#Renown vs Liberation - Villagers

16 messages · Page 1 of 1 (latest)

slender glade
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As it stands right now there is only one narrow path to move along the tech tree, improve your villagers and compete with the enemy NPC combatants. That is to liberate towns, grind renown, grind village standing. Then you are able to access villagers with 'jobs' up till that point getting to tier 2, is entirely useless other then a select few items. Even then there are overlaps in the crafting system and bottle necks there, where for example most items in the blacksmithing and weaver tree require rawhide.... rawhide requires a laborer. So at least 2-3 villages to arm up your critters, that is not even to mention food.

This current system of narrow choke points with no other way around them leads to frustration, and from what I have seen and read a simple feeling of 'Game is not fun'. It is in effect after the player puts in effort to collect some people, start a village, put in effort into the game, they are not rewarded they are presented with the next one way gate to get past.

It would be suggested to either remove the requirement of village level, and liberation and work villagers only with a renown system. As you as the player are already going to be making progress and liberating villages in order to in effect win the scenario. You will then have to gather renown, deal with moral issues, and already present bandit raids, brigand attacks, food issues. Easing the stress load and making things a bit more fun.
As an alternative putting in other methods to allow access to technology allowing the player to enjoy investing in being prepared for combat situations would ease some of the strain already present in this game.

olive topaz
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So u want a tree that's accessible even without liberating a town?

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Taking away the only thing that game is forcing you to do, to continue progression.

slender glade
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Correct. Liberation and technology should either be separated or have multiple paths to access them not one narrow, and as you noted forced way to make progress. As always there are possible alternatives such as untangling the tech tree from overlap, forcing multiple repetitive time sink game loops to access a single item on a path. Better organization and removal of redundant items. The simplest and most effective path is as suggested above.

latent sundial
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I don't think it makes sense to be able to progress in in the tech tree without progressing in the storyline. That takes away the rpg element and makes it a sandbox survival game. I think they could have an option for a map without the story line for people who only want that but it is definitely doable if you pay attention to what towns you liberate. This would be easier to do if it showed what you can trade with towns once liberated. If you take hearndean first and get a blacksmith you can make the round shield and kettle hat without rawhide and those items make it a lot easier to take on the next level to take a second town. If you take Bradford next you can trade for rawhide and the rest of t2 is unlocked. If you do it the other way and take Bradford first you can make way better weapons and some better armor that also make it easier for a second town.

fervent rover
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I agree with Nicko. Only way to make that work would be a sandbox mode where you do not get to complete any quests and get all that juicy rep and renown from completing it but you get your tech tree unlocked..

slender glade
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So again, I see no issue what so ever with an already open world, survival, crafting game.... by definition a sandbox game. It may indeed be simpler if there was a form of in game guidance via quest or the like that explains the path the developers seem to want people to take. However even then with the game set up to appear as an as noted open world, survival, crafting game, most players are going to simply see quests as another resource. Then want to muck about to play, build up the town they have created, and spend time there. Best options to resolve that would be to either double down on the RP elements, strip out some of the open world aspects to a degree, or better automate them. Or the alternative, allow further freedom for the player and not pigeon hole things to one single narrow road. Time will tell, thanks for the feed back and further data.

fresh gulch
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I totally approved this post ✅ 💯

olive topaz
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Sry but I like the idea of getting my progress / wisdom on how to do specific stuff from villagers of a town that I need to liberate. They could introduce more tedious ways to do it. So the path of progression u walking on isn't as narrow. But Im pretty sure there are going to be mods for your specific issue.

slender glade
# olive topaz Sry but I like the idea of getting my progress / wisdom on how to do specific st...

What? 1st statement; 'you like liberation' okay cool. 2nd statement; 'they could add a more tedious way to do it' What? The entire point of the post here is to remove a chokepoint causing an issue to players. This makes no sense. 3rd statement; 'The path of progression is not narrow' Explain to me how having to take selected villages in a certain limited order, while going to 1 select merchant to make progress is not limited. Please. I'll wait. Last statement... your answer is mods. Great. Thanks for that.

lofty hatch
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That's the way they wanted it though, they'll make their vision of the game and you can use mods to play your vision, like said above if progression is not gated there would be no reason to progress, rpgs are all about "go get this thing to improve this to unlock this but to unlock this you have to beat a boss" take that away and it's just a survival sandbox as said above, your problem can be fixed with mods you'll be okay

cerulean mesa
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I'm okay with it as is. I could be built upon, tho.

slender glade
latent sundial
lofty hatch
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Really all your looking for is a "no liberations for professions" mod. it's a grind but that's what it's supposed to be, a grind

olive topaz
# slender glade Short version; it is a survival sandbox game. Read the label on the box. Also, t...

The actual progression path isn't a choke point at all. Just because u dont want to liberate a town by yourself doesn't mean its wall u need to run through.
I said that they could introduce a more tedious time consuming method that's less combat heavy, to achieve your goal of getting your profession apprentice of choice, to open up the amount of possibilities. But they should still keep the liberation the fastest way to do it. Just because The most difficult way should be the fastest option and reward you with the most.