I like the potential with this mercenary system. I like a lot of it. I love how quick we've been fixing little bugs. It is actually a really neat thing to do between shardfalls and such. It is almost like an Imperian Pokemon, mixed with a bit of a non-combat DnD experience. There's some planning put in to your team, some possibilities for expansion, and a lot of really cool ways to play with the toys we have been given. My hat goes off to everybody involved in this project, because it looks like something really fun to play around with. I have only one complaint so far, and it is this:
In some high level adventures, failure can even be fatal to one or more of your mercenaries.
There is a difference in wording here - incapacitated vs. fatal. I do not like the idea of my investment of time, lessons, and etc being taken away from me at high levels of investment in this system. I have yet to reach that point (none of us have), but I am floating this concern now rather than later when a few of us lose one of our beloved mercenary buddies.
How is everybody else doing with the system? Any complaints? Ideas for improvement?
<div>Message #2062 Sent By: (imperian) Received On: 1/20/2018/2:59</div><div>"Antioch has filed a bounty against you. Reason: Raiding Antioch and stealing Bina, being a right</div><div>****, and not belonging anywhere near Antioch till he grows up."</div>
Comments
I don't have enough lessons on me to really train a group, so it will wait on the elite trickle; I am not converting credits for this without seeing how it works beforehand.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
At this time, we're moving forward with the idea that mercenaries are permanent. They cannot die, and their contracts do not expire.
I like the system overall so far, but I've also barely touched it. I sent out a group of two for shits and giggles on an 8hr adventure, so we'll see what happens.
I do have a question though - when you do MERCENARY LIST FOR HIRE, what is their rating exactly? I've see a few that were rated 3, but their stats were pretty crappy, and I've seen ones that were rated 1, but their stats were significantly better than someone rated 3.
The rating is considered to be a mercenary's potential. It mainly affects how many rating points the mercenary will gain as he/she levels up. 1 mercenary rating gives roughly 11 more points at level 100.
From the first line of HELP MERCENARY STATS
Can you trade your hired mercenaries with other people?
We're still talking/thinking about whether we'll add mercenary trading, and what kind of restrictions we'd have to place on it. For example, we wouldn't want a group of people trading around a level 100 5-star mercenary with +25 on all her stats. So for now, no mercenary trading.
I have a few complaints, mostly about syntax and setup.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
1. Good call.
2. You shouldn't need to use the numbers to refer to mercenaries. Name should be viable for all of the commands that require a mercenary.
3. Good call.
4. The whole MERC command structure uses a lot of MXP links. Turn MXP on, then type MERC. Everything you see there should be clickable, and will send "?" in the place of parameters. You will then get clickable contextually relevant lists of the mercs, groups, equipment, etc that you can interact with for that command. Ideally, anything you want to do with mercs should be doable with just a few clicks. If you have any other ideas for improving the clunky syntax, I'm all ears.
For instance, I have no idea that a grimy tin necklace is:
Mercenary Equipment Info For Equipment #301
-------------------------------------------------------------------------------
Stats:
Strength: -2
Intelligence: 1
Dexterity: -2
I can't tell this without buying it first. This wouldn't be an issue on equipment and stuff generated from doing adventures, but I should know the stats of the stuff I'm buying beforehand. Maybe I'm just missing how you view it otherwise while still in the shop?
I see what you're saying there, but one of the things we're trying here is a system which encourages experimentation and experience. That's why the initial equipment is so cheap. We think it could be kind of fun to learn your way through a new aspect of the game, by collecting various pieces of equipment and abilities and comparing them. You never know what kind of new ability or piece of equipment might be on the horizon, but experience will help you realize that scimitars generally have less damage but more speed than swords.
We also thought it could add to some fun community interactions, like orghelp files, word-of-mouth, and the wiki. All merc equipment is standardized, so a battered bronze sword will have the same stats as every other battered bronze sword.
We'll be seeing how things go, but that's where our thought progress is right now. Try playing around with things, experimenting, and letting your knowledge of merc stuff grow organically, both personally and as a community.
Can I please get at least a partial lesson refund when I have to have a mercenary forget a skill? Also, can forget forget a skill rank by rank? When I accidentally learned a skill up to L4 instead of L3, my only choice was to forget the entire skill for absolutely no refund and buy back up to level 3, which is sort of ****.
@Jesse : Remembering and typing "Nelwynneth Galerender" is actually more work than just doing a list and matching the name to the number.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Even if you don't have MXP enabled, you can still use the "?" functionality to help yourself out. Try MERC EQ ? ASSIGN ? to see an example of the context-specific lists you can see. Still a lot of commands and typing, but probably better than doing MERC GROUP NAME SHOW followed by MERC LIST to get a mercenary's numeric ID.
This system feels so goddamn slow.
I spent a ton of time fitting out my mercenaries, training them up, a ton of lessons on skills... and then I give them an order and I get to check back in 8 hours? And I might have to do this multiple times before realizing I lost? It's hard to feel enthused about this.
I'd rather be able to run, say, a set amount of adventures in a day but make all the decisions in a short time frame than have to wait like this, especially because this breeds Optimal Timing ****.
If I send somebody on an 8 hour option at 6pm, I don't get to take another action until 2am. Since most people are sleeping at 2am, they won't get to respond then. So they wait until the next time they can log on. Maybe it's after work. So their 8 hour action has become a 24 hour action and yawn this is not very exciting or interesting.
It also feels kind of scummy in a farmville way. Got to check in to harvest my blah blah blah and so forth.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
The 10-minute option might be harder, but that's offset by the fact that you can spam a lot of them in the same amount of time it would take to run an 8-hour option.
Nothing's forcing you to choose to wait 8 hours, but it might be useful if you're going to bed or going to work and want to have a higher chance of progressing the adventure while you're away.
https://docs.google.com/spreadsheets/d/1oUGEKgVlPvCiNd3QgzndZwLi862PJtlWGodrPVuDtGA/edit#gid=0
We're collecting basic information. Feel free to change formatting around/colours/whatever to make it easiest to read.
I'd much rather be restricted to running a certain amount of adventures per day or something, instead of making my choice and then waiting forever. This is a brand new system, you just brought it out, everybody's excited about it, and so it really really sucks that so far I have gotten to make two choices in an adventure so far ad that it could theoretically take me a week to run an entire one.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."