Anyone find mid-late game is boring as hell?

I’m 80 hours in and just finished All That Glisters quest. Problem I’m having now is that the game’s becoming incredibly boring, especially main quests. I was having a blast with the fight with Runt. Quests before that point were also interesting and kept me engaged for many hours. But man, All That Glisters quest was boring as hell. I had to force myself to finish it and guess what? the game kept crashing when I tried to arrest the coin maker. It crashed 6 times in total!! and I’m on patch 1.6. Also, everything in the game is a cake walk now. I one-hit-kill every enemy, got 30k Groschen, got the best horse, best weapon and armor in the game. At this point I don’t have to play carefully any more. Combat is hack-slash, choose Speech option in every argument, don’t have to worry about eating and sleeping, etc…

So will the game get better? I really want to like it.

If you find the game too easy you can try hardcore mode.

There is a drop off point for sure. you want to be kept engaged but you also want progress in a meaningful way.

this is were too many games of this type falter and need more serious investment in ideas.

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The main quest after the fight with Runt becomes “routine”. The side quests actually keep the game alive for me. I am on my fifth playthrough (two on hardcore). I still keep finding something new. Maybe I am just to easy to please.

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No, not after Runt. But when you go into Vranik (after Monastary).
The main story starts to be very linear and hectic (except the part you organize the siege).
The best part of the game is mid-game, after the linear beginning and before the linear ending. When you have many side quests and you can free explore the world and deside what you do in the game. The game mechanics are really cool and unique in this combination(sneak, steal, fight, kill or not(numb); drink, eat, play dice, sleep, trade, ride horse, visit bathhouse, ect…) it feels like a life simultion in the Middle Ages…
This part is for me “THE” KCD.

Matter of opinion of when main quest lose sonme of it’s zing. The main quest is "routine’ after four playthroughs. The side quests and exploring still offer something new. At least for me.

I have loved all that gliter for be a long quest whit a coupel of side quest that resulting out of it even the diferet options that i have too finish it even after this the. Monastry quest is a great way of a quest much better then skyrim auest kill 5 cows ther then 2 chickens and then back too a

KCD is a great game, but Skyrim is a good game in it’s own right. You cannot truly compare the two since the settings are completely opposite, Both are fun games and I enjoy playing both.

I not say that skyrim is a bad game i only try too explain the quest felling that skyrim (i dont now how often i played skyrim on 360 and x box one x )give you when you colect or kill somone and the art of kcd quest wher i have so much more deep too dive in

It’s natural for any game. The post monastery portion of KCD exacerbates this tendency as there’s only one faction membership driving the resolution of the story.

Skyrim has been too long. But, in FO4 terms, there’s no Brothers of Steel vs Institute vs Minutemen vs Railroad choice to resolve the prevailing conflict.

Perhaps the central limitation of building a game around history. The only way to offset the perception of this funnel effect is to add non-MQ content:
–a sandbox,
–staged/phased in side quests/missions/activities,
–repeatable and/or dynamic missions/activities,
–more late game impact from early-mid game decisions/actions,
–‘relationship’ building
–diversity/depth in time killing activities
–mod support/promotion

–a sandbox,
WH targeted this but not part of KCD. Ashes in nice but it’s not a sandbox.

–staged/phased in side quests/missions/activities,
WH DLCs seem to fall into this category. Ashes after killing Runt. Amorous after saving Hans’s bacon. These are nice but they don’t offer much (per their own assessment) beyond 10-15h. More optional rinse-repeat mechanics would help out KCD a lot here. Example could include search and destroy missions with Pribyslavitz guards, playable resource acquisition (you have to get something for Locator, innkeep, trader… instead of dialog only decisions for resource loss ).

–repeatable and/or dynamic missions/activities,
Battle spawn points and wayfarers add much appreciated mechanics. More dynamism would improve this game a lot. If the bad guys roamed, it would greatly alter the playability of the game. Ruin and its sister activities are decent diversions but their impact is small and not very challenging once you level up.

–more late game impact from early-mid game decisions/actions,
Done well in FONV. Mimicked with some success in KCD:ashes but underutilized in core KCD

–‘relationship’ building
Can’t even initiate ‘How’s Pribyslavitz?’ with hamlet folk. Disapppointing. Could be a big deal if more personal interactions enabled.

–diversity/depth in time killing activities
Farkle (dice), hunting, killing bad guys, selling loot. There’s a good amount there. More mini-games would add considerable value

–mod support/promotion
Pending

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in such a long play there is always up and down