2000 choices with 37 leading to death but then you list 5 reasons why people might die. That's a fact you can deny all you want but it doesn't change anything. The average player will die an absolutely insane number of times. It's simply not fair to say 'well I have a few heroes who can do it so it must be all good'. Not many players are in the calibre of 'acclaimed ironman mode' players. As a developer who knows the game intimately I am sure you know what you are doing. There's no follower system at the moment. Currently in the EA you can complete all the quests within the 2 existing areas but you can't travel to the rest of the world yet. In terms of content, more areas will be added with more quests to do, more combat skills, new currencty, new items, etc. Being early access do you hit a wall where the rest of the game isnt yet implemented or is it finished and just being fixed/polished?Īlso do you recruit more followers who can help in battle and do certain dice rolls for you if you choose them to? Originally posted by 2tecs:Wanted to ask the state of the game. That's as close to a follower as I ever saw. You can summon a pet if you have the right class but they are pretty weak and almost not worth the effort in terms of cost in action points vs rewards as they probably die in one hit and by casting that you might as well have simply attacked one turn and done the damage yourself. A follower would ruin that concept I think. The class system is designed to make you deliberately weak in certain aspects which in turn forces you to thread a particular path through the game because there are rolls you will never succeed in so you are forced certain ways. The purpose of followers as you ask about is to let them specialise in certain stats but that's not how this game works. Rolls do become trivial for old areas though. No followers but your do find gear and items that increase your base roll score for each stat so it gets easier to make rolls, but at the same time the difficulty of the rolls scale up in each area, so I doubt you ever get overpowered for new areas. I can't even imagine anyone managing to thread the path through the book and fluke all the dice rolls to make it through what is there legitimately. Fully 1/4 of the decisions you make can kill you instantly and half your failed dice rolls will see you dead. If you save scum you can get through all that is there but if you play in the designed and intended manner.heh. Right now there are 2 books and you can get to a point where you can complete all the quests for those 2 books except ones directly linked to the next region that is not yet released. I have seen one list saying 5 books, one saying 7 and one with 11 but I don't know if that's just all the books related to this series or what it is. Not sure on the total that it will be or even how many books there are in the series. There's no reason that there have to be exactly six abilities.There are two books in this version. Incidently, I think that you can justify giving a separate close combat and shooting ability, because the skills are different enough. Make a SHOOTING roll at Difficulty 11.") just like it was a Survival roll or whatever. And if he'd been unfortunate enough to come under fire when he did not have a firearm himself, than he'd be forced to run away.Īlternatively, you could just assign shots a specific difficulty ("Your attackers are crouched behind a snowbank some fifty yards away. But if he came under fire in the frozen Sahara, then he would fight in the same manner, but in addition he would expending charges from a Barysal gun for each shot taken. Like, if your Road Warrior got jumped in an alley than he'd have to fight the mugger in the normal way. I think it would be easier to just have separate close combats and ranged combats. When you start putting in variable-damage weapons and stuff, then you lose that simplicity. One of the things that I like about Fabled Lands combat system is that it's super simple.
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