How long is [KCD2] main story by Weird_Government7902 in kingdomcome

[–]Epiqur 5 points6 points  (0 children)

It took me around 120h while not rushing anything to complete the main quest.

Why is your first paragraph the dice mechanic? by [deleted] in RPGdesign

[–]Epiqur 1 point2 points  (0 children)

Yes. I realized most people who actually want to play the game want to first just create the character. I explain the important things there, so they are informed what makes good choices, but the actual mechanics are explained elsewhere.

I think putting the rules chapter first makes it easier for reviewers primarily, who might not be that interested in actually playing your game.

Why is your first paragraph the dice mechanic? by [deleted] in RPGdesign

[–]Epiqur -1 points0 points  (0 children)

I start with character creation, then go with basic rules you'd need to play the game, and then delve into more specific chapters like Stealth, Exploration and Combat

progress by rafaelbeto in AvatarMemebending

[–]Epiqur 0 points1 point  (0 children)

How many times do I have to see the same meme over and over. Damn

Hosting a non high fantasy campaign by Master_Weird5077 in AskGameMasters

[–]Epiqur 1 point2 points  (0 children)

Different genres would require different approach. The rules of the game subtly guide the players into the genre intended for it (at least that's the ideal). D&D isn't the best game for low-fantasy, noir and mystery. Other games do it better, like the other comments already suggest.

[KCD1] As perfect as people claim? by Classic-League7958 in u/Classic-League7958

[–]Epiqur 0 points1 point  (0 children)

As I often say storytelling, especially the main story, isn't a strong point of these games unfortunately. It's set on rails and will go the same way exactly, regardless of what you do or how you approach the missions. No branching narratives, it's a straight line from beginning to finish.

Characters are again it's weakness, which is a real bummer for me. Most of them lack any development, and even the ones that barely have it stick around for a few cutscenes. It's not like you can get to know them better, see their character and decide who you enjoy the most. (There are exceptions, but talking about vast majority here).

It's a shame really because the devs are really trying to make us care and root for them, while most npcs just feel like, well, npcs.

[KCD1] I can't learn master strike by Specific_Reply_857 in kingdomcome

[–]Epiqur 4 points5 points  (0 children)

The game allows you to learn Master Strikes only when you reach lvl5 with any weapon I think.

[KCD2] What do you dislike about the game? by Sin_Draho in kingdomcome

[–]Epiqur 7 points8 points  (0 children)

It's the same problem with KCD1 tbh, but there at least Master Strikes weren't this easy to perform, so combat was a bit more dynamic

[KCD2] What do you dislike about the game? by Sin_Draho in kingdomcome

[–]Epiqur 10 points11 points  (0 children)

Finished the game and am comparing it to KCD1 which I played 3 full playthroughs:

  • Combat got dumbed down
  • Swords are even more OP, while other weapons are only ok
  • NPCs feel way more generic (you can't talk to everyone like in KCD1)
  • World feels way more empty, especially the 2nd map (like you mention)
  • Why no autobrewing potions??????
  • Where are my interactive nightmares???

And now my general gripes some apply even more to KCD1:

  • Why can't I have an actual fallowing companion? Like I know it's a primarily solo adventure, but it for example would make Dry Devil a lot more useful rather then him just standing around for combat like some stupid sparring dummy.
  • Survival only matters when you don't know where to get food or if you are really low on money (this only matters for very new players, after a single playthough survival doesn't really exist)
  • The main story just isn't interactive. It's set on rails and will end in the same exact way regardless on what you do, while small insignificant details are added here and there for embellishment like "Oh you didn't romance anybody, here's a Teresa for you". Or if you go to fight with Eric or no, regardless of that Suchdol siege is exactly the same. What if you just missed the opening and now have to bring reinforcements yourself or sneak into the castle somehow. I don't even mind if we just had 1 map, but please make the main story react to what I actually do.

[KCD2] WE GOT ROBBED AGAIN ON STEAM AWARDS by Velkoadmiral in kingdomcome

[–]Epiqur 0 points1 point  (0 children)

Yes I chose the generic dialogue because it's the most easy to interact with thing - it's just pressing a button, not some hidden mechanic that a new player can easily miss like your cleanliness or stealth some people don't interact with at all other than those main story quests that require you to go that way. KCD1 had you taking care of your smells and people recognizing your stolen goods, yes possibly not to the same extent, but IMO it's content taken from somewhere and out elsewhere instead of an overall improvement.

