Your Gripes With CoC2

CroqueMonsieur

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Jul 17, 2023
102
170
Liaden's Hug! Scene. Not because it's there. But because it doesn't have a gender or relationship lock and my pure male character still sees it. WHY!?

I think it was intented to be a purely platonic show of affection? Liaden and a male champion are friends at that point so it isn't too far-fetched for them to have a hug. If that was the intention, the scene does read a little too affectionate for it to be purely platonic, however.
 
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IraMorti

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Dec 5, 2017
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I think it was intented to be a purely platonic show of affection? Liaden and a male champion are friends at that point so it isn't too far-fetched for them to have a hug. If that was the intention, the scene does read a little too affectionate for it to be purely platonic, however.
It's definitely a romantic scene from the way it reads, I don't see it being platonic at all.
 

Django

Member
Apr 14, 2017
18
14
My biggest annoyance is the continued random encounters, especially once I've seen all their scenes and am max level. This is mostly because at this point, I'm backtracking through these areas to get to the permanent content I want to see.

The clearest example of this is probably the encounters on the way to Zo, because there's no waypoint within ~5 squares of her house.

Like, on the one hand I really appreciate that the world still feels alive and populated even after you've "cleared" an area. On the other hand, it really is quite annoying, especially when there's a near 0 chance I lose any of the fights and I never want to see the victory/loss scenes.

A quick idea would be to add a mechanic where killing enough Imps/Centaur leaders will disable that encounter - that'd help a bit here and there.
I don't think removing random encounters would be healthy for this game given its main theme is having encounters with random and different people. removing enemies would leave the game very empty I get its tedious fighting waves of imps, centaurs, Harpys constantly gets a bit annoying but it is necessary to have them. Think of it like this how boring would games like Skyrim, Fallout, Witcher would be if all you did after destroying enough enemies where they don't attack you or interact with you is just riding, walking to places. You need that in games that have a open world theme even though it maybe filler or annoying.
 

MarcoPolo121

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Apr 24, 2017
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I don't think removing random encounters would be healthy for this game given its main theme is having encounters with random and different people. removing enemies would leave the game very empty I get its tedious fighting waves of imps, centaurs, Harpys constantly gets a bit annoying but it is necessary to have them. Think of it like this how boring would games like Skyrim, Fallout, Witcher would be if all you did after destroying enough enemies where they don't attack you or interact with you is just riding, walking to places. You need that in games that have a open world theme even though it maybe filler or annoying.
I disagree w/ that. After a while random encounters are just a waste of time that means what should be a five minute walk actually takes 10 or 20. If someone wants to encounter them so badly, they can use the "Pick Fight" button every other tile. And especially if you're trying to get to a dungeon while keeping your sleep bonuses, they're no help at all.
 

Django

Member
Apr 14, 2017
18
14
I disagree w/ that. After a while random encounters are just a waste of time that means what should be a five minute walk actually takes 10 or 20. If someone wants to encounter them so badly, they can use the "Pick Fight" button every other tile. And especially if you're trying to get to a dungeon while keeping your sleep bonuses, they're no help at all.
That is what these games are, they are made for these encounters its tedious but it makes the reward of getting to the destination, then unlocking fast travel through the way stones so much better and some of these encounters have bad ends if you lose to them enough times or have repercussions that are permanent, these enemies are walk through I don't see the problem as TITS has the same encounter style and that game heavily relies on random encounters, if it is such a problem then maybe have the enemies level with you or have a cap level in each area so the encounters are challenging enough to not warrant any removal of some enemies.
 
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MarcoPolo121

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Apr 24, 2017
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That is what these games are, they are made for these encounters its tedious but it makes the reward of getting to the destination, then unlocking fast travel through the way stones so much better and some of these encounters have bad ends if you lose to them enough times or have repercussions that are permanent, these enemies are walk through I don't see the problem as TITS has the same encounter style and that game heavily relies on random encounters, if it is such a problem then maybe have the enemies level with you or have a cap level in each area so the encounters are challenging enough to not warrant any removal of some enemies.
Pfft. Hahaha, no. THIS is what this game is made for:


Everything else, incl. Combat, is just a vehicle to get us there.
 
