William Blake Posted April 22, 2021 Share Posted April 22, 2021 With a heavy heart I have to say I’m quite disappointed with the gameplay video. To the point that I doubt I even will play KoH2 to be honest. I’ll try to explain why I think the game is not what I expected. While there are a lot of nice visuals and other neat things and I appreciate all the people involved in this quality effort, but I will comment only on the bad stuff which turns me off. 1) Economy It was said many times how in KoH2 there are a lot of resources, province advantages, economy tricks and so on. 65 types of produced goods. All that. Now what I actually saw: Settlements are fixed, province resources are just fixed. The moment you look at a province initially it is APPARENT what can and cannot happen and what to do with it. There are no options if one option is right and all the others are wrong. It appears that all the economy gameplay revolves around which province with which “resource/goods” you have. So there is no GAMEPLAY for me to try different things and MOREOVER to counter play any other player. No matter what happens around me on the map, I just have to maximize my given province products. Everyone makes “steel” and “barrels” and I will make “steel” and “barrels” if I have resources in a province. Zero thinking really. There is no balancing or work force / production. If I have villages they will make food, if I have other settlements – no food. There is no balance I can shift or areas I can dynamically adjust apart from going abroad and getting another province. But wait you might say, we said there are multiplier buildings in the capital to boost production. Yeah? So what? You have provinces which IN GENERAL have about the same amount of settlements of a same type. So if it is 3 of a type – I build multiplier building, if there is 1 I don’t. I get it, done, no gameplay anymore. More importantly – no more DYNAMIC gameplay. I look at a province – I decide right away what is the appropriate way to build it up for the rest of the game, done. Settlements are not going to shift, workforce won’t shift, resources are not going to change. 2) Trade is pathetic. Settlements auto generating “sacks” of trade goods and a drop down menu to select which exchange rate of sacks to gold I can have right now by selecting a kingdom to trade with. This is beyond boring. You could remove it from the game and replace the “sacks” income with a straight gold income and no one would notice. Why do you even bother to have trade like that? It is a level of mobile game mechanics. Yes you have also import/export of produced goods somewhere, but we know it is boolean “yes/no” per kingdom kind of thing, so I doubt a lot of people are excited about that kind of mechanics too. 3) War War is totally lame. This is the biggest problem. I don’t even want to mention that auto resolve preview with bunch of animated soldiers fighting air with a huge gap between armies looks laughable. Fine, work in progress I guess. But seriously, this is how you see military component to the game? It is exactly how it was 20 years ago with the original KoH. An AI army of 4470 strength moves towards and 2 player armies of 6090 and 3800 strength combined just to get in a battle, lose a bit of time and men and run away. And the player has to chase that across the map for another battle with roughly the same result. What gameplay do you see in that? If a player can click on an enemy army or not? Auto resolve battles have no options, no tactics, no orders before or during a battle except a retreat? Really? There is about zero military gameplay I terms of army composition and a player can’t even tell what it happening, it is just bunch of soldier on one side messing air and a bunch of other solders across a field doing the same. And then one of them runs and you chase it across the map yet again. Mobile games have more interesting and in depth combat than that. And you will say, but wait, we have RTS battles you can lead all the units manually! And I say it is irrelevant. In a single player you won’t play it manually after first couple of times because your kingdom is too big and the battles are too repetitive to manually chase same rebels 3 times across a province. And in a multiplayer it will not be available at all. You make units with Squad Size, Attack, Defense, Chance to Shock, Resilience, Stamina and Siege Strength attributes. Yet they are all upkeep of 1 food. What is the point of squad size if it takes 1 food to upkeep a full squad of 40/40 and a damaged squad of 1/40. What is the point of Attack and Defense attributes if your swords will count the same as more peasants at the end of the day. How do you expect a player to even KNOW not to mention PLAN for “Chance to Shock” and “Resilience” to play out in an auto resolving battle of a blob vs a blob? You yet again make a game which promises depth and variety and has none. With your system you don’t build an army to counter an enemy army, you just build a blob. You don’t have a strategic warfare you just click one army on another and you can see the strength numbers to tell right away which one will run or win. Just as I said in previous topic, all you do by attacking a castle or a settlement with an army is locking yourself in place to be hit with a stronger army. It is useless. All your mechanics right now mean that you, yet again, only need 2 marshal blob together to travel in a straight line and crush everything in its path. Any other military game play is pointless. Armies even march around with a same speed. All the promises about variety of units and resources and upgrades for military in fact will be the same as original. You blob with what you have, it does not matter. The units you build are way way way more dependent on what you can build and upgrade and really matter piratically nothing at the military gameplay. Yes over time you will have more and more elite units, but it is kinda irrelevant with combat like that. My Conclusion I wanted a game of a medieval kingdoms where I could spend a lot of time, struggling with my small kingdom in a middle of huge world. I wanted to balance on an edge of hunger and poverty, and I wanted exciting dramatic battles I would prepare and plan for a long time. Well you know medieval stuff. KoH2 as you show today is not that game. KoH2 is nicely animated game about nothing. It is an ocean wide and an inch deep. When I look at any aspect of the gameplay you have shown it is too shallow, too plain and too boring. But you have a lot of them happening at the same time animated nicely on the screen. The core gameplay is not there and I think this is precisely why you are adding more and more mechanics and small numbers, notifications, effects, and events to fill that void of the core gameplay with something. It is sad to me to see this result but more importantly it is sad to understand that you don’t see it that way and you are building some different game for someone else to enjoy. I don’t mean to get in an argument with you or make you feel bad about it. But I think it is important for me personally to relay me feelings and impressions because it might be valuable for you at the end. Thank you for your work. 1 1 Quote Link to comment Share on other sites More sharing options...
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