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To me so far, RTK XI is far superior:
1) Gold and Supplies income is totally out of balance in RTK 14. Gold can be used to purchase supplies at ratio of 8 supplies to 1 gold. Meanwhile, Gold and Supply income is nearly 1-1 (only slightly more supplies). RTK XI had an appropriate balance (between farms and markets) while in RTK 14, a player should just develop commerce instead of agriculture.
2) The calculation for Supply Expenditure looks incorrect. Gold usage per turn is monthly expenditure divided by 3 (correct) while Supply usage is every turn (this is a terrible blunder). The result is that a player just keeps on spending time buying food from the merchant (to stockpile supplies for battles).
3) Even with a high charisma ruler, officer loyalty goes down drastically. Like sometimes it seems multiple officers with 100 loyalty can suddenly drop to 90 or 85 within one turn. So if you enjoy clicking on reward almost every turn, this is the game for you.
4) The battle system is terrible compared to RTK XI. In RTK XI, the battles were very enjoyable, with interesting tactics. RTK 14 is about units that ignore your commands and move in ridiculous patterns.
A. preparation for RPG based PUK complete with unique personality and approach.
B. more interaction on individual level completely new relation system. or
C. KOEI just messing their fan based everytime they release game at random which is weird for Japan game, most japan game has such unique personality that always carry over in each installment, like atelier series, or other JRPG.
That's why I kinda appreciate the simplification in ROTK14. And Koei has obviously been simplifying their games to appeal to a broader audience (ROTK series had been known for steep learning curve).
Personally I would choose ROTK14 over ROTK11.
i agree no one wants a single scenario to take 100 hours to beat
I liked ROTK 11 best of the ones I played..
I think the domestic is better in this game then 11, 11 was plop all the buildings down in the city and it was instantly maxed out then you move to the next one. Though the balance isn't prefect.
The battle system is -worse- because I do prefer the TBS style to real time. That said. I like the we-go, I don't mind the auto skills (I do wish the ones you can control was per officer, and not just one and duels weren't automatic). I like it more after playing with it though.
I think the map capture is far better. I like it rewards you for not just rushing to the city but taking the nearby towns. and that your income is based on what you actually control.
The new government system is a good idea. Like NA:SoI Policies, it gives some differences in how things play out. It could use some fleshing out though.
Unintended home is pretty fun and actually can work.. Something that idk if I ever got to work in other games. Placation is also fun if you just want to harass a faction.. and hidden poison is fun when bandits actually spawn.
I also really like the new event system, where it just tells what you need to see an event, so rather then sitting around waiting for it, you can do them.
I'd like to see --
More plot stuff.
Them rebalance the economy a bit (food maybe a bit easier when not marching or doing anything, troops capped with the barrack levels - or let barrack levels allow bigger unit sizes, so they can't be ignored most of the time).
A screen that shows me the city and all it's areas current state, so I can quickly see and change stuff (its a bit fiddly right now). And one that breaks down whats using stuff.. like whats all adding to my income and whats all taking away in expense because I really don't understand it.
Duels and debates being player controlled and a thing.
Probably lots of other things but I haven't played it that much to nitpick to hard.
I don't think they going to add that in to 14.
The base game is designed in a very specific way to make officer play very hard to implement.
Even if they add officer modes, I doubt it will be well integrated.
duel animation also have block, attack and rage option just like before it just being automated so hard so all depend on RNG
I said even if it is implemented it will hardly be well integrated.
It will be worse than Risshiden which is already not a well integrated add-on to the origin SOI.
my standard of "implementation" isn't just a working game(runnable) but a game that has a well established style and goal. If you just want to add "elements" into it without considering how bad it will be then you can add anything to the game.
You can also add officer play into ROTK 9, why not? implementable, runnable.
When they designed 14 and 14's gameplay style they have no consideration of adding officer play to it. If they add that elements to 14 forcefully, it will make people who want officer play complaining the lack of details and people who don't want officer play complain many of the ill integrated designs (like Risshiden).
Risshiden isn't really an "upgrade" of SOI.
It pisxed off many people who like SOI to satisfy people who just want RPGs.
And they already indicated in the past, there will be no PUK for 14 but just DLCs.
If they are going to make 14 an RPG, it will most likely be a separate game instead of DLC or PUK.
Simply put.
People who are happy with 14 don't want 14 to be an RPG.
People who aren't happy with 14 because it lacks officer play won't be happy if they just add it in forcefully.
It will still be very barebone and ill integrated officer play. It will simply be a kusoge by pandering two distinct taste in one game.
I have played it for over 12 hours on two system 7 computers (Macs with system 7 under bootcamp) and even on my 15 year-old Mac it is very smooth.