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Foca

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Everything posted by Foca

  1. The weapons skill system is confusing to read about, but we'll see it in 2 days. Does a weapon unlock more abilities as it gets better and it randomizes on the weapon tier's abilities (for example, a tier 2 drop has all tier 1 abilities and randomizes tier 2), or you get random abilities through the whole ability tree with each drop, and the better ones have a chance to not have some of the more basic abilities (it may be slight, but still a chance)? Thanks!
  2. I have only played Expeditions Vikings yet, but I'm looking to buy Conquistador in a few days. I loved the plot, the branch that I took the first time was pretty much predictable with Nefja, as all the characters say when you ask about it, but from the achievements I get that you have other options if you don't go after that option. The one thing that felt pretty heavy were long texts when a lot of explanations where needed, and after working all day, it was a little more tiring. I think that it would be easier to go through the game if, at least the long explanations were narrated or had dialogues. I feel like the dialogues in Exp Viking were a nice extra, getting to know the voice of the character and leaving it to imagination for the rest of the interactions, but it makes the game heavier ( I understand the dev side of this problem, and the budget that dialogues and narratives require, but dreaming of improvements is free hehe) . From here, everything is nitpicking, and I'm just using this opportunity to send every little thing I have to the devs, in my opinion, to improve the game Something that feels weird is that if you upgrade all crafting skills to the max with a character (pretty easy after you sail across the water) and have enough resources, you can craft even better weapons or armour than a blacksmith can do in his shop. The christian characters felt weird as companions, specially Morcant. Having a monk fight against its own people, and against his will made it feel like something was off. It would be nice to have companions follow you, as he was doing against his will (at least the way my campaign went) but make him stay aside when it's time to fight, or make him fight only in ambush battles or battles that decide his fate too. As Tokala said, healing comments are nice, and Gunarr is hilarious. I feel Koyoteblok is being too harsh about the combat skills, There are many skills that feel useless because of the quantity of characters in each battle, but in the few battles you get to control more people, those abilities shine, like the skald tree or the christian equivalent. The sword tree feels weak when the other option is the axe tree. The items like caltrops or poison caltrops feel useless, but traps or fire pots are too strong (and still you don't feel the need to use them) Defenders or shieldbearers (Heavy defense shields, like the crown's champion in Northumbria, not shields in general) feel like wasting a spot in your 5 companion slots, and I'm going back to the quantity of characters problem, I don't feel like I'm on a shieldwall with two shields, one berserker, a rogue, a healer and an archer (formation you get counting your character, Asleifr, Gunarr, Nefja, Rvoska and Ketill). Northumbrians and picts feel like they are both the same, they will tell you the same when you ask for alliance, they will send you to crush the other one before they send warriors. That's all I can think about right now, thanks for giving us this space to compare the games, and let you know what we think, even if I took half of the assignment and threw it off a window. And to close this, sorry for my broken english, I'm argentinian and it's not my language.
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