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Bleh223

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Dec 9, 2022
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That is what these games are, they are made for these encounters its tedious but it makes the reward of getting to the destination, then unlocking fast travel through the way stones so much better and some of these encounters have bad ends if you lose to them enough times or have repercussions that are permanent, these enemies are walk through I don't see the problem as TITS has the same encounter style and that game heavily relies on random encounters, if it is such a problem then maybe have the enemies level with you or have a cap level in each area so the encounters are challenging enough to not warrant any removal of some enemies.
It's like eating carrot cake except it's a cake with a literal thick layer of carrot covering it. Most people will be happy to get to the cake portion of it while at the same time thinking whomever invented this concept should eat shit and die. With that being said, OP is right in saying that there should be a way to remove/lessen random encounters, at least temporarily because of how annoying they are.
 
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Django

Member
Apr 14, 2017
18
14
Pfft. Hahaha, no. THIS is what this game is made for:


Everything else, incl. Combat, is just a vehicle to get us there.
The encounters make this game, its end result maybe porn but the mechanics of the game requires random encounters to enact on the Ass n Titties, even in cities you have random encounters with people that eventually lead to ass n titties, how do people not see this
 

Django

Member
Apr 14, 2017
18
14
It's like eating carrot cake except it's a cake with a literal thick layer of carrot covering it. Most people will be happy to get to the cake portion of it while at the same time thinking whomever invented this concept should eat shit and die. With that being said, OP is right in saying that there should be a way to remove/lessen random encounters, at least temporarily because of how annoying they are.
So, Skyrim, Fallout 4, Witcher, zelda, AC, should remove all the bandits, Super Mutants, ghouls, Blins, templars after you beat them enough times because you are just either too good or cleared an area? This game requires these encounters, its what allows for every dialogue/sex scene.
 

Revenant

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Dec 28, 2022
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Why are you getting so worked up over this? If a way to stop meaningless encounters ever happen I'm pretty sure it'll be either an item you have to wear/use, an option that you yourself have to click on or something like that, just don't ever enable it in your game and play how you wanna play and let others do the same.
 

Django

Member
Apr 14, 2017
18
14
Why are you getting so worked up over this? If a way to stop meaningless encounters ever happen I'm pretty sure it'll be either an item you have to wear/use, an option that you yourself have to click on or something like that, just don't ever enable it in your game and play how you wanna play and let others do the same.
How am I worked up? I am just stating that random encounters are needed in this game, as its the crux of the game. how are you pressed that I believe that being able to change a game core mechanic would hurt the game, if you don't like having to fight/battle things in a game then why even play this in the first place if your first problem is fighting something in a game.
 

Livingdedboy

New Member
Sep 28, 2015
4
1
Lack of big doggo girl content, let me at least move her to the wayfort please and thank you. I have some bones for her to fetch.

On more serious note. I do wish, (apparently like others) that you could lower the encounter rate for imps... like I choose to kill them every time and it doesn't seem to deplete the numbers or have any noticeable impact. Couldn't there be a counter where if you kill them you don't encounter them for a X more actions/time. I honestly don't know how complicated that would be. But tying it to a buff timer doesn't seem like it'd be difficult?
 
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Amag

Member
Mar 7, 2023
5
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25
I'd say there are two main problems for now in the game:

1. Locations feel dead
2. Unique Items and Builds


1. Locations feel dead

First, let's talk about the Wayfort: after rebuilding the Wayfort, there are several things one can do inside it. Random encounters, scenes with the NPCs, merchants selling unique stuff, and features unique to the location (vault and dungeon) make the Wayfort special and important, as it should be. Khor'minos, Kitsune Den, and Hawkethorne do have important merchants and scenes with the NPCs, but they lack the random encounters (Kitsune Den does have, if Kinu is freed) and any special features. Winter City and the Centaur and Marefolk Villages have barely anything. After one finishes the quests involving these place's NPCs, there is no reason to go back unless one wants to interact with Ahmri, Atani, or Hethia, for instance. The Kervus Warcamp suffers from the same problem (I had even forgot it existed before I checked the game again).

