Raiders! Forsaken Earth

Raiders! Forsaken Earth

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Yvian Nov 10, 2020 @ 10:22am
Great concept, but combat is super slow
I really want to like this game, because the concepts and art is really to my liking. Bbut after having spent my early fights taking 10+ minutes of grazing hits (and a 10+ armor enemy so most normal hits are 1 hp as well), stone throwing and healing in a repeated cycle i feel this game really needs some balancing of the fights. After my second fight i started wishing for an automatic fight button that would at least let the AI figure it out on its own instead of me tapping 1 and 0 to attack or throw stones each round with my guys.

Maybe it gets more fun later on with better weapons etc, but it is not a great introduction to the game when you get bored after only a shot while.

I will be happy to come back in a few weeks or months to check in again. hopefully then i will want to spend more time with it and give it a thumbs up in steam as well.
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Showing 1-15 of 33 comments
Necroscourge Nov 10, 2020 @ 4:13pm 
Everybody has very low percentages to hit, and it makes the game not very fun. So combat just drags on even though you should of won.
I Throw Spears. Nov 10, 2020 @ 9:48pm 
Yeah, tbh I came to the forums looking for an auto-fight option of some kind. The fun is drained from my body with each battle.
Necroscourge Nov 10, 2020 @ 10:13pm 
Having played roughly six hours so far, here is my opinion on combat

1. The base damage of weapons is very low, not very accurate, and besides having different special actions every weapon feels the same. There are mods that improve weapons, but those just sort of randomly appear. So far I have not found any weapon blueprints in my game, so crafting weapons does not seem to have any real function because of how easy chips are to come by. This is primarily because instead of being tied to the weapon, every character has a "Damage dealt" statistic; I wish this statistic instead diluted into a percentage increase in damage they deal and the weapon factors for most of the damage dealt. This would make combat feel a lot less like a wet noodle fight.

2. There is a "grazed!" mechanic that reduces the damage to 1-10 damage and I do not know why it happens. Combined with the chance of blocking, missing, and otherwise not being allowed to do damage; most of every single fight is spent watching the words "Grazed!" "Missed!" and "Blocked!" fill the air non-stop.

3. There's not all too much diversity in enemies, again because of how wishy-washy weapons feel. I long for something like specialized combat styles, attack dogs or falcons, or like I eluded to special blueprints for raider weapons. I'd love to be able to craft bladed guns that let their user be in either lane, bomb lances, a harpoon gun, or other brutal weapons to use on my enemies.

4. The several types of menus required to fill in the points means you will invariably be turning on Auto-Level for everybody past the first hour of play. This means that characters just sort of randomly get assigned their statistics, class, class abilities, and as such don't always seem to improve with experience. Instead of making us go into a sub menu and assigning class points I'd rather just gain flat experience in the class and get a random perk at different levels.
= Nov 10, 2020 @ 11:09pm 
Armour lowers your hit chance, if you have everyone in heavy armour at low levels they will be constantly missing. You can improve your hit chance with weapon mods, some events and stat gains. One of my officers has a 100% hit chance with basic attacks and most of my rank and file have about 75%.

AOE attacks make fights very quick, they autohit 3 targets for fairly low damage but most weapon types get one. If your entire gang has an AOE attack and high initiative you can literally wipe out opposing traders in a single round, they don't even get a chance to fight back.
Realtoltek Nov 11, 2020 @ 12:54am 
I think battle speed is good. Autoresult can take atmospfere from game.
Tchey Nov 11, 2020 @ 1:30am 
I wouldn’t complain if everything was hiting 25 points more (so instead of say 50%, it would be 75%), and if combat speed came with an option to turn it up, and auto combat too for the "obviously won fights" i still have to fight.

Missing so many hits, plus being exhausted, stunned and other "non useful" effects, make combats not so fun.
Last edited by Tchey; Nov 11, 2020 @ 1:31am
Tiny Nov 11, 2020 @ 4:56am 
Combat gets a lot faster after you level your guys up a few times. I'll finish off a caravan in two rounds now. And if you are familiar with your raiders and know what attacks you're going to use, that's like 30 seconds?
Necroscourge Nov 11, 2020 @ 7:59am 
It's kind of a wet noodle fight
Ruinous Nov 11, 2020 @ 8:55am 
Bugle accessory (+5% hit chance for everyone when used), strength in numbers buff that every raider has can add a further +8% hit chance if you've a full battle lineup. I chose the +5% accuracy totem at the start, and levelled my raiders with hit chance at every opportunity. Even on maxed out difficulty settings caravan fights go pretty quickly.
Terran Nov 11, 2020 @ 9:57am 
Any game without extra speed up options isn't worth playing. At least 2x or 3x choices for results and animations. I don't need an auto combat system, just make everything faster. Darkest Dungeon, for example, was unplayable for me until I got a 2x speed mod for everything. I don't have time to sit around and wait!
I increased the combat speed a bit last update so that should help. Will continue to look at ways of improving of course.
LilyanaKabal Nov 11, 2020 @ 10:39am 
I didn't see it at first, but towards the end, holy ♥♥♥♥ yea. The high health coupled with low stamina and large chance of missing (4 80%s in a row is lovely to miss) drags fights out a lot.
Tiny Nov 11, 2020 @ 2:47pm 
Investing in stamina and hit accuracy early on is very helpful.
Chopper Dave Nov 11, 2020 @ 3:00pm 
Originally posted by Necroscourge:
So far I have not found any weapon blueprints in my game
You can dismantle every weapon or armor you found and learn crafting recipe. Can't replicate trinkets though.


Originally posted by One_Armed_Scissor:
Investing in stamina and hit accuracy early on is very helpful.
That was the rist thing I did because every previously released gladiator-themed games worked that way. :gladiator4:
Necroscourge Nov 11, 2020 @ 4:35pm 
I really, really hate how slow combat is. It's just not fun at all. Staring at GRAZEDMISSEDGRAZEDGRAZEDGRAZEDMISSEDMISSEDMISSEDGRAZED is not fun and this is why this game is not very good, there's a reason why not many people buy this guys RPGs. It's always the same affair of just hoping the game lets you finally do damage after turns of missing and grazing.
Last edited by Necroscourge; Nov 11, 2020 @ 4:36pm
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