Author Topic: TLD 3.23 Suggestions  (Read 528465 times)

Offline SonKidd

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Re: TLD 3.0 Suggestions
« Reply #30 on: November 03, 2011, 10:34:15 PM »
There are too many troops that it is quite impossible to try them all - and, hopefully, no one releases a full troop tree with all the stats :P.

But I think it would be cool if the rumours gave you tips about different troops, say:
Gondor Citizen: I heard the Swan Knights of Dol ... (can't spell) are the best in Gondor (no idea if it's true).
Gondor Citizen: The archers from Ithilien are deadly from afar... but don't let anyone get near them.
Lossarnach, Pelargir Citizen: Our troops suck - don't even bother. (joking... but they do suck... kind of :P).



Offline TheMageLord

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Re: TLD 3.0 Suggestions
« Reply #31 on: November 03, 2011, 10:50:07 PM »
I realized something funny while fighting some black numenorian elite troops. If I shoot them in the chest they die in 2 shots, if I shoot them in the feet they die in 1 shot.

I checked and realized this must be because their torso armor is 46 (armor + gauntlets), but leg armor only 33 (18 from body armor, and boots only 15) since they wear uruk boots. There are two uruk boots with the same armor (uruk greaves and uruk chain greaves), so you might boost one of those up to 20 or 25 or so and use it for the numenorian and other elite Mordor units.
lets say them have achilles heel :)
« Last Edit: November 03, 2011, 11:27:41 PM by GetAssista »

Offline Lithandrill

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Re: TLD 3.0 Suggestions
« Reply #32 on: November 03, 2011, 10:55:11 PM »
Hey, great mod so far. Just a few suggestions based on my experience so far. At the moment I am at Day ~100 of my campaign as a Dunedain and the war in the North is more or less decided in the favor of the good factions. There seems to be an inherent (probably intentional?) bias towards the good factions in the north while in the south (Gondor/Rohan) the evil factions have the upper hand. 

What seems to happen though is that if certain factions, that are surrounded by several enemy factions, (Such as Gondor or Gundabad) lose one or two major battles causing their heroes to stay inside their cities for several days, they get overwhelmed by the enemy spawn rate very quickly. This makes it almost impossible for certain factions to come back without heavy player interaction which sort of goes directly against the flavor of the game.

For example, between Gundabad and Erebor there are currently over 30 Dwarf/dale parties and everytime Gundabad spawns anything it gets swarmed on the spot. Even their main parties can't venture out anymore because they just get swarmed. Subsequently this has caused Rhun and Dol Guldur to become more or less ineffectual as well since everytime they get close to Dale and Erebor they too get swarmed. In about a week game time the evil forces lost about 4-5 towns there which quite frankly felt very cheap to me. Same happened in Gondor except for the other factions.

My suggestion is a serious tweak or perhaps a more intelligent approach to parties and spawns. Because right now many factions can just snowball out of control extremely easily and entirely trivialize a part of the war which feels very cheap.

Sort of tying in with this is that once factions have had a couple of towns destroyed (Or heroes killed I assume? I turned that off.) it's very hard for them to really come back. The towns never get rebuild no matter how much you help them recover. It would be nice to see factions recover from the brink of death more often since at the moment the war feels very linear. After all Middle Earth is full of examples of great nations falling and underdogs winning against all odds.

Offline trueten

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Re: TLD 3.0 Suggestions
« Reply #33 on: November 04, 2011, 03:55:51 AM »
Erm, will some traits be reworked? I found some of them non logical.
For example, I've reached 12th rank in Gondor and the trait I got is cheaper troops and some command features. Well, second feature is might be useful, but, honestly, cheaper troops is not a valid achievment when you reach 12th rank. By that time you don't even know where to spend your resources, not to mention that at this point there's a lot of enemy troops whom have a lot of prisoners and I can easily fullfill my partie by rescueing them.
I've noticed if you play for Rohan, you recieve the same trait.

Although I can't suggest something decent instead. The first thing that came in my mind is that trait could allow you to hire this fellas:


Forgot their names, but I didn't notice any way I can hire them, so...

Another idea would be pretty argueable, but it could really increase the difficulty and motivation for a player to reach the top rank - the Player (playing for Gondor for example) cannot hire any cavalery troops (or those troops are pretty limited, say their top tier would be Veteran Squire), but after reaching the higher rank you unlock eccess to the elite cavalery troops (Gondor Knight and higher).

The bad thing is that it sounds good with Gondor, but I can't figure out options for other factions (mostly because I didn't play for them yet).
« Last Edit: November 04, 2011, 03:57:57 AM by trueten »

Jerus_alem

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Re: TLD 3.0 Suggestions
« Reply #34 on: November 04, 2011, 05:02:59 AM »
When make a camp, there is a option which says "walk around", currently it just make player to enjoy the environment around him/her.