A mission to give these places a new, unique feature would be a great solution. I can see the colosseum as a unique feature of Kho'minos, for example. If one could enter the colosseum to face different challenges for different rewards (and maybe being sponsored by nobles and politicians like Arille), that would be a reason to keep returning to the city (instead of farming money outside of Lumia's fortress). In Hawkethorne, forming and training a guard and invest in the village's defences, and in the Winter City, help rebuild the city (and thus having more places to visit, buy things, and new scenes with Freja and Aileh, for instance), are examples of features I can think of now, other than the ideas that come from trying to solve problem 2.
To sum it up: add unique features, like the vault (Wayfort) and the Nursery (Hawkethorne) to the other locations.​

2. Unique Items and Builds

There are actually three problems inside this topic:

2. a) Too many unique items that have lost utility thanks only to the fact that one adquires them early one. In other words, even if an item is perfect for one's build, it becomes obsolete solely due to it's low stats. One example is the Giant's Breastplate, that is outmatched by the Dragonscale.
2. b) Unique Items are far superior to normal items. This forces the player to make their builds around them, instead of completing their builds with the items.
2. c) Conflict between unique items

The problem a) is fairly simple, and it has horrible consequences to the development team. If unique items get obsolete, then the team needs to add new items. I'd argue that it is easier to allow players to, with a significant cost and challenge, upgrade their gear. the Captain's Greatsword is a perfect example of how that can be made (although I think the mission is too easy). Other solution would be making the stats of all gear scale with PC's stats (the team probably already thought of that, so maybe its not a good solution). If this problem is not solved, then the development team will have to add new, redundant items all the time and for every possible build a player can try.

Problem b) again is straightforward: unique items are regular items, but better. As a consequence, not only common items become obsolete after a certain point, but also the player is forced to use an unique item simply because of it's stats, even if it doesn't fit the PC's build or roleplaying. While I don't think making the unique items worse is a good idea, something has to be done. I personally recommend an upgrade/enchantment system in a manner similar to the weapon modification system of Fallout New Vegas. Make various NPCs able to modify the PC's gear in a manner similar to the alchemy system, like Viviane did with the dagger. Unique items are, as the name implies, unique, so if asked to modify/enchant it, the NPC will say that they're not confident in messing with the gear without destroying it, so they won't do anything besides improve it here and there (stat upgrade). With common items, though, they could not only upgrade it's current stats, but also add a new stat, perk, or enchantment. Something in the lines of add fire resistance in detriment of frost resistance or allows parrying, or even add fire damage to a weapon. These upgrades must be expensive, mainly in the endgame. They'd not only make it easier for players to have a build-specialised gear, but also make common items relevant again. As to how to improve unique items, I'd recommend the Upgrade NPC requiring both an specific item (ores, leather, cloths, and other resources that can be bought or, preferentially, acquired through battles in the world) and escalating sums of money (also, only one stats upgrade per PC level when it comes to unique items).

Problem c) is quite simple: some unique items are better versions of the others. For instance, Giant's Breastplate vs. Dragonscale, The Songstress Blade vs. Galon's Griefmaker, basically all belts and Helms, and Bessy Mauler vs. Beast Killer vs. Taeleeran Longbow. While there are differences between their stats, these items serve basically the same purpose. Other unique items have an special effect that make them, well, unique. I recommend doing the same for the rest of the items. The Beast Killer could deal additional damage against non-sentient animals, for instance, or the Giant's Breastplate could grant huge resistance to frost. This combined with the upgrade system would guarantee the relevance of all unique items.
To sum it up: add special effects to all unique items and add an upgrade/enchantment system to all (including regular) weapons and armour.​

3. Conclusion

An upgrade/enchantment system would both partially solve problems 1 and 2. Want to upgrade or modify a sword or metal armour? Go to Vitruvius in Khor'minos. Want something enchanted? Visit Zuzaan in the Marefolk Village. My other suggestions require time to actually write the new NPC, missions, and encounters. Maybe having a dedicated month, like Mayternity, to it?​
 

Bleh223

Well-Known Member
Dec 9, 2022
251
398
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So, Skyrim, Fallout 4, Witcher, zelda, AC, should remove all the bandits, Super Mutants, ghouls, Blins, templars after you beat them enough times because you are just either too good or cleared an area? This game requires these encounters, its what allows for every dialogue/sex scene.
I haven't played all of them but I'm certain you can AVOID almost all of the random encounters in those games anyway. All the random encounters in this game do is waste time and fill up your inventory with junk. So what's your point?
 
