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I was really enjoying the game, until I noticed that certain events seem to be scripted and are impossible to prevent. Namely, I have 95% in "guarding" when setting up a camp, but still i have money stolen from me. Already annoyed I reloaded, and set up the camp in a different place. The same thing happened. I tried multiple times, and it just keeps happening. It seems like the place I camp and my guards don't matter at all. It was irritating, but I decided to let it go and keep playing... and the next turn the exact same thing happened. At that point I just quit. What is the point of acquiring any wealth and setting up a camp in a sensible fashion, if I still get whatever I just managed to obtain stolen?

Am I doing something wrong, or is the game just unfair like that?
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The reason your skills max out at 95% is because the developers wanted it to be "realistic." there is always the chance that something will happen. I have gotten frustrated too at various times. I understand the reasoning and I suppose it helps add to the atmosphere, but sometimes it does suck.

As a side note, when you get the Mexico campaign there arrives a point where you can store your wealth at a safe location.
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Celton88: The reason your skills max out at 95% is because the developers wanted it to be "realistic." there is always the chance that something will happen.
That actually makes even less sens. If we're going by "realistic" then I would understand being attacked by wild animals or something like that, but... theft? In the middle of the jungle? And so often? Arkham City wasn't as infested with criminals as this jungle!

However, the option to keep the money at a safe locotion does sound like a way to solve this, at least partially, so I'll soldier on :)
Some of your expedition members' traits and your decisions at specific points may also lead to you getting robbed as events separate from the normal 'guard' checks.
The game uses a seeded random number generator, meaning each time you camp, a roll is performed for various things, like hunting and guarding, that is then saved with the game. This means that you can't cheat the outcome of camping by save scumming, because the roll will always be 96 (as an example). If you had 65% in guarding, and the game rolled a 66, you could circumvent the guard failure by adding another guard, because the roll will always be 66 that night.
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Breja: I was really enjoying the game, until I noticed that certain events seem to be scripted and are impossible to prevent. Namely, I have 95% in "guarding" when setting up a camp, but still i have money stolen from me. Already annoyed I reloaded, and set up the camp in a different place. The same thing happened. I tried multiple times, and it just keeps happening. It seems like the place I camp and my guards don't matter at all. It was irritating, but I decided to let it go and keep playing... and the next turn the exact same thing happened. At that point I just quit. What is the point of acquiring any wealth and setting up a camp in a sensible fashion, if I still get whatever I just managed to obtain stolen?

Am I doing something wrong, or is the game just unfair like that?
As others have said, it's the way it is. I wouldn't call it "unfair" though - think of all the many times you'll be guarding. If you have 95% every single time (and that's easier than it sounds), you'll still get a guard failure 5% of the time. Which is, on average, 1 in 20. So it's natural that, on average over the whole game, you'll have something happen 1 in 20 times.

This of course doesn't mean it can't happen twice in a row - probability can be a bitch!

With respect to theft, it's not just tribals that steal, but also your own "servants" - though I wish there was a way to sort them out. Sure there's a scripted event that can trigger although it's unrelated to guard failure.

It would be cool for there to be potential to have options to deal with these events after they happen - e.g. punishing the soldiers on duty somehow, or at least brow-beating them severely, or even randomly executing one of the servants as an example (or just because you feel the need to let off some steam after some prick stole what in some cases must surely amount to an entire cart full of valuables!).
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squid830: It would be cool for there to be potential to have options to deal with these events after they happen
Exactyl! It's not just the fact that I'm losing money that annoyed me, It's more that I felt so helpless about it. I can't really do anything about it other than keep my guards at 95% and hope for the best. It kind of scares me away from exploring- I'll go the long way round (which means more nights when a theft can occur) to the next quest to look for some treasures or something, but then because of one unlucky night I lose way more than I've found.
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squid830: It would be cool for there to be potential to have options to deal with these events after they happen
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Breja: Exactyl! It's not just the fact that I'm losing money that annoyed me, It's more that I felt so helpless about it. I can't really do anything about it other than keep my guards at 95% and hope for the best. It kind of scares me away from exploring- I'll go the long way round (which means more nights when a theft can occur) to the next quest to look for some treasures or something, but then because of one unlucky night I lose way more than I've found.
I did that too, it's still usually worth it if you find a new location since you can get significant chunks of treasure there.

There are cases where you aren't entirely helpless - that's when you have a "critical" guard failure, which triggers a really nasty combat - you sound like you haven't had that fun yet. :)

The thing is, when you lose those, sure you lose not just treasure but other material as well - but you lose a set amount, and not a percentage. To me that makes little sense - if you just got whooped in a massive nasty battle, surely the victors could take much more than some sneaky thieves that you didn't even see! I would have it the other way around - a small amount due to "thieves" you can't fight, but a massive amount if you lose one of those nasty battles.

At least in the second campaign you have a stash you can use (as someone already mentioned), so that minimises the losses a bit. The problem I have with the second campaign is that the amount of treasure most locations and missions give you isn't really all that much compared to the first campaign, although there are some notable exceptions. Typically one would expect to find MUCH more treasure on the mainland than in Hispaniola, but it's not as much as it should be - at least in my opinion. For example, I would expect a leader of a rich empire to give me more treasure for a mission than the Governor of Hispaniola - they have more of it for a start...
Post edited December 17, 2013 by squid830
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squid830: Thera are cases where you aren't entirely helpless - that's when you have a "critical" guard failure, which triggers a really nasty combat - you sound like you haven't had that fun yet. :)
I had it happen once so far, and I actually wish it would happen every time there is a guards failure. I really like the combat here, very tactical, easy to learn but with a lot of depth, so I wouldn't mind more battles, and it would remove this feeling of helplessnes when it comes to theft.
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squid830: Thera are cases where you aren't entirely helpless - that's when you have a "critical" guard failure, which triggers a really nasty combat - you sound like you haven't had that fun yet. :)
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Breja: I had it happen once so far, and I actually wish it would happen every time there is a guards failure. I really like the combat here, very tactical, easy to learn but with a lot of depth, so I wouldn't mind more battles, and it would remove this feeling of helplessnes when it comes to theft.
Definitely! Especially when it comes to valuables (food I can understand being taken by animals). Either that or when it's a situation you can't do anything about, you don't lose so damn much.