I think spending time do stuff like this sholud have more advantage, lik:
`Walk around with some of your troops, the more time you spend walk around, the more resource point you will get. This is the basic idea, which can be improved like in the "walk around" map, there is sth you can really gather as resource point, the more time you spent gathering resource point, higher chance spawn some enemies.
`When you walk around, if you discover some of the enemy assassins following you, defeat them, then your next "make a camp" will sure to be secured.

Just some thoughts with the "walk around".
BTW I'm a fun of walk around even it doesn't do anything right now =)

Vrashk

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Re: TLD 3.0 Suggestions
« Reply #35 on: November 04, 2011, 05:40:34 AM »
Not really sure where to post this, whether in bugs or suggestion! (I play a snaga of Dol Guldur)


- Dol Guldur troops upgrade into Mordor troops, resource point issues arise.. from my limited experience of all the factions, it seems Dol Guldur is the only faction that have this issue?

- If possible, could "Orc" lords be stopped from requesting prisoners to be rescued? Its pretty annoying to get those quests when you have no one to rescue. (I hear elves have a similar issue about capturing prisoners)

- Possibly boost lower-tier Orc troops a little bit? 100 Orcs vs 40 Mirkwood elves, I expect the orcs to get butchered.. but at least more than 2-3 casualties on the other side would be expected. Orc bows feel completely pointless. (Orcs vs humans work out just fine though, at least Dale).
- At the moment I just massproduce Warg riders, because it feels like the only way to take on enemies (and it works great!).

Offline Conners

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Re: TLD 3.0 Suggestions
« Reply #36 on: November 04, 2011, 07:44:42 AM »
If Warg Riders are the only option for orc-players, then either lower tier orcs need boosting, Warg-riders need nerfing, everything other than orcs need nerfing, or warg riders need to be more expensive.

Of course, those are always your options when it comes to troops....

Offline Ausgezeichnet

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Re: TLD 3.0 Suggestions
« Reply #37 on: November 04, 2011, 08:00:33 AM »
1. Rank reward items:
This is a bit spoilerish.

As a Mordor Uruk the 4th rank influence reward is an Orc Brew which grants +1 athletic - a nice little bonus. But - it acts as a consumable item (vanishes after a while) which to be honest renders the item completely useless. I see no reason why spend precious influence points on it; I thought maybe getting it before a bigger battle or even a siege could prove usefull but you can't control when it starts working and running to Mouth of Sauron just to get it before something big seems silly.
And what bothers me more is that the Erebor equivalent is permanent. So I suggest making the Orc Brew permanent too.

2. Item balance
From what I've read there's coming some balancing but I would like point how (at least) Mordor weapons crappy are. A polearmish, twohanded uruk axe has the same damage as a little onehanded dwarvish axe.
Not saying that there's a small weapon pool to begin with but that seems too big of a problem.

3. Unit balance
Again as an uruk I was afraid to attack an elvish patrol while having five times more troops. I won but my units got slaughtered. I get that this is probably lorewise but losing most of my troops after each battle means hiding around my factions place until I recover form the losses - this isn't that much fun.

The forces of good should be better unitwise but the gap is in my opinion too big. As a dwarf I would engage 4 times bigger Gundabad armies and won with little to zero losses - and I'm playing on highest difficulty setting.

4. Camera view
I guess this is not feasible or too difficulty to implement but playing as a dwarf or an orc the 3rd person camera is too high. Fighting in melee is eye tiring because I'm constantly looking on the bottom edge of my screen to see what's happening with me.
Of course one of the solutions could be playing in 1st view but that's not for everyone and honestly I can't see shit what's happening. As I remeber in Warband you can zoom in or zoom out in 3rd but I don't know if this information helps at all.

5. Quests
The quest rotation is too slow and too repeatable (you get the some quest over and over again). I swear - 80% of quest in Erebor, Dale and Esgaroth from the guild/quartermaster is to the escort a supply train to Woodelf Camp. And that was happening on the span of 40 days. Completing the quest itself didn't change too much.
Same with lords: the top quest in the dwarven lord community is to capture an enemy lord.
« Last Edit: November 04, 2011, 08:14:14 AM by Ausgezeichnet »

Offline benpenguin

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Re: TLD 3.0 Suggestions
« Reply #38 on: November 04, 2011, 09:17:18 AM »
Fantastic mod that exceeds my expectations - note, I am one of those that waited for 4 years with already high expectations...

Besides the occational after battle crash that happens with a lot of mods I have, my only complaint is that we are still having native music.  Sort of kills the mood for me.  Or maybe just me.

