Why is this not getting any attention?!

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Avindian

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I, personally, am as excited about this one if not more than HOI IV. The logical reason the community is less active, though, as other posters have stated, is that there's a much smaller built-in audience (WWII vs. Norse sagas) and that people are cautious about what is, for PDS, relatively uncharted territory.
 

Augustus93

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I, personally, am as excited about this one if not more than HOI IV. The logical reason the community is less active, though, as other posters have stated, is that there's a much smaller built-in audience (WWII vs. Norse sagas) and that people are cautious about what is, for PDS, relatively uncharted territory.
I would also predict that the members of the forum will rise quite significantly after the release of this game.
 

soldier2975

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I'm way more excited for this than HOI4. I am bored of HOI and 3 is no longer the buggy mess it was on release. I think this idea is new and refreshing instead of spamming HOI and EU every few years. A suggestion for Paradox is to make sequels for their other games such as Victoria and Rome and refresh them. Rome has so much potential and can be made into a better game and now that Paradox has more fans it will sell more. But instead of making it an EU spinoff it should be a CK spinoff which can simulate Roman politics better than EU could. Another suggestion is that once all the strategy games have been released on the new engine you should start working on EvW again from scratch on the new engine and use the money you made off all the other games for its development.
 

Rubidium

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This is the first Runemaster game, so there isn't much to talk about it. We don't know anything about it other than what the developers feed us on Mondays. This is in contrast to Paradox's sequels where fans can discuss previous games in the series and what they would like to see changed. People on the HOI4 board can talk about what worked and didn't work in HOI3 and their personal visions of what HOI4 should ideally be.
Indeed. Keep in mind how very little we know about this game; we haven't even seen any screenshots of combat; all we know is "like Heroes of Might and Magic" and some details about the statistics. We've seen some concept art, but relatively few screenshots (and most of those were old). There aren't many topics we can discuss; we can't complain about how e.g. the combat mechanics could be improved, because we don't even know enough about them to make suggestions. Note that a few changes have been made due to forumite suggestions (e.g. renaming "craven"); it's just that we don't know enough to even conduct conversations on things.

Compare HOI4, where they have (or think they have) a reasonable vision of what the game is like, just from the experience of 3 previous iterations, plus knowledge from actual history. It's a lot easier to start random threads when we have some background then when we don't even know enough to formulate a question.

If you can think of additional topics to discuss, go ahead and start a thread. I confess, the old pre-release EUIV thread with mock DDs about Sunset Invasion being adapted to EU4 almost inspired me to make an April Fools joke post about an Aztec mythology DLC (the conflict between Tezcatlipoca and Quetzalcoatl over the fall of Tollan would have been perfect), but I figured Aztecs are played out for a while, and anyway, I was feeling too lazy.
 

zorkman

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I think the main reason is the lack of what we really know about the game. added to the fact that Paradox is known for its strategy games, not RPG ones, which members of this site are interested in too. The lack of knowledge about the game is not an issue when releasing a new EU/CK/HOI/Victoria games as we know basically what they are, but Runemaster is completely new, & will take a while before real interest gets going. I am not really a RPG fan myself, but have been coming on here now & again to see what is happening, but wont get more involved more until I can see the real bones of the game, as I expect others feel.
 

wolfing

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I'm way more excited for this than HOI4. I am bored of HOI and 3 is no longer the buggy mess it was on release. I think this idea is new and refreshing instead of spamming HOI and EU every few years. A suggestion for Paradox is to make sequels for their other games such as Victoria and Rome and refresh them. Rome has so much potential and can be made into a better game and now that Paradox has more fans it will sell more. But instead of making it an EU spinoff it should be a CK spinoff which can simulate Roman politics better than EU could. Another suggestion is that once all the strategy games have been released on the new engine you should start working on EvW again from scratch on the new engine and use the money you made off all the other games for its development.
Not to derail the thread, but the Rome I want would be an EU spinoff, not a CK spinoff :) (I actually would mostly play non-Rome countries just like I did in the original Rome)
 

Rubidium

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Not to derail the thread, but the Rome I want would be an EU spinoff, not a CK spinoff :) (I actually would mostly play non-Rome countries just like I did in the original Rome)
I gotta disagree. It's true that we don't really know as many of the personalities in many of the barbarian tribes, but they absolutely had the sort of character-driven conflicts that CK2 models much better than EU, as did the more established powers. Consider the role the conflict between Hamilcar's family and Hanno the Great played in the origins and progress of the Second Punic War, or the various succession wars that devastated the various Diadochi states. That's not even taking into account the various barbarian tribes, where personal relations were even more important. EU works best with relatively unified states that have established infrastructure, which sorta, kinda works for some periods of e.g. the Roman Republic, or the Diadochi, but doesn't really represent the period as a whole as well.

Now ideally, a hypothetical Rome II would be a hybrid game that took the best from both worlds (a modified version of the EUIV trade system for instance), but I would expect the final product to be closer to CK than EU in mechanics.
 

