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Reminder that there is no disrespect meant to anyone (I feel I need to say that after implications otherwise) - and - if any devs do read this - know that I am as interested in information as the person who started the post - when there is actually information to share.

In the meantime, thank you for the game and your ongoing work to improve it. It has to be a tough time to make a game - or to improve on one for that matter. I sincerely believe you are hard at work making the changes the game needs - but I also realize that is going to take longer than a single month (especially a month split by the holiday season).

Despite any implications otherwise, I have played it for at least one full playthrough - and I see the potential this game has. There are just a few areas where little improvements (and some changes in game mechanics) will make HUGE differences - something I think you already know based on other conversations.

I look forward to what you do next - and, again, when you actually have something new to share (that isn't just a repeat of what you told us in December), we will be here and interested.

Again, this is with full respect for everyone in the EoS community - there is obvious passion (something I think this thread showcases in a very strong manner) and a desire for improvement among your fans.
 
They're going to cut down the taxi service to artifically increase the time you spend mindless walking, really a sad way to bump the ingame hours stats.
 
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Seriously?
General Changes

Also, remember fast travel? It’s now a thing of the past! Sal’s cabs have undergone a mass exodus of staff - probably from the fear of taxiing around bloodthirsty gangsters all the time - and most of the city’s taxi routes are cut. Bosses and gangsters alike can only travel by taxi to their Safehouse or from one taxi-point to another. Anything beyond that and you’re walking, pal.
Check it yourself.
 
They're going to cut down the taxi service to artifically increase the time you spend mindless walking, really a sad way to bump the ingame hours stats.
The unlimited Fast Travel & always knowing where a Safe House was meant that you only needed a relatively small squad of gangsters and perform Hit & Run Tactics. Basically you'd fast travel to a Safe House, take out the boss, pop over to the next Safe House, rinse and repeat. It's a major exploit that made the game too easy and I'm glad that they're addressing it on both fronts.
 
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The unlimited Fast Travel & always knowing where a Safe House was meant that you only needed a relatively small squad of gangsters and perform Hit & Run Tactics. Basically you'd fast travel to a Safe House, take out the boss, pop over to the next Safe House, rinse and repeat. It's a major exploit that made the game too easy and I'm glad that they're addressing it on both fronts.

This.
 
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The unlimited Fast Travel & always knowing where a Safe House was meant that you only needed a relatively small squad of gangsters and perform Hit & Run Tactics. Basically you'd fast travel to a Safe House, take out the boss, pop over to the next Safe House, rinse and repeat. It's a major exploit that made the game too easy and I'm glad that they're addressing it on both fronts.
Maybe people are playing a different game to me but I needed fast travel otherwise once war was declared I'd simply go through a tedious process of doing repeated skirmishes with my hands tied behind my back. So I hope there's other balancing corrections that reflect its removal.
 
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Maybe people are playing a different game to me but I needed fast travel otherwise once war was declared I'd simply go through a tedious process of doing repeated skirmishes with my hands tied behind my back. So I hope there's other balancing corrections that reflect its removal.
Such as the first/basic iteration of Combat Auto-Resolve and exterior combats being more deliberate instead of attack anything on sight? You'll probably still have the Exterior & Interior combats when they attack your rackets, but navigating the map does sound smoother.
 

Worse than that. It made any concept of geography irrelevant. Even if I don't want to attack the safe house, I can instead conquer all 3 of a rival gangs Distilleries (that are in 3 different neighborhoods) in rapid succession with no push back at all since I instant teleport to the next target 1 second after conquering the previous one. Having done so, the boss than pushes for peace, pays me a bribe and I have crippled their enterprise with nearly no risk or consequences and been paid off in the process... Yeah.

The unlimited teleport anywhere, anytime, all the time had to go.
 
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Maybe people are playing a different game to me but I needed fast travel otherwise once war was declared I'd simply go through a tedious process of doing repeated skirmishes with my hands tied behind my back. So I hope there's other balancing corrections that reflect its removal.
Defensive forces have been buffed. Therefore it should take more effort for the offensive task forces to form, therefore decreasing the frequency of attacks. At least, that is my hope. If that is not the case, they will need to tweak the system again (which no matter what is going to be the case, repeated tweaking is just the nature of current game development)
 
Worse than that. It made any concept of geography irrelevant. Even if I don't want to attack the safe house, I can instead conquer all 3 of a rival gangs Distilleries (that are in 3 different neighborhoods) in rapid succession with no push back at all since I instant teleport to the next target 1 second after conquering the previous one. Having done so, the boss than pushes for peace, pays me a bribe and I have crippled their enterprise with nearly no risk or consequences and been paid off in the process... Yeah.

The unlimited teleport anywhere, anytime, all the time had to go.

I completely agree. I discussed this at length several weeks ago with our friend, Colonel Bogey on another thread.

A Happy Medium must be found between the two.

We will see.
 
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I completely agree. I discussed this at length several weeks ago with our friend, Colonel Bogey on another thread.

A Happy Medium must be found between the two.

We will see.

No idea what the technical limitations are to it - but if they can add a 2x/3x/5x speed setting, that will solve any of the tedium elements that arise from walking from place to place.
 
No idea what the technical limitations are to it - but if they can add a 2x/3x/5x speed setting, that will solve any of the tedium elements that arise from walking from place to place.

I have spent time during this lull familiarizing myself with the Console Commands as a prelim to modding and I think it is already imbedded in the game but not active.
 
An onscreen warning may help? Presently you have to look at the map to see if people are casing your rackets. Which I spent a fair amount of time doing. To the point where I didn't even dare expanding into other districts as it would be too much.
 
My strategy was to take over an entire district before moving to another. Levelling everything up takes time but none of it seemed to have any impact if you wanted to play that way. It was fun finding that out though.

But surely if you're strong in a district with heavy security everywhere then it ought to be difficult for the opposition to simply come in and take everything back?
 
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My strategy was to take over an entire district before moving to another. Levelling everything up takes time but none of it seemed to have any impact if you wanted to play that way. It was fun finding that out though.

But surely if you're strong in a district with heavy security everywhere then it ought to be difficult for the opposition to simply come in and take everything back?
Thanks for this. This is a great example of the issue I have. Beating the game cannot be tied solely to killing all of the other bosses. There needs to be a reason to be good at the business and relationship elements of the game.

The combat needs a lot of work still to add challenge, but the real work yet to be done is at the strategic level, giving us meaningful reasons to be a successful bootlegger, casino boss and brothel owner in the game. Yes, we should have to eliminate the competition, but that shouldnt be all the game is about.
 
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Thanks for this. This is a great example of the issue I have. Beating the game cannot be tied solely to killing all of the other bosses. There needs to be a reason to be good at the business and relationship elements of the game.

The combat needs a lot of work still to add challenge, but the real work yet to be done is at the strategic level, giving us meaningful reasons to be a successful bootlegger, casino boss and brothel owner in the game. Yes, we should have to eliminate the competition, but that shouldnt be all the game is about.

And as this is published by Paradox they will attract players like us who do it on the slow burn, thinking about the steps they are taking. But I never seemed to get anywhere with that strategy. Which seemed odd to me. I don't understand the point of the whole business side which is what I focused on.
 
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