#Some suggestions to make the game more fun

1 messages · Page 1 of 1 (latest)

dense river
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  1. Differences between Knights and Kings

Currently, the main difference between Knights and Kings lies in their "traits."

However, after playing a few times, it was discovered that the King has exclusive traits, but the Knights do not.

The King currently has mostly "sacrifice" traits, such as a piggy bank, gaining health by consuming ores, and becoming a tank.

It is suggested that Knights could have some exclusive traits, or even "cooperation" traits, so that Knights would have more diverse options when protecting the kingdom.

  1. Knight Skill Selection Questions

We still don't quite understand this. Several times, the knight has obtained duplicate traits, but the knight hasn't encountered an evolution target in the middle.

Currently, it seems that after the knight obtains a duplicate trait, an option to add ore to upgrade appears at the campfire. After adding the ore, the knight chooses the evolution option to complete the trait evolution.

I think this mechanism could be explained more clearly so everyone can confirm how the trait evolution mechanism works.

Then there's a big problem: currently, the AI ​​(after the update) is team-oriented. When there's no campfire, the AI ​​will help upgrade the camp, but as soon as a campfire appears, the AI ​​prioritizes the campfire. This disrupts knight builds (because currently, upgrading doesn't guarantee an evolution), and we can't stop the AI ​​from constantly adding ore to the campfire.

(Message too long, two more points to add in comments)

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  1. Trait Upgrade Suggestions

For traits that are duplicated or upgraded after conditions are met, it's suggested that at least a way to refresh the evolution options be provided (such as using items in the scene or external growth). Providing a few refresh methods would make players choose traits more carefully and feel more accomplished.

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  1. AI Strength Issue

Yesterday, four players played with one AI. The AI ​​was noticeably much stronger than expected, but I don't think it needed to be this strong (the reason is likely that you've given the AI ​​stronger base damage reduction and behavioral patterns). By the end, the cooperative gameplay and interactive elements of death had been lost.

For example, if a knight dies, the AI ​​will immediately rush to their aid, but the king has a one-hit kill and resurrection potion system, which is insufficient.

Another strategy involves a knight using the "tombstone" build. Upon death, the knight summons soldiers, generates a healing aura, and releases poison gas. This is clearly a tactical maneuver, but the AI ​​immediately resurrects him, rendering the tombstone build ineffective.

Furthermore, as long as the AI ​​has a weapon, there's a high probability it won't put it down to help deliver ore to the camp after nightfall. This forces us to kick it out, which isn't feasible in the late game.

I suggest designing different AI modes for the king to choose from during the game.

For example, with four players and one AI, the AI ​​doesn't need to be too powerful because players will require more tactical coordination (which the AI ​​usually lacks). However, with one player and four AIs, the AIs can be stronger in different ways. One AI might excel at dodging monsters, another at building, and yet another prioritizes its own survival, allowing the player to experience the warmth of AI as a teammate.

The biggest problem with the AI ​​isn't its need for damage reduction, but its inability to coordinate its behavior. Therefore, I suggest designing different AI modes and initial attribute bonuses.

(For example, if the player needs a tank-type AI, then choose that type of AI. She has slightly higher initial damage reduction, but the numbers won't be ridiculously high, and her behavior and chosen traits will be more survival-oriented.)