Combat becomes trivially easy by mid-game. This MUST be fixed

when very soon? a week? a month? a year?
I really like this game but I cant play till this is fixed

people already created mods to fix this but I cant get it as am on ps4, if the modding community already fixed this why can’t you?

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As the next patch is already in the process and should be available quite soon, the only thing we were able to hotfix there was weapon scaling (which uses the same formula but with different coefficients), slightly different interpretation of damage reduction (should not be visible outside very high-level encounters) and we managed to nerf some combat perks that really went out of hand.

New “high level content” (more possibilities to meet really high-level opponents) together with better dmg/armor formulas will be available in the next update, hopefully in the matter of weeks.

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Nice, very nice. Thank you!!

Hope the NPC quit (fighting) and vanish in thin air feature will be tweaked as well

Dude. Awesome.

Very good, thank you.
I’d like to see even more content but I understand how it works.

Thank you again for your responses in these forums.

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Τhanks for all your work and your answers here. Is the upcoming patch ready yet ? (pc version) meaning could we expect it on the following days ? Also are you aware if the GOG version will include it ?

Cheers.

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thanks so much WH

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Thanks for the hard work.

I myself see this whole thing as a timing issue more than anything else. The rate at which players become invincible doesn’t match the rate at which gametime advances. And there’s the rub… It doesn’t seem like there can ever be a match there.

Players all know they suck to start with so have to improve to get anywhere with the main quest or any other serious combat situation. But because the world is “open”, players are free to spam skill improvements (whether with actual trainers or mass-murdering easy targets) for as long as they want before pursuing the main quest or otherwise getting into serious combat situations. This has several consequences:

  1. No Matter how tough the enemies are, players will always train up enough to ensure victory beforehand, as they must do so in order to win. Thus, increasing badguy toughness only increases the amount of grinding.

  2. If player skill increases slower, it’s the same thing. Players will soon learn how good they have to be to win a certain fight, and will grind as long as necessary to get that good.

  3. If you scale the rate of player skill increase to somebody doing the main quest and nothing else, then anybody who does even a little oipen-world grinding on the side will be OP for the main quest. OTOH, if you scale the rate of player skill increase to assume some open-world advancement, then players will be forced to deviate from the main quest for however long it takes for them to be able to survive the next quest.

bottom line is, badguys with fixed stats can’t co-exist with players always able to grind advancement outside the storyline. The only way to make things challenging is to have dynamic enemy skill levels scaled to match whatever the player has at the time of the encounter. That way, fights that are intended to be challenging always will be regardless of player skill, and players are free to explore the open world (and/or grind) as much as they want, and it won’t make a difference in the outcomes, although it lets the player do whatever he wants.

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Are there any plans regarding treasure chests? I’m curious to find out what the KC:D team thinks of the rewards in comparison to the effort required to attain them? And of course that specific quest I’ll avoid discussing in case of spoilers.

Specifically, the Nurembergian Cuirass, Warhorse Helmet and the St. George’s Sword are 3 examples of best-in-slot gear that are ridicolously easy to acquire.

There might even be other instances I’m unaware of, but this was all within a 30 hour playthrough for me personally.

Otherwise, thank you for releasing a fantastic (GOTY worthy) title and your continued development upon it!

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I stopped playing because of what I read here. I have only started and enjoy the game very much so far, but I don’t want it to become a cake walk, especially in terms of combat, which was one of the reasons I kickstarted this game in the beginning. WH, please fix this. There are loads of good ideas here and you went through all that trouble, hiring experts, etc. to end up with a Diablo style combat once your character reaches a certain level. Combat should never be that easy if you are going for realism.

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maybe every time you hit, max(0, min(weapon damage, armor value)-durability threshold) should be subtracted from durability, i.e. if you are really strong, you can probably do enough damage through plate to hurt someone, but the weapon’s durability will take a big hit, and it’ll drop to 0 pretty soon and will need to be re-forged.

