Bandit raids too frequent

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
Loengrinn
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Mon Jun 29, 2015 5:00 pm

i. e. by giving bounties for hunting down animal squads (you could turn in a trophy like dog tails for a small bounty at the police station)
I like that idea! Population control "quests" awarded by the local police. Or rewards for eradicating a nest that's particularly close to a town (if that's even possible). Some incentive to fight the wildlife in this game early, as otherwise I avoid them like the plague until my guys are way higher with combat stats.

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Hatsune_Neko
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Mon Jun 29, 2015 10:54 pm

the nest eradication is a good idea.
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Chinsei
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Wed Jul 01, 2015 4:45 pm

well i built my outpost in the valley between Traders Edge and Port South.

I noticed it was missing guards...but i kinda view it as the way its supposed to be as an example as to what happens when you don't defend well enough! <.<

but my village on its own doesnt have much of a bandit problem.

mostly because as long as i keep my gate locked the dogs run around killing them all <.< so it makes it pretty peaceful. though i'm kinda paranoid about leaving now mostly because i like the peace. and if i leave i might have to kill the dogs :( which might reduce the peaceful nature of the town.

my only issue with bandits is there group sizes to me seem a bit to big for a group wandering the desert.

in the hopes of finding someone to rob i imagine that'd be alot of work require alot of food and water(not added yet) for all those people.

I think it'd be a bit more fitting if each group only had like 3 or 4 people in it. unless they setup an ambush along a known trading route or something.

Other wiise atleast for me the raids aren't that bad. i think it just depends on where you build.

Loengrinn
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Wed Jul 15, 2015 4:38 am

One thing to keep in mind is that a mob, while it does require more resources to maintain, is more likely to meet with success. One of my fighters can take on at least half a dozen bandits with very little difficulty and receives little injury. This is due to how the combat engine works, and how does not allow you to completely overwhelm an opponent with sheer numbers. The reality is that that concept is entirely possible, regardless of the lone fighters skill. So while it may take more food and water to keep that larger group going, they're more likely to be successful when attacking people for said food and water in a group of 20 rather than a group of 4 or 5.

There's also the likelihood that those large groups of people are remnants of towns/outposts that failed, or even fell to bandit raids, and turn to raiding themselves to survive. In which case, a group like that is entirely plausible, and the idea that they would stick together would make sense.

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Zeal
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Wed Jul 15, 2015 10:25 pm

Bandit raids aren't frequent enough... Actually.. I have not had a bandit raid since 0.7... It's a little disappointing. I've not seen squads of samurai lords, cannibals, or holy nation either. And no, it is not due to the animals. the patrols simply don't exist, and the raids never happen for me either.. As someone who likes constant battle and ongoing struggle, It gets boring at times :s
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Thu Jul 23, 2015 8:56 pm

In 0.74.31 all the factions squad are inexistent in the desert, except hungry/dust bandits, some sand ninjas squads, slavers parties and traders caravans, but that is all.

bk3000
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Sun Aug 02, 2015 11:59 am

Loengrinn wrote:One thing to keep in mind is that a mob, while it does require more resources to maintain, is more likely to meet with success. One of my fighters can take on at least half a dozen bandits with very little difficulty and receives little injury. This is due to how the combat engine works, and how does not allow you to completely overwhelm an opponent with sheer numbers. The reality is that that concept is entirely possible, regardless of the lone fighters skill. So while it may take more food and water to keep that larger group going, they're more likely to be successful when attacking people for said food and water in a group of 20 rather than a group of 4 or 5.

There's also the likelihood that those large groups of people are remnants of towns/outposts that failed, or even fell to bandit raids, and turn to raiding themselves to survive. In which case, a group like that is entirely plausible, and the idea that they would stick together would make sense.
Yeah it wasn't always that way, and I don't care for the change. But this is easy to fix with a super simple mod. Up top is "global game settings" and in there is "max num attack slots." It was once higher but now defaults to 1... which is unrealistic and doesn't really play that well.

It greatly advantages users of heavy weapons and dogs as they can attack multiple people at once(AOE) while being attacked by only one person at once. It mostly takes away the advantage of numbers even without considering AOE.

I have mine set at 3. It really helps the balance of the game including with the dogs (even before the dogs got nerfed).

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