Post by thegoldenchicken on Jul 10, 2016 6:57:04 GMT -8
I've played Kobold tribes for quite a while, but recently stopped because I didn't feel like it was very entertaining anymore, but nonetheless I've played it almost since the first versions created by qanqakes. Back then when everyone was new to the game, deaths by natural means (Wolves, hunger, zombies, frostbite, etc) were quite common, and I enjoyed that, I enjoyed that nature appeared as threatening as the enemy tribe did. I feel like these problems that one might encounter as a newbie, are little more than minor annoyances as an experienced player, I.E frostbite is easily countered by torches, stamina by artisan, forestry, etc and hunger by pretty much everything. This has made the game more about build orders, micro and strict planning, rather than delegation of roles, teamwork as a tribe and coordination. I feel like these new game elements have only been reinforced by the large influx of items that have come in the latest patches, and now with artisanship maybe becoming a combat oriented skill, I fear that the last part of the 'Tribe' element in Kobold Tribes might die.
However, wow with Broot talking about the new version 1.42, and how artisanship should become a combat oriented skill, it gave me an idea to how to make a KT for those interested in survival more than pvp. A seperate version of KT could be made: Kobold Tribes Hardcore. Basically skills have become far more specialized, and you are almost entirely dependent on the skillsets of teammates in order to survive.
Examples of gameplay mechanics I've thought of:
Forestry
Getting wood from trees without tools is now impossible. In order to cut down larger trees you require either axes or other tools. Kobolds with high forestry may be able to fell trees without the need for tools. Deadwood is an early game substitute for lumber, it can be found near larger trees, and used to create basic tools or campfires.
Foraging
Finding food is now far more difficult, as sheep no longer naturally appear in the forest, wolves hunt in packs, and bears are extremely dangerous. Deer and other wild animals remain an option, but require either traps or a skilled forager to catch. Meat thus becomes a more unreliable foodsource, and kobolds will often find themselves nibbling on berries to survive in the early game.
General
Direwolves roam in packs at night
Wolves roam in packs at day
Bears are far stronger and require multiple kobolds to defeat in the early game, but will not chase kobolds unless they provoke it or get too close
Pheasants either hide in thickly forested areas or fly away when directly threatened
A kobold might catch a disease from eating uncooked meat
A kobold might get fatigued if it goes too long without sleeping
So in general: The survival of every single kobold depends on the kobold next to him, work together or die alone.
Now I know that many people enjoy the new updates and the new play style that has come from them, otherwise broot wouldn't have added it. I just think that the survival part of KT could become more akin to that of the old Island Troll Tribes of warcraft 3 where survival was a bit more difficult. This is meant to be an entirely seperate version of KT, that players who want more focus on survival could play.
However, wow with Broot talking about the new version 1.42, and how artisanship should become a combat oriented skill, it gave me an idea to how to make a KT for those interested in survival more than pvp. A seperate version of KT could be made: Kobold Tribes Hardcore. Basically skills have become far more specialized, and you are almost entirely dependent on the skillsets of teammates in order to survive.
Examples of gameplay mechanics I've thought of:
Forestry
Getting wood from trees without tools is now impossible. In order to cut down larger trees you require either axes or other tools. Kobolds with high forestry may be able to fell trees without the need for tools. Deadwood is an early game substitute for lumber, it can be found near larger trees, and used to create basic tools or campfires.
Foraging
Finding food is now far more difficult, as sheep no longer naturally appear in the forest, wolves hunt in packs, and bears are extremely dangerous. Deer and other wild animals remain an option, but require either traps or a skilled forager to catch. Meat thus becomes a more unreliable foodsource, and kobolds will often find themselves nibbling on berries to survive in the early game.
General
Direwolves roam in packs at night
Wolves roam in packs at day
Bears are far stronger and require multiple kobolds to defeat in the early game, but will not chase kobolds unless they provoke it or get too close
Pheasants either hide in thickly forested areas or fly away when directly threatened
A kobold might catch a disease from eating uncooked meat
A kobold might get fatigued if it goes too long without sleeping
So in general: The survival of every single kobold depends on the kobold next to him, work together or die alone.
Now I know that many people enjoy the new updates and the new play style that has come from them, otherwise broot wouldn't have added it. I just think that the survival part of KT could become more akin to that of the old Island Troll Tribes of warcraft 3 where survival was a bit more difficult. This is meant to be an entirely seperate version of KT, that players who want more focus on survival could play.