Well, to be honest, I’m not really friend of level scaling personally.
You are playing an RPG and how leveling up matters when enemies level up with you? If you take your time to train and learn, I believe it’s ok that you are better than majority of enemies (because they don’t train that much).

Should it ruin the story / main quests? Rather not. Should it make it slightly easier if you get too far ahead? Sure thing! But we are talking balance here - and the goal is not to make the game trivial if you train and that’s what we are trying to fix.
But actually yes, if you get very good in combat at the beginning, large part of the main quest can be (combat-wise) easier, but that’s it: it’s a gameplay and your decision to train that leads to that. You are very strong and capable Henry and your story differs from those who just talk.

On the other hand, what we actually ARE working on is some simple kind of level scaling to (some of the) random events. Like the ambush: it makes sense that really low level enemies are not going to ambush you if you go through the woods in shiny armor. And super professional killers do not bother to attack simple peasant passing by. So here it makes sense that you are attacked by appropriate enemies and we want to make some of them really hard (with appropriate reward afterwards). Same goes for semi-random stuff like bandit camps: in dangerous parts of the map much more difficult enemies should be available for a better combat experience.

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And this matters… HOW, exactly?

You don’t want godlike stuff, don’t pick it up. Nobody forces you to get all that loot, and nobody forces you to use it once you find it. I mean, it’s a single-player game. It’s not like some other player will ever whack you upside the head with it.

Seriously, this is a prime example of how silly much of this huge thread is. Players put in deliberate effort to develop godlike characters, then complain the game’s too easy because they actually do have godlike powers now. Geez. You don’t want to be godlike, don’t be godlike. That simple.

The root cause of this silliness is decades of habits formed in essentially every other game ever made. With fantasy games, there’s effectively no limit on how tough badguys can be. Just upscale the dragons, giants, and fireball damage, and have the game spawn opponents based on the player’s current stats. This is what people are used to, and they want to fight stuff more interesting than giant rats, so they grind up their levels as much as they can stand.

But KCD is set in an approximation of the real world. No magic, no giant monsters. So there are definite limits on how tough enemies can reasonably be–mortal man with ordinary steel can only do so much. So OT1H, you can say that if the game ever allows players to exceed those limits, it needs to be rebalanced.

However, KCD also has an “open world” with all sorts of things to do outside the main quest. And most players have another habit–they want to do everything in the game in a single play-through. But guess what? Wandering the world of side-quests advances your character just the same as the main quest. So if you want to be a completionist, guess what? You’ll end up godlike eventually, more powerful than the designers intended when you return to the main quest. But OTOH, if you don’t let the character level up and get rich from doing side-quests, then side-quests have no real point, and neither would the open world they’re set in.

That’s the condumdrum. You have a world full of normal people who can only be scaled to match the player’s current stats so far before losing touch with the reality you’re trying to portray. But you also have an open world you want players to see, and to reward them for seeing it, although this can make them OP for the main quest.

the question I have is this: Is this really a balance issue, or is it more of players naturally using the habits of their gaming lifetimes in a game where a different approach is more suitable?

I submit that much of the perceived “imbalances” in the game are due more to playstyle than the game itself. Instead of playing the same way you do Skyrim or whatever, embrace the reality the game is trying to portray. Don’t try to be a god, try to be a regular person. Instead of grinding before questing, follow the game’s story’s pace and see how hard things are then. Instead of trying to do every possible thing in the world in 1 play-through, do different things in different play-throughs. Instead of trying to be expert in all fields at once, only do 1. Remember, this is supposed to be happening in just part of 1 real year. How much can you learn in that amount of time?

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would be nice if ambush encounters don’t all just get scaled across the board. use different NPC enemy levels throughout Henry’s development. high level Henry still triggers some low level bandit ambushes but AI recognition kicks in as you approach and flee. etc. sometimes bad guys flee; other time Henry needs to flee. perhaps too complicated or too low yield to develop but would be nice/appreciated

poison (etc) can be applied to weapons. will this feature have any practical benefit against re-scaled enemies or be an interesting, but not very functional distraction?