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ForeverLurker

Well-Known Member
Feb 9, 2022
70
96
32
I'd say there are two main problems for now in the game:

1. Locations feel dead
2. Unique Items and Builds


1. Locations feel dead

First, let's talk about the Wayfort: after rebuilding the Wayfort, there are several things one can do inside it. Random encounters, scenes with the NPCs, merchants selling unique stuff, and features unique to the location (vault and dungeon) make the Wayfort special and important, as it should be. Khor'minos, Kitsune Den, and Hawkethorne do have important merchants and scenes with the NPCs, but they lack the random encounters (Kitsune Den does have, if Kinu is freed) and any special features. Winter City and the Centaur and Marefolk Villages have barely anything. After one finishes the quests involving these place's NPCs, there is no reason to go back unless one wants to interact with Ahmri, Atani, or Hethia, for instance. The Kervus Warcamp suffers from the same problem (I had even forgot it existed before I checked the game again).

A mission to give these places a new, unique feature would be a great solution. I can see the colosseum as a unique feature of Kho'minos, for example. If one could enter the colosseum to face different challenges for different rewards (and maybe being sponsored by nobles and politicians like Arille), that would be a reason to keep returning to the city (instead of farming money outside of Lumia's fortress). In Hawkethorne, forming and training a guard and invest in the village's defences, and in the Winter City, help rebuild the city (and thus having more places to visit, buy things, and new scenes with Freja and Aileh, for instance), are examples of features I can think of now, other than the ideas that come from trying to solve problem 2.
To sum it up: add unique features, like the vault (Wayfort) and the Nursery (Hawkethorne) to the other locations.​

2. Unique Items and Builds

There are actually three problems inside this topic:

2. a) Too many unique items that have lost utility thanks only to the fact that one adquires them early one. In other words, even if an item is perfect for one's build, it becomes obsolete solely due to it's low stats. One example is the Giant's Breastplate, that is outmatched by the Dragonscale.
2. b) Unique Items are far superior to normal items. This forces the player to make their builds around them, instead of completing their builds with the items.
2. c) Conflict between unique items

The problem a) is fairly simple, and it has horrible consequences to the development team. If unique items get obsolete, then the team needs to add new items. I'd argue that it is easier to allow players to, with a significant cost and challenge, upgrade their gear. the Captain's Greatsword is a perfect example of how that can be made (although I think the mission is too easy). Other solution would be making the stats of all gear scale with PC's stats (the team probably already thought of that, so maybe its not a good solution). If this problem is not solved, then the development team will have to add new, redundant items all the time and for every possible build a player can try.

Problem b) again is straightforward: unique items are regular items, but better. As a consequence, not only common items become obsolete after a certain point, but also the player is forced to use an unique item simply because of it's stats, even if it doesn't fit the PC's build or roleplaying. While I don't think making the unique items worse is a good idea, something has to be done. I personally recommend an upgrade/enchantment system in a manner similar to the weapon modification system of Fallout New Vegas. Make various NPCs able to modify the PC's gear in a manner similar to the alchemy system, like Viviane did with the dagger. Unique items are, as the name implies, unique, so if asked to modify/enchant it, the NPC will say that they're not confident in messing with the gear without destroying it, so they won't do anything besides improve it here and there (stat upgrade). With common items, though, they could not only upgrade it's current stats, but also add a new stat, perk, or enchantment. Something in the lines of add fire resistance in detriment of frost resistance or allows parrying, or even add fire damage to a weapon. These upgrades must be expensive, mainly in the endgame. They'd not only make it easier for players to have a build-specialised gear, but also make common items relevant again. As to how to improve unique items, I'd recommend the Upgrade NPC requiring both an specific item (ores, leather, cloths, and other resources that can be bought or, preferentially, acquired through battles in the world) and escalating sums of money (also, only one stats upgrade per PC level when it comes to unique items).