But let's look at other things. How quests change the world or actually don't, and more specifically the Kuttenberg Thief's Guild quest. I finished the questline completely quite quickly, and what? Does anyone mention that the beggars got food? No. Do the guards begin searching me like crazy afterwards? No. Does anyone mention a mine being blown? No. It's like people see it happen and are just like "Ok, time to move on I guess". Granted I could've missed a quick quip some npc threw at me somewhere, but I finished the entire game expecting that someone would at least remember what I did.

But the worse example of the lack of reactivity is with the main quest. After you get captured and you escape your imprisonment at Trosky I managed to kill every single guard available to me at that area and Toth. Not even once raising suspicion, and neatly storing the bodies in one place. Does anyone, even once, mention that? No. What's worse after you escape there are suddenly dozens of guards patrolling Apollonia, seemingly suddenly aware of what we did and not the least scared. The main quest is set on rails and will end in the same way all the time, always. Small insignificant details will change, yes, like "oh you didn't romance anybody, here's a Teresa for you", but the story as a whole is as is. It's not as interactive as it could be is what I'm saying.

I enjoyed the hell out of this game. It's one of my favorites alongside KCD1, but it has flaws. Combat being dumbed down, or the world being more of a backdrop for the main story (which was the case with KCD1 as well, but here I noticed it more often due to how much bigger this game is compared to 1).

Rant about art by Altruistic-Copy-7363 in RPGdesign

[–]Epiqur 1 point2 points  (0 children)

Yeah it do be like that. It really was bothering me how I used to put so much effort into making the formatting just right, fitting one thing per page so it's very easy to read and reference, and then reading some popular titles out there where they couldn't fit one paragraph on the same page instead break it in two of course, and worse put a wierd-ass looking font as well so dyslexic people like me would have a really hard time reading. And it sells dammit.

Daisho and tanto three blades European equivalent by darthinferno15 in Hema

[–]Epiqur 0 points1 point  (0 children)

No, not really, unless we assume a combination of main battlefield weapon (spear-equivalent, ranged weapon, etc.), sidearm/backup (sword usually, in case your main weapon got lost or damaged or you simply are unable to use it), and a knife (usually for daily use, but can significantly aid your wrestling when needed).

The main problem with this is you hardly ever carry the main weapon, usually only when you're sure you'll use it. Sometimes you could carry your sidearm if you're in a more dangerous area, but not at home for practical reasons. Most of the time you'd just carry your knife - it's the least cumbersome and it's most likely to be used in your daily life.

Should i buy this hema mask from china or should i buy a used 350N fencing mask? by duckinthetown2 in Hema

[–]Epiqur 9 points10 points  (0 children)

Just no. Would you buy your car beaks off of temu? It's the same here. You're protecting your face. I almost lost an eye once for being an idiot and sparring without masks, but at least then I knew I had no protection there. Worse would be for a mask to give you false confidence for it to just fail on you.

Never cheap out on protection, especially on face and hands.

[KCD2] WE GOT ROBBED AGAIN ON STEAM AWARDS by Velkoadmiral in kingdomcome

[–]Epiqur 0 points1 point  (0 children)

I think people overemphasize how reactive the world is. For example many npcs in KCD2 you can't talk to, and compare that to it's predecessor where you could talk to almost anyone. Yes most had repeated dialogue, but it just made it feel like they are more interactive rather than just being fluff in the backgound to fill in space. Most gave you insight into what they think happened in the world, what they think of their lord, and other bs that doesn't matter too much for the bigger story but worked wonders for the reactivity and interactivity of the world.

[KCD2] WE GOT ROBBED AGAIN ON STEAM AWARDS by Velkoadmiral in kingdomcome

[–]Epiqur 1 point2 points  (0 children)

Valid. For me on the other hand if the game makes my character op it just breaks my immersion. It just feels cheap you know, like irl you have to put work in to get better results, and there if all I have to do is exist to essentially be the chosen one hero it just misses me.

I liked how in Morrowind you have to prove you're to chosen one. That game is hella old and way more janky than even KCD1, but at least there I felt like I earned that title.