[to all players] Your objective criticism what must change in the game to make it a hit

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Edge82

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I think different ways of winning would be cool. Like "buying" other gangs. I mean in Diplomacy there could be options to buy their rackets or if the other gang has to few power to make them an offer that they join your ranks and dissolve their own gang. Like winning by economy and not by war.
 

Aresmar

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Would be cool to form permanent alliance or absorb other factions.

Permanent alliance meaning they operate on their own and pay you half the money after expenses. Like a sub family in mafia terms. Their diplomacy has to match yours and they must ask before taking new assets if you want them (for the normal buy price.) You can buy out their current assets for triple price or such.

Also able to outright buy factions out if they are small enough and fear/respect you enough. Massive lump sum and they straight up give you everything. If they like you the boss joins. If they hate you he leaves town or joins another faction.
 
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McDog

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I'd like to see the combat tightened up. Cover maybe matter more. Anything to add to the tactics.

More rackets as others have said, just alot of balance and tactical changes. I'm having alot of fun with it. I really disliked Omerta City of Gangsters played 7 hours in 7 years. I'll likely have maybe 12 by the end of the weekend. Reminds me of the old games Gangsters/Gansters 2 many years ago but modern and much better.
 

Aresmar

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Got into first sit down. The boss wanted me to help him run his casinos as efficiently as I do. Did not have any casinos. Was pretty meh.
Take em all. They are only benefits and there is always 2 of them. One will help. A lot are casinos I have noticed though. If anything you can take everyone first offer before they all hate each other and wind up well like. Then you can pick and choose actual allies. Plus you'll farm lots of honor.
 

McDog

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Take em all. They are only benefits and there is always 2 of them. One will help. A lot are casinos I have noticed though. If anything you can take everyone first offer before they all hate each other and wind up well like. Then you can pick and choose actual allies. Plus you'll farm lots of honor.


In addition, go get one!
 

Mind4hire

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The best suggestions I can think of are:

1- Set a maximum for each business type based on the total number of possible business slots in a neighborhood. Being able to build only casinos and making massive amounts of money is stupid. This way we would have a better reason for taking other gangs businesses and protecting our own.

2- Split those maximums based on building sizes. The sizes would be small, medium, and large. Right now building sizes are meaningless as far as I have found.

3- Set base profits and upgrade costs on building size. Makes sense to have a bigger profit in a bigger venue. Same goes for expenses.

4- Change synergies to reflect above changes and expand them in number while making it so only one gang can have each synergy in a neighborhood at a time. It would make things more interesting.

5- Add a citywide bonus for controlling the maximum of a business in each neighborhood (A Monopoly). For example is if you own the maximum number of speakeasys in a neighborhood you get a 5% discount to speakeasy upgrades citywide. This could potentially stack or each neighborhood could have a different bonus for that monopoly.

6- Add new businesses like the gunrunner and smuggler. Both make money but more importantly increase the amount of and rarity of equipment on the black market (Weapons for the first and Items for the latter). Your the Mob, why wouldn't you own the black market.

7- Add a new category of business, Special Businesses. Hotels, Gunrunners, and Smugglers would be included and all would have a neighborhood maximum of 1 or 2. Gives us something to target and/or plan around. Non criminal businesses would be interesting to.

8- Fix AI pathfinding. My gangsters keep running into walls and keep running going nowhere.

9- Fix mouth animations. Voices do not match mouths in cutscenes.

I'm open to feedback and am interested if anyone thinks this would improve the game.
 
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Zarine

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Got into first sit down. The boss wanted me to help him run his casinos as efficiently as I do. Did not have any casinos. Was pretty meh.

Beside people saying to take it, this is linked to your character empire bonuses: you must have picked a boss who is giving cost reduction on casinos (or something like that.
It's a bit weird to have the other boss talk about it while you have none, but that is the reason (you could consider it a past reputation).
And the bonus you get depend on the other boss empire bonuses (even if they don't own X)
 

TrojanAC

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1.) Legal front
2.) More businesses including extortion
3.) Missions for your gangster while your are not going around (Let 1 extort somewhere, 3 man squad on explore neighbourhoods, some made man at home
4.) protect your neighbourhood. At the moment I just take, but you should give too. Legal front again and honour
5.) more randomness in games, at the moment the business side does not change for the different bosses
6.) Starting ranks, it would be good to have some bigger boys at the start, I am starting #1 and never leave that place, would be nice to have some Uber-Empire at the beginning I'll undermine and finally beat
 
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Archonsod

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1- Set a maximum for each business type based on the total number of possible business slots in a neighborhood. Being able to build only casinos and making massive amounts of money is stupid. This way we would have a better reason for taking other gangs businesses and protecting our own.

