Cheese toast 'must' exist. As well as those things called potatoes.
Additionally, no Shoesmiths can be allowed, this must must become policy.
I formally demand that the very nutrient-savvy town clerk be in the next game, warning us about the dangers of cheese toast.
Also, the Shoesmith dynasty MUST make an appearance.
"Don't eat too much cheese toast, it's fattening!"
I think that they should keep the recurring joke with that cheese toast stuff from TG2, that guy in the city hall was an iconic and nostalgic part of that game. I'll always remember those comments about the cheese toast.
Infact, alot of the derpiness of the voice files of that game really made the game. The cheesy romancing, the carts, the over-enthusiastic character voices, and just every bit of the voice-acting... phenomenal laughs for days on end. "My feet hurt, the wagon is rolling." Even though when you upgraded them to horsecarts they were never actually walking anymore. It wouldn't feel like a guild game if it didn't continue that tongue-in-cheek humor I say.
I remember this one shadow dynasty called the "Shoesmiths." and every dang time they'd put up roadblocks for anything myself and a few other friends I played with which made it quite fun. Keeping constant dynasty names would be swell to see.
The consistancy of the game style and nostalgia I think is a big part toward TG3, that and the ability to play multiplayer without D-sync is probably the biggest thing on the list.
Last edited by NeoInsanity; 23-11-2016 at 02:31.
Reason: Forgot a link
Producer & "The Guild" Veteran
As a matter of course we will have cheese toast in The Guild 3, like in Guild 1, Guild 2 and all addons. It is an essential part of the series from beginning on - and there is no other explanation for our well-formed bodies
We will keep the guild humor in the game. But - again - The Guild 3 is not a one-to-one copy of The Guild 2 . You will find simularities to both former Guild games.
But I sadly have no good news regarding the "out-of-sync" bug in multiplayer... we were not able to deliver this feature to The Guild 3. So your multiplayer games will be much more stable, sorry...
Will the AI be able to beat Human players in The Guild 3?
One thing I am hopeful to see in The Guild 3 is an AI that can actually beat Human players. In playing the Guild 2, one matter that caused the enjoyment of playing the game to go down over time was the realization that the AI cannot beat you. Once you have grasped the basics of the game, you are able to proceed forward with a strategy with no worry that the AI will be able to beat you. The AI may hinder you constantly throughout the game, but the AI can never win. If you are playing to eliminate your competitors, the AI will never murder any of your dynasty characters even if you have just slaughtered half of theirs. If you are playing to achieve wealth, there is no race to see who can reach the goal first. If you are playing to obtain a political position, the AI cannot win by doing the same. In short, once you learn how to play the game the challenge factor is all but gone making the game boring and repetitive.
I am hopeful in the Guild 3 that the AI will actually be able to beat human players, and that on harder levels of difficulty this proves to be a challenge. I am also hopeful that certain goals are not instantaneous wins, but rather require more time. For example, I hope there is a goal such as "Obtain and hold the office of Sovereign for 'X' number of rounds/years". I am excited to see the final product of the Guild 3 and have high hopes that it will eclipse its predecessors in gameplay. Thank you for all of your work on this.
I just watched the gamescom gameplay video and I must say that everything looks very promising. I like the direction you are taking the game in. Most of my feature wishes are already mentioned in this thread so I only have a couple of questions.
1: Are you making this game to run on Linux?
2: What must be done that one could join the betatest?
3: Will there be more interaction options between the characters other than "compliment, embrace, kiss and beguile"? Will it be possible to interact with a character of the same gender (for example small talk)?
4: My one wish that wasn't mentioned here is the need to sleep and eat. Sometimes it feels weird that the AI has to go to sleep while you can work all night. My vision how this could work is that you need to keep some food in your house (or even a butler/housekeeper) and when you go to sleep the animation shows your character eating supper and then going to sleep. Not doing this will cause your character to be more prone to illnesses and his/hers labor input will decline due to the tiredness. All this could take some 6-8 hours per day and while the character is sleeping you could arrange the next days work schedule. Or something like that
Other than that I wish you patience to finish the game in a polished condition.
Happy new year!
P.S. Thank you for developing this game! It really has an immense potential of being one of the greatest historical economy simulations
Last edited by rainland; 30-12-2016 at 17:06.
I understand it's late in the development phase, and well... basically I have been lurking for over a year at this point without really paying much mind to the game, though I am a big fan of the Guild 2.
Anyway.... I was wondering if there were any plans to make managing trading between various trade nodes less of a pain in the ass. Barring auto trading using buy and sell orders with haulers having some sort of intelligence or relying on a decision tree I don't know? This was one of the facets to "getting ahead" as a Patron that irritated me, drawing time away from my character to manage trade wagons.
It's just a thought I was wondering if it had been brought up.
Looking forward to the new guild either way.