Your long-winded response is full of (completely incorrect) assumption. If you enjoy instant gratification methods in video games, that’s your affair. I was merely asking Warhorse’s opinion on the matter of these items that require an objectivrly insubstantial amount of effort to obtain.

Your short-winded response shows your complete arrogance. What, are you now the sole arbiter of what other people can do in the privacy of their own SINGLE-PLAYER games? Why should you care if the Ultimate Weapon is there for the taking? If you don’t want/need it, then leave it be. If other people want/need it, what difference does it make to you? Or are you one of those who measures his self-worth by who does and who does not have some Steam achievement? If so, geez, get a life! If not, get your fingers out of other people’s SINGLE-PLAYER games.

just killing all the bandits and Cuman i can until WH rolls out the critical fixes esp for PS4. (already have 3 fatal crashes and have 3 corrupt sleep/bathhouse save files.)

i have serial killer so i guess i’m grinding. that said, i wish barney badass and his riff raff buddies were there from day 1 at the various bandit/Cuman ambush points and camps. Henry then would have to learn when he can press and when he needs to back off. that would seem more realistic to me. then, as main quest proceeds, Henry finds fewer riff raff and more barney badasses .

KCD does some opportunity cost stuff. wish it did more in regards to Henry’s combat skill development tree. essentially, if Henry chooses one path (eg, swords level X and sword perk Y) it closes another(eg, mace level A and mace perk B no longer attainable)

Short-winded isn’t the antonym to long-winded, pal. I’m sure you have the basic reading comprehension needed to realize that I made no reference to what people ‘do in the privacy of their own single-player game.’

If you honestly believe that 3 best-in-slot gear pieces – all of which arguably belong to the most essential gear slots – shouldn’t require even a modicum of effort to obtain, then as I said, that is your affair. I’m merely voicing my opinion, and hoping to gather anyone else’s.

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There are so many things wrong with each and every single one of your arguments on this thread it would take me all day to refute them, but for simplicity’s sake, I’ll simply just attack the crux they all seem to share:

You are arguing like a petulant and petty child whose “refutations” of otherwise very valid criticisms on here amount to what is perhaps the worst case of the Nirvana fallacy possible: you actually think that just because absolute realism cannot be attained that we, as gamers, should not demand more realistic mechanics and features in our games, and that is the saddest and most elementary form of logic that anyone could ever make. No…seriously, what you argue literally deduces to:

“I can point out these things that are unrealistic in the game, games cannot be absolutely realistic, and therefore you should not care about realism.”

Just because it is impossible to be 100% realistic isn’t a reason more realistic features shouldn’t be implemented, or that realism shouldn’t be a goal. Reread this one line ten times. If game developers all followed your flawed, convoluted, and horrendously fallacious logic, then simulators wouldn’t exist.
Just because it is impossible to be 100% realistic isn’t a defense of flagrantly unrealistic and immersion-breaking mechanics, such as killing knights with plate-armor and chainmail with one hit using a longsword. Here, if the developers are reading this, I would be in favor of bladed-weapons doing very minimal damage to all plated armor types essentially forcing players to use blunt weapons, such as warhammers, war-axes, or polearms, against well-equipped knights. Sure, that might give you less reason to use swords, but surprise surprise…that is actually realistic, and would add to the immersion and overall feel of the game. There might actually be a way to already do this without overhauling the stats system too significantly. I think Warhorse could simply buff the stats of plate armor against slash and stab damage tremendously (to where using bladed-weapons regardless of character stats is pointless) but leave them more relatively weak to blunt damage. This way, if you’re facing a combatant wearing full plate armor you must use a blunt weapon, but if he’s not wearing the complete set, then a longsword should be effective insofar as you physically strike him where he’s not armored.

I for one agree with the OP. Combat is too horrendously easy and that betrays the spirit the game was marketed on. I don’t want to be one-hit killing an armored knight with my sword. This is simply inexcusable and arguments about “oh Henry is just getting better” are just cheap and lazy excuses. Armor is and should always be an advantage.

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