2- Split those maximums based on building sizes. The sizes would be small, medium, and large. Right now building sizes are meaningless as far as I have found.

3- Set base profits and upgrade costs on building size. Makes sense to have a bigger profit in a bigger venue. Same goes for expenses.

Yep, the economy at present is a little over simplified. I don't know about limiting the maximum number of a type of business, but perhaps some kind of AoE around a business whereby you get a negative impact for nearby businesses of the same type. It's kind of silly when you have an entire street of Speakeasy's none of which seem to be competing with each other (unless of course they're owned by another gang). It'd be more interesting if for example your brothel got a competition penalty for every other brothel within two blocks. Though of course, possibly even more interesting if those brothels directly competed with each other, with the 'best' brothel claiming it's full share of clients with the rest taking any spillover (which would also open up the ability to compete with other gangs economically rather than just by raiding).
More business types would be nice, if only to add a little variety to neighbourhoods. Though it could also vary the means of getting income a little. I could see for example something like a Protection Racket which doesn't care about the number of customers, but provides income based on district prosperity.
 
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Yoshinoya

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From what I can see..
-Streamline the menus, like Be able to change what a brewery makes in the brewery info screen not just at the empire overview menus.thats just one example.
- Be able to custom make a boss and pick from a wide variety of options of backgrounds and ethnicity and powers.
-Be able to make generic thugs and pick their abilities, backgrounds, and ethnicity to be able to build the crew I want. (Would also solve the problem of complaints of the ethnic issues as well as provide a way to give us a lot more options for gangsters)
- Rebalance the upgrade system. Upgrading the majority of businesses don't seem to have any sort of real tangible benefit. They're too expensive to bother with anyway.
-if you have 10 neighborhoods with an avg of 20 buildings to buy or take over, that's 200 possible businesses that you can run, but with the current system and game economy you can really afford to upgrade and operate half a dozen.
-Police, the irs and law enforcement in general doesn't mean anything but then again in the 20s they didn't mean anything either. They had to get Capone on tax evasion FFS. As a game mechanic we need to take deflection seriously but we need more money to afford upgrades across businesses.
- the small npc gangs as a place to sell to is brilliant. And is really the only way to survive early game. Please don't change anything with them.
-black market needs to refresh a lot sooner. Have a lot more useful items, armor, ammo, etc
- Rebalance the economy. Need a way to generate more income.
-i would LOVE it if you are running 10 neighborhoods and you have 10 bosses. Give each boss their own neighborhood.
Gives breathing room early game and gives more of a territory feel.
-Would love to see more rackets, running numbers, fight rings, gun running.
-if you remove a boss only the businesses in that neighborhood should change to yours, anything in other neighborhoods should just become thug operated and neutral or....
-you shouldnt be able to take a safehouse until you've removed all of the other businesses in that neighborhood.
-weapons need to be rebalanced and uniques should only be acquired by killing the boss they belong to. Rares and Epics should only drop from "bosses" that randomly spawn in thug owned businesses that are found in every neighborhood. Maybe one or two of these bosses per neighborhood.

Instead of posting a review on steam I posted here because I really love what you guys have done. The world is beautiful and you guys have done a ton of work on the game. This game has an amazing foundation and I really help you build on it.
Just please build on it with patches and not with the DLCs, the DLCs should be an expansion once the game is fleshed out and a hit.

Thanks
 

Yoshinoya

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The best suggestions I can think of are:

1- Set a maximum for each business type based on the total number of possible business slots in a neighborhood. Being able to build only casinos and making massive amounts of money is stupid. This way we would have a better reason for taking other gangs businesses and protecting our own.

2- Split those maximums based on building sizes. The sizes would be small, medium, and large. Right now building sizes are meaningless as far as I have found.

3- Set base profits and upgrade costs on building size. Makes sense to have a bigger profit in a bigger venue. Same goes for expenses.

4- Change synergies to reflect above changes and expand them in number while making it so only one gang can have each synergy in a neighborhood at a time. It would make things more interesting.

5- Add a citywide bonus for controlling the maximum of a business in each neighborhood (A Monopoly). For example is if you own the maximum number of speakeasys in a neighborhood you get a 5% discount to speakeasy upgrades citywide. This could potentially stack or each neighborhood could have a different bonus for that monopoly.