I played an elf lady - after being defeated by an orc band I was stripped naked.  And it costs SOOOO MUCH to replace my stuff.  Is it meant to be this way?  I am now walking around bare footed costs shoes are so expensive.  Cost of 1 pair of boots > cost to hire my entire warband + upgrades.  Woot.

Offline Northcott

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Re: TLD 3.0 Suggestions
« Reply #39 on: November 04, 2011, 09:30:30 AM »
The team's stated that the equipment hasn't been balanced, and is one of the things that will be changed as things are tweaked with the mod. Equipment damage, durability, weights, sizes, and costs are all currently out of whack.

Offline Sp00nlord

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Re: TLD 3.0 Suggestions
« Reply #40 on: November 04, 2011, 09:39:42 AM »
Beorning hosts need to be balanced better in my opinion. There's pretty much 100% unshielded infantry and archers, which means they're total fodder for archers. More shielded infantry would be nice, at least so forming a Shield Wall actually had a purpose, the 2h troops hiding behind the shielded ones.

I'm thinking about the Beornings and woodmen. We'll see if I can get a 3D guy to help me out, there may be a major overhaul of how this faction looks and works in the future. Nothing very soon though, don't hold your breath.
« Last Edit: November 04, 2011, 09:46:11 AM by Merlkir »

Offline Oldtimer

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Re: TLD 3.0 Suggestions
« Reply #41 on: November 04, 2011, 09:53:34 AM »
Hi all,

I`m a Mirkwood elf and the Great War has just started.

Contrary to many posters saying that elves/men are OP I found good faction scouting parties totally helpless vs warg/wolf riders even when outnumbering them.

Pathing is a great problem, I often get stuck in Mirkwood(can`t move shorter distances, but when choosing a distant settlement I can) and sometimes other places. Meaning I can`t run away from stronger enemies.

I see no point in "kill outlaw" missions at low player lvls as they are totally OP and for me at least they constituted a vast proportion of missions which I had to decline. I e no resources/influence.

And I can`t loot... Sometimes I see a message "you picked up" something but this something does not appear in my inventory. Even loot from men is inaccessible.

Rgds, Oldtimer

Offline ghanburighan

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Re: TLD 3.0 Suggestions
« Reply #42 on: November 04, 2011, 10:04:22 AM »
In my game, playing as Rohan, Westfold and West Emnet were razed early in the game. However, now that Rohan is quite strong, and Isengard fair/average, hardly any confrontation takes place, because Rohan patrols/hosts are all patrolling around their own cities. Maybe parties can be made more aggressive, seeking out enemy territory, especially when having greater strength rating than the enemy.

Offline Multiheaded

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Re: TLD 3.0 Suggestions
« Reply #43 on: November 04, 2011, 10:49:35 AM »
OK, about those Book items I mentioned... AFAIK, there's no way to make them require a skill value instead of just Intelligence, so here's the system I suggest.

At a certain rank with a faction, you can go to the Librarian (an NPC like the camp master) in its capital, and spend some influence for a chance to gather useful lore. You spend 24-48 hours, and, based on your Loremaster skill, dig up one or more Scrolls (using the vanilla "book" item category, but with an icon of a rolled-up scroll) that are placed in your inventory. More Loremaster skill means a better scroll, and more chance to get several at once. Then they function exactly like vanilla books; you choose the one to study from the Camp menu, and, once the PC is done reading one, it provides a permanent bonus to a skill/stat. I'm not sure if a script that opens up new areas can be made to fire upon completing such a book - I'm no modder at all - but if it's possible, I have some ideas.

A short list of proposed names and effects now. If you approve, I can make more. Someone else would have to do the actual "Librarian" script for receiving them, though.
"The Lay of Beregond": Free People only, +2 Ironflesh
"Melkor's Vindication": Shadow only, +1 power strike/throw/draw
"Serpent of the Sands": Shadow only, +1 riding and tactics
"Chains of Terror": Shadow only, +2 prisoner management
"The Arrow of Westernesse": Free People only, +1 power draw and weapon master
(in Sindarin, someone translate please) - "Banner of the Star and Moon" - +2 leadership
"Bastions of Khazad": +1 power strike and shield
(in Sindarin) "The Lady's Tears": Free People, +1 surgery and wound treatment
"Forbidden Reanimation": Shadow only, +3 first aid

Well, what about such a proposal?

Offline MadVader

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Re: TLD 3.0 Suggestions
« Reply #44 on: November 04, 2011, 11:07:16 AM »
Well, what about such a proposal?
No.

:)

People tend to collect skill bonus items in their inventory. If you calculate how many items are there to collect already, it's already a significant number. Adding more would stress out the players too much, as they would have to decide often what to keep and what to throw.
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