Problem c) is quite simple: some unique items are better versions of the others. For instance, Giant's Breastplate vs. Dragonscale, The Songstress Blade vs. Galon's Griefmaker, basically all belts and Helms, and Bessy Mauler vs. Beast Killer vs. Taeleeran Longbow. While there are differences between their stats, these items serve basically the same purpose. Other unique items have an special effect that make them, well, unique. I recommend doing the same for the rest of the items. The Beast Killer could deal additional damage against non-sentient animals, for instance, or the Giant's Breastplate could grant huge resistance to frost. This combined with the upgrade system would guarantee the relevance of all unique items.
To sum it up: add special effects to all unique items and add an upgrade/enchantment system to all (including regular) weapons and armour.​

3. Conclusion

An upgrade/enchantment system would both partially solve problems 1 and 2. Want to upgrade or modify a sword or metal armour? Go to Vitruvius in Khor'minos. Want something enchanted? Visit Zuzaan in the Marefolk Village. My other suggestions require time to actually write the new NPC, missions, and encounters. Maybe having a dedicated month, like Mayternity, to it?​
There are some good points here. The locations issue hopefully that gets addressed over time. I can see somethings being poked at as more story work gets hammered out. As for builds and items I felt that certain unique items should push you towards certain builds and maybe have less common items compliment that option.
 
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Jan 13, 2022
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Speaking of the random wayfort encounters, can we get an option to turn those off? They're annoying as hell. An off switch for Jen would be great too.
 
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furafurafura

Member
Mar 9, 2023
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I'd say there are two main problems for now in the game:

1. Locations feel dead
2. Unique Items and Builds​
Alright fuck it since someone brought it up 1st I'm also gonna weight in.
Specifically # 2; I do wish we get more generic items both equipments and consumables. I held back on saying this cause I wanna avoid comparing the 2 games, but seeing TiTS recent updates will all the new items you could buy I just can't help but wish coc2 has more of these too.
 
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Resawar

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Sep 21, 2018
162
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Alright fuck it since someone brought it up 1st I'm also gonna weight in.
Specifically # 2; I do wish we get more generic items both equipments and consumables. I held back on saying this cause I wanna avoid comparing the 2 games, but seeing TiTS recent updates will all the new items you could buy I just can't help but wish coc2 has more of these too.
Dev's said they didn't want a gear treadmill so that's why is so limited. Also TiTs has so many items that are just outclassed it's kind of amazing, just look at this thread for some examples. With resent updates to TiTs I need to go back and finish up my write ups, there are many more now that I should mention and with the new class and perks too.

Some items in CoC2 are starting to out creep other items now too, I need to figure out which ones but the one that draws my current ire is the Crown of Winter for being too good with too many stats tied to it and a great power too.
 
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Django

Member
Apr 14, 2017
18
14
I haven't played all of them but I'm certain you can AVOID almost all of the random encounters in those games anyway. All the random encounters in this game do is waste time and fill up your inventory with junk. So what's your point?
The point being if you were to remove any encounter based on the fact you blow through them all/takes up inventory would ruin each game. You can't always avoid the base common enemies, you will eventually get ambushed, randomly attacked, or whilst walking down a road they appear out of no where and you attack them as such you can't always avoid random enemies from engaging with you. And for this game it would absolutely hurt this game as its combat, every act you do in these games comes from interacting with a random encounter at some point.
 

MarcoPolo121

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Apr 24, 2017
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The point being if you were to remove any encounter based on the fact you blow through them all/takes up inventory would ruin each game. You can't always avoid the base common enemies, you will eventually get ambushed, randomly attacked, or whilst walking down a road they appear out of no where and you attack them as such you can't always avoid random enemies from engaging with you. And for this game it would absolutely hurt this game as its combat, every act you do in these games comes from interacting with a random encounter at some point.
You laughably overstate the degree to which random enemies are the part people care about. They exist for level grinding and loot grinding, and once you're done they're just a nuisance.

This isn't like Skyrim or Fallout because those games don't have in-depth sexual enounters or companions with milky tits to drain or caged cocks to relieve of blue balls. At most you might get a romance arc out of it.
 

