

Kingdom Two Crowns

Vezi statistici:
DOR 12 nov. 2022 la 22:18
It's annoying how when walls completely block farms from functioning that you can't destroy said walls
Farms being useless if you make a mistake

I'm new to the game, and was just naturally expanding and whatnot, spent time and energy setting up a farm and upgraded it with the hermit you find only to realize that because there were a couple of lvl 1 and lvl 2 walls that the entire farm was completely useless, and on top of that you cannot destroy or move walls. I find this just really stupid and unrealistic, if there's a construction issue in real life then you can just move it or change it, and I understand it's a game but still, completely ruins my immersion and enjoyment when there's stupid mechanic like that. A fix would be making it so you can destroy/move walls, maybe with using the up key input, or making it so farm tiles aren't affected by walls because otherwise it's just an irritating thing to workaround and just feels like an out-of-place feature. I agree that I'm new to the game and :steamsalty: about it, but still. If anyone has any opinions or tips or anything, please feel free to comment and stuff. Thanks for reading :)
< >
Se afișează 1-9 din 9 comentarii
if you find that anoying, wait until you dont want to destroy refugee camps and need to somehow scale 2-4 screens before you can set the next wall thnx to that....
but yeah undo walls/builds woud be a great help sometimes
Editat ultima dată de Stardustfire; 12 nov. 2022 la 22:25
Kripary 12 nov. 2022 la 23:38 
That is exactly what I think makes this game interesting.
You have to plan far ahead and make decisions like: ,,Do I build this wall NOW for safety or don't build it to have space for a FUTURE farm."

At first you don't think about such things but when you encounter them it will teach you to be more mindful the next time.

So when you see a wall next to a farm-spot, think about what you wanna have: Protection now or an income-source later?
Kripary, part of the problem is that you sometimes build a wall by acident and ruin a farm by that as example. specialy when your hermits again run around on farmland, you can easy misjudge and start building a wall because you dont seen the bump.
Kripary 13 nov. 2022 la 0:42 
Postat inițial de Stardustfire:
Kripary, part of the problem is that you sometimes build a wall by acident and ruin a farm by that as example. specialy when your hermits again run around on farmland, you can easy misjudge and start building a wall because you dont seen the bump.

I can't say anything on that matter because such thing has never happened to me.
regretting your previous choices is the central gameplay mechanic of all kingdom games.

however, it IS quite annoying when two map elements overlap so closely that you have trouble selecting the one you want, and sometimes typos happen that are not really mistaken decisions as artificial difficulty from bad controls. high CPU usage can make the difference between dropping a coin and paying a coin, etc etc.
Sapador 13 nov. 2022 la 8:31 
I just got an idea that goes along with this suggestion. If we'll have a way destroy walls, it mithgt also happen that we accidentally hit the key to destroy it. You're using the ruler ability, for example, and then boom, no more wall. Imagine if this happen just before a Blood Moon... If it was a stronger wall, you'd have no time to rebuild it before the wave. So my idea is that we should also have a way to cancel the destruction order. Or maybe we could solve a captcha to confirm that we really want to remove that wall. That would be more realistic IMO.
DOR 13 nov. 2022 la 10:10 
Postat inițial de Kripary:
That is exactly what I think makes this game interesting.
You have to plan far ahead and make decisions like: ,,Do I build this wall NOW for safety or don't build it to have space for a FUTURE farm."

At first you don't think about such things but when you encounter them it will teach you to be more mindful the next time.

So when you see a wall next to a farm-spot, think about what you wanna have: Protection now or an income-source later?

I understand that aspect but in relation to walls + farms it feels poorly explained/executed or whatever imo, such a permanent affect should cost just one coin and on such an important resource that needs to be invested in. Maybe it'd stop you from upgrading the farm once you have a wall in the way, or it shouldn't let you build walls once you have a farm going, idk. Just some other execution would gel better imo.
DOR 13 nov. 2022 la 10:18 
Postat inițial de teleshoes:
regretting your previous choices is the central gameplay mechanic of all kingdom games.

however, it IS quite annoying when two map elements overlap so closely that you have trouble selecting the one you want, and sometimes typos happen that are not really mistaken decisions as artificial difficulty from bad controls. high CPU usage can make the difference between dropping a coin and paying a coin, etc etc.

Fair, but i didn't exactly know I was making a choice, i understand if the game wants to teach by forcing the player to make mistakes without the knowledge of what they're doing, that sounds fun in a sense, but it just annoys me that it's unrealistic to have an entire farm be completely nonfunctional because of a couple of logs that the player can't destroy or move, and that said player might not have noticed or done intentionally. The motto is "Build, [u[ Destroy [/u], Conquer, Explore" after all, it's a kingdom builder but not a kingdom management game, etc etc. It's more of a pet peeve now that I'm reflecting on it but it really put me off of my third run because of my mistake.
DOR 13 nov. 2022 la 10:20 
Postat inițial de Sapador Castelo:
I just got an idea that goes along with this suggestion. If we'll have a way destroy walls, it mithgt also happen that we accidentally hit the key to destroy it. You're using the ruler ability, for example, and then boom, no more wall. Imagine if this happen just before a Blood Moon... If it was a stronger wall, you'd have no time to rebuild it before the wave. So my idea is that we should also have a way to cancel the destruction order. Or maybe we could solve a captcha to confirm that we really want to remove that wall. That would be more realistic IMO.

Lmfao tbh using a captcha to confirm if we'd wanna destroy something is something I'd honestly appreciate being added. maybe it can be like a minigame or something creative to confirm your action, idk. Just the mechanic itself is irritating and feels out of place to me, and I just wanted to check on the community's opinion on it and provide some discussion on it.
< >
Se afișează 1-9 din 9 comentarii
Per pagină: 1530 50

Data postării: 12 nov. 2022 la 22:18
Postări: 9