6- Add new businesses like the gunrunner and smuggler. Both make money but more importantly increase the amount of and rarity of equipment on the black market (Weapons for the first and Items for the latter). Your the Mob, why wouldn't you own the black market.

7- Add a new category of business, Special Businesses. Hotels, Gunrunners, and Smugglers would be included and all would have a neighborhood maximum of 1 or 2. Gives us something to target and/or plan around. Non criminal businesses would be interesting to.

8- Fix AI pathfinding. My gangsters keep running into walls and keep running going nowhere.

9- Fix mouth animations. Voices do not match mouths in cutscenes.

I'm open to feedback and am interested if anyone thinks this would improve the game.

YES on all counts
 

Aresmar

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The best suggestions I can think of are:

1- Set a maximum for each business type based on the total number of possible business slots in a neighborhood. Being able to build only casinos and making massive amounts of money is stupid. This way we would have a better reason for taking other gangs businesses and protecting our own.

2- Split those maximums based on building sizes. The sizes would be small, medium, and large. Right now building sizes are meaningless as far as I have found.

3- Set base profits and upgrade costs on building size. Makes sense to have a bigger profit in a bigger venue. Same goes for expenses.

4- Change synergies to reflect above changes and expand them in number while making it so only one gang can have each synergy in a neighborhood at a time. It would make things more interesting.

5- Add a citywide bonus for controlling the maximum of a business in each neighborhood (A Monopoly). For example is if you own the maximum number of speakeasys in a neighborhood you get a 5% discount to speakeasy upgrades citywide. This could potentially stack or each neighborhood could have a different bonus for that monopoly.

6- Add new businesses like the gunrunner and smuggler. Both make money but more importantly increase the amount of and rarity of equipment on the black market (Weapons for the first and Items for the latter). Your the Mob, why wouldn't you own the black market.

7- Add a new category of business, Special Businesses. Hotels, Gunrunners, and Smugglers would be included and all would have a neighborhood maximum of 1 or 2. Gives us something to target and/or plan around. Non criminal businesses would be interesting to.

8- Fix AI pathfinding. My gangsters keep running into walls and keep running going nowhere.

9- Fix mouth animations. Voices do not match mouths in cutscenes.

I'm open to feedback and am interested if anyone thinks this would improve the game.


Business size definitely adds a modifier to cost and money made from what I can see. A medium speakeasy makes more money than a small with same upgrades and the upgrades cost more as well.
 

Sergei Meranov

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I agree with much of what has previously been said but to add my two cents:

1) More businesses both legal and illegal.

2) A better time management system. For example, in virtually every other Paradox game spacebar pauses time. Not sure why that wasn't done here. Also, it'd be nice if the game auto-paused while you were looking at screens with the option to unpause at your discretion. As others have noted, an ability to increase time passage rates.

3) Less stupid micromanagement. I don't like having to run my dude's all over the place manually and wait for them to arrive.

4) More in-depth/more intuitive "empire" management. Right now I don't feel like a crime boss. I feel like a crime boss's overworked accountant. The entire management aspect of the game devolves into clicking buttons to switch settings. That isn't very fun. At some point I should be able to automate entire neighborhoods and develop "big picture" plans that my underlings then carry out. For example, setting the number of desired businesses in a neighborhood or the desired level of development of those businesses. Alternatively, if I'd prefer to handle those sorts of tasks personally it'd be nice to be able to outsource attacking and defending, even if it was just in selecting targets or assigning guards so you don't have a bunch of goons just standing around.

5) Better interaction mechanics with other crime families. I don't necessarily need 1920s CK3 but something beyond "set in stone buisness arrangement" and being at war would be nice. The bones of this system seem to be there but why can't I negotiate for exclusive control of a neighborhood or particular racket? The negotiations that take place when you are asked to join a war are a perfect example of a more in-depth negotiation I'm talking about but why do we have to wait until we're at war to engage in it?

6) Slower ramp up. Right now, the game really throws you to the wolves as soon as the tutorial is done. I found this completely overwhelming. I wasn't in danger of losing but it felt like I had no idea what was going on. While the tutorial does a decent job of covering the basics, it doesn't cover some important aspects of running businesses. For example, while I understood that I could change the quality level of alcohol my brewery was brewing I didn't realize I had to go change what level my speakeasies were serving. Or that I needed to actually tell the brewery to actually produce the higher level stuff.

