Introduce more powerful equipment as rewards for Golgfag’s mercenary contracts.

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a month ago
Jan 14, 2025, 12:49:24 PM

Beyond just campaign objectives, the ability to collect the strongest gear from each race to build a super army would motivate me to play Golgfag even more. 

While I’m already unstoppable without these items, collecting them would add a lot of fun. However, after reviewing the list of rewards, it seems the available equipment is limited. 

I hope those powerful items can also be included as rewards.

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a month ago
Jan 14, 2025, 1:22:50 PM

TainBoCuailinge#8335 wrote:
What do you need powerful items for in a campaign where nothing is at stake and no one ever threatens you?

As a treasure hunter, it’s part of the roleplay and serves as a goal in itself. 

It’s similar to how I once played as a Vampire Count, never declaring war on any Empire faction and acquiring control of all Imperial lands purely through diplomacy and trade.

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a month ago
Jan 14, 2025, 1:25:01 PM

TainBoCuailinge#8335 wrote:
What do you need powerful items for in a campaign where nothing is at stake and no one ever threatens you?

the same reason you need better items in most casual RPGs. For flavour and the Roleplaying experience. 

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a month ago
Jan 14, 2025, 1:35:38 PM

Neversetcrazysun1#7505 wrote:
As a treasure hunter, it’s part of the roleplay and serves as a goal in itself. 

Then trinkets and trophies without combat-related value will do as well. You absolutely do not need more powerful items in a campaign that's as piss-easy as Golgfag's.


Captain_Rex#1635 wrote:

the same reason you need better items in most casual RPGs. For flavour and the Roleplaying experience. 

No, I pick up better weapons so I have an easier time against stronger enemies. Golgfag will never face strong enemies of any kind, so what's he need more powerful weapons for? Flavor nothing, then I refer to my line above.

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a month ago
Jan 14, 2025, 1:42:58 PM

The equipment system could be improved a lot. Currently there is inly 1 or 2 "best in slot" items, if you get them is complete RNG and once you have them everyone can equip it.


I wish TWW would lean a bit more into rpg aspects with equipment requiring specific levels and skilling and there being an actual progression of items.

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a month ago
Jan 14, 2025, 1:51:45 PM

If CA was to focus on changing/adding stuff to Golgfag, I’d rather them look at making his contracts more interesting through dilemmas, penalties for failing, and heavy costs for his teleport. 


If they’re adding powerful items for rewards, then the gold rewards should be decreased.

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a month ago
Jan 14, 2025, 1:58:37 PM

Neversetcrazysun1#7505 wrote:

Golgfag is the only faction that has the potential to achieve this kind of outcome through game mechanics, which is why I hope to expand its possibilities.

You still need to justify why such an easy campaign needs to be even easier and why you should be given powerful items for trivially easy tasks that pose no challenge.

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a month ago
Jan 14, 2025, 2:39:11 PM
TainBoCuailinge#8335 wrote:

Neversetcrazysun1#7505 wrote:
As a treasure hunter, it’s part of the roleplay and serves as a goal in itself. 

Then trinkets and trophies without combat-related value will do as well. You absolutely do not need more powerful items in a campaign that's as piss-easy as Golgfag's.


Captain_Rex#1635 wrote:

the same reason you need better items in most casual RPGs. For flavour and the Roleplaying experience. 

No, I pick up better weapons so I have an easier time against stronger enemies. Golgfag will never face strong enemies of any kind, so what's he need more powerful weapons for? Flavor nothing, then I refer to my line above.

Incorporating existing powerful items into the drop table would be simpler than designing new trophies. 

Of course, I also support adding new mechanics to make the game more interesting. 

However, collecting all powerful items in the same army was my original expectation for Golgfag's campaign mechanics.

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