Thure

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I gotta disagree. It's true that we don't really know as many of the personalities in many of the barbarian tribes, but they absolutely had the sort of character-driven conflicts that CK2 models much better than EU, as did the more established powers. Consider the role the conflict between Hamilcar's family and Hanno the Great played in the origins and progress of the Second Punic War, or the various succession wars that devastated the various Diadochi states. That's not even taking into account the various barbarian tribes, where personal relations were even more important. EU works best with relatively unified states that have established infrastructure, which sorta, kinda works for some periods of e.g. the Roman Republic, or the Diadochi, but doesn't really represent the period as a whole as well.

Now ideally, a hypothetical Rome II would be a hybrid game that took the best from both worlds (a modified version of the EUIV trade system for instance), but I would expect the final product to be closer to CK than EU in mechanics.

Yes a hybrid would be the best. The North American mechanics of EU4 could work good for the tribes in Rome I think. With the migration and all.
 

Augustus93

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I gotta disagree. It's true that we don't really know as many of the personalities in many of the barbarian tribes, but they absolutely had the sort of character-driven conflicts that CK2 models much better than EU, as did the more established powers. Consider the role the conflict between Hamilcar's family and Hanno the Great played in the origins and progress of the Second Punic War, or the various succession wars that devastated the various Diadochi states. That's not even taking into account the various barbarian tribes, where personal relations were even more important. EU works best with relatively unified states that have established infrastructure, which sorta, kinda works for some periods of e.g. the Roman Republic, or the Diadochi, but doesn't really represent the period as a whole as well.

Now ideally, a hypothetical Rome II would be a hybrid game that took the best from both worlds (a modified version of the EUIV trade system for instance), but I would expect the final product to be closer to CK than EU in mechanics.
Considering that paradox has already registered a domain called eurome2.com and not ckrome2.com it will be more similar to EU than CK...
 

Avindian

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Considering that paradox has already registered a domain called eurome2.com and not ckrome2.com it will be more similar to EU than CK...

Or... that could be for the new currency negotiations simulator, Euro Me, Too! Relive the thrilling days of the United Kingdom as they fight to keep the Euro out at all costs. Change history as France! The possibilities are endless!
 

CorruptedSanity

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I only recently decided to check out the Paradox forums (big CKII fan here, usually on the steam forums) and, well, I really wasn't expecting to find an RPG. Not really what comes to mind for Paradox.


That said, I like RPGs as well, so I'm looking forward to it now that I've read up on it. There isn't really a massive amount of info to read up on yet though.
 

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As others said, there really isn't all that much to discuss. I will no doubt be picking up this game, I am actually an RPG fan first before grand strategy so that alone gives me great confidence that Runemaster will be just what I am looking for.
 

Talar

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If it has either a good tactical mode or a good RPG story to lean on I think it will do ok. If it has both it could become a classic. A "Viking RPG" seems novel enough that it should get some media attention on release.

The only thing worrying me a bit is that it might be too focused on the core game = too stripped of features. This might work out well or it could cause some lack of depth if it makes all units/characters basically feel the same with just some stat variation and different fancy names for similar abilities. Not that lack of depth stopped people from buying games in the past as long as it had fancy graphics and marketing.. but it doesn't feel like Paradox style to do that.

Considering this seems to be a pet project for Johan I guess it should have enough budget and attention to be a quality game.
 

zorkman

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I think there is certainly interest in a RPG/Fantasy game, but the trouble with Runemaster is there is no meat on the bones, just mock ups, which is the lack of any interest. Paradox's poster boy CK2 shows the massive interest in RPG, though admittedly not quite the same. The interest still in this game is amazing, with no real slow down like many games, & I think this is due to the RPG/Fantasy methods of the game. Over half of the mods for it seem to be fantasy based, though my taste is more historical. I think expanding on this would have made more sense, as there is a lot of interest here.
 

Tiaexz

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Paradox does have a lot of RPG experiences or games that touch in that direction to get the basic fundamentals right.

The only thing that has concerned me is when a few devs spoke about "Limiting the number of assets". I am wondering what this is code-word for, because some of the responses have been to things it would take a modder a couple of days to implement, such as limiting the classes/races because of this and not because of gameplay/lore reasons. However, this could be because they are hinting at such a great depth when it comes to combinations, that workload required would be too great for adding more, and they are not resorting to the stereotypical 'generic' model where they just replace lines with a "Hello %race, I see you are a mighty %class".
 

Rubidium

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Paradox does have a lot of RPG experiences or games that touch in that direction to get the basic fundamentals right.

The only thing that has concerned me is when a few devs spoke about "Limiting the number of assets". I am wondering what this is code-word for, because some of the responses have been to things it would take a modder a couple of days to implement, such as limiting the classes/races because of this and not because of gameplay/lore reasons. However, this could be because they are hinting at such a great depth when it comes to combinations, that workload required would be too great for adding more, and they are not resorting to the stereotypical 'generic' model where they just replace lines with a "Hello %race, I see you are a mighty %class".
Unlocking the races/classes would be fine, except each race/class combination has a different model (apparently), so they'd have to create new graphics for them. Those are the "new assets" they are talking about, which require significant work from artists/modellers/etc.
 
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