The biggest issue here is that the player is immediately thrown into the entire world basically from the word go. I think a better strategy would be to build the tutorial out a bit. Restrict the player, initially, to one neighborhood with a small rival contained solely in that neighborhood and then one larger rival who has interests outside of it and will persist after the game opens up. This allows the player to focus their attention on building a stable base of operations and getting the mechanics underfoot as well as dipping their toes in diplomacy and warfare. Then, once they've secured sole control of the neighborhood, you open up everything else and let them play in the sandbox.

7) As others have said, more customization of gangster looks. I don't need a character creator but being able to change outfits or, at the very least, having them change based on what was equipped would be very nice.
 

WaldschratMX

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I think the main issue with this game right now is that there are way to many buildings. Cut the number to a quarter at least and then rebalance the economy accordingly (this needs to be done anyway).
This would solve so many issues from having to make choices what to build, reducing micro by a ton, reducing fights between ai and your guards, making buildings more valuable, etc. and it would make these places a bit more memorable instead of "oh, my brothel #2895692856 is under attack. whatever."
You could then add one guard for every racket (or every second racket) from yours to your safehouse to make it more difficult to assault.



Also what others here mentioned, the AI in fights needs to be overhauled. If you are the attacker, you should have to attack, not wait on the entrance for everyone to rush into your overwatch.
Make ranged weapons less effective on close range, especially snipers should have a heavier to hit malus (rifles as well). They are too powerful and there's not even a need for a sidearm. Also a bit too much damage, the damage dealer #1 should be a close range shotgun.
Ammo for machine/submachine guns seems a bit to high. can shoot to many times without reloading. Make the salvos (and ammo spent) larger but reduce hitchance.
Full cover needs a buff badly, how can i have a 70+% hitchance when shooting at someone who is in full cover and not even in line of sight?
Line of sight needs to be overhauled as well, it doesn't make sense a lot of the time.
The maps also need some overhaul, there are times when there's just no cover in range of your guys. A second z-level at least for large buildings would be good as well.



Oh, and what is the % of Profit salary when recruiting gangsters? it seems like it's always a fixed amount no matter your profits.

When choosing your equipment it would be nice to see more then 4 items at one time. Right now i'm going straight to the black market and sell the stuff i don't need to get an overview of what good items i have left over before i get back to the equipment screen.

If you select a racket your stats on the left are scrolling because there are 2 lines too much for it to fit without scrolling, reduce the space a bit so it doesn't need to scroll.

And a filter would be nice in the rackets overview screen, and i mean a real filter, not sorting. I want only my rackets listed, and then sorted by type.



Edit: borderless windowed mode would be nice as well :D
 
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consi

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Great concept, a lot of positives but as others pointed out a lot of things need to be reworked or fixed.

I just want to ask why the player doesn't have the ability to setup squads like other bosses? Interact option on the safehouse desk is great for that. I want a scout group to explore unknown neighbourhoods, patrol group for protection and hit squads to try takeovers just like others. Also either make safehouse raids only exclusive to gangsters for everyone or give us the ability to take generic security guards with us. That would make me feel like a real mafia boss and add to the strategy layer if done right. It needs to be balanced carefully not to give tons of advantage but lack of it breaks immersion.

Lastly today I got invited to a war and when I went to enemy safehouse all allies sent their man and actually entered inside. It is a good mechanic. But when being raided, we need an option to go and help. Maybe make travel pass sone time so it is a matter of distance which decides whether you arrive on time or not.

Edit: Also while forming a squad you should take man from your rackets. Downside of forming squads would be weaker racket protection and increased security costs for the time being.

Lieutenants need to do more than just giving minimal bonuses. According to your general directions, they should be able to do some kind of automation in their neighbourhoods. As someone pointed out they should help defending rackets again if they are on time.

Shortly, we need to delegate and automate some work to feel like a boss. Before engaging all these countless rush in the city, at the start of everything the game gives you the feel. But then it washes it away with so many notifications, defending, attacking, managing, questing, debating, trading...
 
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Andre Bolkonsky

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I am curious why the game allows you to change the name of established characters - not that I object to it - but I am forced to read "GAME SAVE 1" GAME SAVE 2" with no ability to discern which is which at a glance in case of restart while I learn the game and make mistakes.

Please, prioritize the ability of a player to make a name on a game save - in the PC version at least.
 
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