Gabranth

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Apr 26, 2023
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Random encounters get annoying when:
1: They're just that, no following events.
2: They get in the way of a specific event you're looking for (RNG, but still)

Now, I'm not saying that they should disappear, BUT:
A way to permanently disable some might be nice.
(The elf boy in the forest, for example, has this)
 
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A1teros

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Dec 23, 2021
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I think the best of both worlds here would be a menu option to decide you'll avoid certain encounters. Like you've encountered one of them enough times that you know how to notice the signs of them being around and how to avoid them. Make it like 10-25 encounters or something. The encounter isn't actually permanently removed, since you could just toggle it. Bonus points, this would effectively result in an in game encounter table which is pretty helpful. You could even make it a journal style thing and have it list loot.
 
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Amag

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Mar 7, 2023
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There are some good points here. The locations issue hopefully that gets addressed over time. I can see somethings being poked at as more story work gets hammered out. As for builds and items I felt that certain unique items should push you towards certain builds and maybe have less common items compliment that option.
Yes, I do agree with you that unique items should push people towards builds, and that's why I think an upgrade and an enchantment systems should be implemented. If not, the devs would need to add new unique items for every build and almost every level, which not only makes unique items not unique, but also is an absurd amount of work.
 
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Amag

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Mar 7, 2023
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Dev's said they didn't want a gear treadmill so that's why is so limited. Also TiTs has so many items that are just outclassed it's kind of amazing, just look at this thread for some examples. With resent updates to TiTs I need to go back and finish up my write ups, there are many more now that I should mention and with the new class and perks too.

Some items in CoC2 are starting to out creep other items now too, I need to figure out which ones but the one that draws my current ire is the Crown of Winter for being too good with too many stats tied to it and a great power too.
Yeah, too many items is just a waste of time and effort. They could bypass having to create new items by implementing an upgrade material so that instead of having basically the same item, but better, we would have the same item, but specialized towards a build and with better stats. Something like how we can infuse an alchemical item with a reagent to make an specific change in the body.
 
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Django

Member
Apr 14, 2017
18
14
You laughably overstate the degree to which random enemies are the part people care about. They exist for level grinding and loot grinding, and once you're done they're just a nuisance.

This isn't like Skyrim or Fallout because those games don't have in-depth sexual enounters or companions with milky tits to drain or caged cocks to relieve of blue balls. At most you might get a romance arc out of it.
You laughably do not understand that this game isn't solely about sex if all you care about in this game is the porn then you need to find a game where every area/scene is a sex scene. As I have stated before this game needs these enemies to facilitate the the areas they are bound to otherwise this game would get boring and be almost redundant for having a combat system, So no you shouldn't be able to remove enemies on a whim because its a bit tedious, most of Y'all want all the reward without the grind. These enemies aren't even annoying most of you are just cry baby cheesing that a game with a combat system has enemies and recurring enemies.


You laughably overstate the degree to which random enemies are the part people care about. They exist for level grinding and loot grinding, and once you're done they're just a nuisance.

This isn't like Skyrim or Fallout because those games don't have in-depth sexual enounters or companions with milky tits to drain or caged cocks to relieve of blue balls. At most you might get a romance arc out of it.
FYI you can fast travel basically omits any reason to remove random enemy encounters


This isn't like Skyrim or Fallout because those games don't have in-depth sexual enounters or companions with milky tits to drain or caged cocks to relieve of blue balls. At most you might get a romance arc out of it.

It doesn't matter if sex is prevalent in a game or not you need the bandits, raiders, Mutants, Dragons to make your journey not a walk through it may be annoying to fight a dragon in a hold with crucial npcs roaming but thats the beauty in itself the fact you need to defend a hold from a dragon is a tense moment purely because you are making sure no npc dies, unless its a guard or something.
 

Cannibal Cravings

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Jan 17, 2023
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I made a thread dedicated to this subject, I'd love to participate in the discussion if we end up moving it over there.
 

Bleh223

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Dec 9, 2022
251
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It would be funny to get Sanders and do The Exorcist on Arona's dick. It would be even more funny if it actually works.