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Dungeons & Dynasties

Football Manager meets D&D: a guild-management sim that writes its own history. · By Bretticus82

Campaign difficulty

A topic by SDarkon created 2 days ago Views: 101 Replies: 1
Viewing posts 1 to 2

Just discovered this game, and its quite addicting, Ive played a number of sports management games, and I love the spreadsheet data, pages of information and detail, fine tuning and tweaking the smallest to the biggest aspects of a team

Lost myself in this for about 5 straight hours, started a new guild, set myself up with the most difficult start I could give myself, and set in for the grind.

Not really knowing the strategy, I went through the pages, checked out the roster, looked through their stats, hired a staff, did a pre season dungeon run to get the feel, then was ready to go.

Then I ran through the Backwater league with an unsettling ease, completely dominated it from the first trial, finished the backwater league clear and away at the top.

I naturally expected the tier up to be more of a challenge, I had a few Guildhall upgrades, some decent staff, a trainer, a physician and a loremaster, I was rolling in gold from all the events and delves in between trials.

And I proceeded to wreck shop on the tier 5 league, even with the harder delves, I crushed the competition.

This is with all my gambits and strategies left on the default settings.

And I never had any worry about my gold, my coffers were always overflowing right from the second trial onwards. 

I'm not sure exactly how the difficulty is tuned, or what would be a good balance, but I think part of the issue may be with how the "contracts" work with the adventurers.

There contracts don't seem to have any consequence, I figured I signed a guy for 4 seasons, that I would be largely stuck with them, would have to work with them, fit them in, work around their abilities, traits, flaws, but I don't have to, I can just cut a low level guy with a low potential and low ability, in the first season of his term, middle, end, I can just boot them and replace them with a tavern hire that is way better without any consequence.

I think there needs to be penalties, financial penalties, like I should still have to pay some portion of their remaining wages, maybe a morale hit to the guild, some stature loss, there needs to be some kind of consequential choice to be made when deciding to outright release someone

I also think high level, highly tuned adventurers with high abilities and a high rating should probably demand more money, should probably have some kind of ambition, they probably wouldn't be interested in signing on to a backwater league Guild when they are capable of competing in top tier leagues.

maybe there should be stature and renown requirements to tempt these superstars.

it just seems too easy to recruit a stacked roster and crush all resistance.

apologies for the long winded post.

thanks for the unique and addicting little game, i've been looking for something like this for a long time.

Developer

First and foremost Thank you for playing and taking the time to write this out!
You are spot on with 2 things here, The balance off the climb is too easy it's beer a reoccurring theme and it is the Taverns being overly generous that's the main problem, You mentioning the renown fix is exactly one of the changes I am going to make for the exact reason you have said,
Feedback like this is great because it shows I'm on the same path as the other people that are playing.

Penalties I agree with you, I've only just added Oaths into the game in the last few updates so your correct,
We need to get these guys a union ASAP,
The hit should be to the coffers and a morale hit to any friends that they have in the guild,
I want the world to always feel alive so actions should have consequences to make it feel so.

There is a discord where your more then welcome to join us and help us build onwards and upwards.