![]() In short, I also want a slower game, but a propely balanced game, something that would scale down together. I would prefer a more slowly and steadly game progress, something that not only would make me feel that my dynasty is achieving something, but also my character did lived long enough, did learned enough and did contributed enough for the family, but unfortunely this simply isn't possible on Guild 2, because he'll end as a stat monkey abomination, infact even 1d=4y is already too easy to reach max level with a significant lifespan left. The enemy dynasties also will have a quite gross amount of family members to get murdered as longer the game goes on. In guild 2 for instance, 1day=1 years would turn all your characters into max level monsters with pretty much an endless children supply (if wanted), simply because the ratio of exp earning, money earning, doesn't decrease based on the day cycle. The problem on decreasing the day/time spam ratio, is that the game is programmed/scaled/balanced to use a certain amount of time. Some sort of cooperative end goal mode would be nice. I'd hope for a game, or at least a game mode, more akin to The Sims: Medieval with generational gameplay where you are expected to spend hundreds of hours on a single game, and games are expected to be played single-player or in cooperative coexistence than the competitive multiplayer "last dynasty standing" modes that were prevalent in The Guild 2. Passing the torch between generations is a neat concept, and it prevents any all-powerful characters, but the game loses all meaning if you don't have enough time to burrow into individual characters, as well. ![]() Playing games like Crusader Kings II, I tend to have most of my games drag out to the point where I never finish them around the third or fourth generation, just because I enjoy meddling in the characters too much. That said, I do hope they do this, as well. ![]() The problem is that the game needs rebalance for those sorts of systems - if a day is only one season instead of one year, or an even smaller timescale, then the crazy leaps in experience points need to be recalibrated, as well. ![]()
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