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Suggestion

Discussion in 'Suggestion Archive' started by rooben777, Feb 2, 2016.

  1. rooben777
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    rooben777 Dwarven Worker

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    Hello everyone :D

    I will make this as short as I can, otherwise this will turn into a book, I am apolegize for my weak english, since I am not a native english speaker. I have played the DK series for a decade now, and I l watched WFTO grow from its very begining in the keeper klan forums, untill now, I obviusly brought the game, and I dont regret if for a moment, this game is no doubt a masterpiece, which I will like to contribue to as much as I can, so here they are, my suggestions for extra content to this fanstastic game, I hope you will like my ideas, and I feel like I could truly die peacefuly If will see even one of them make its way in to the next update in one way or another, please feel free to share your thoughts, and help me shape my suggestion into something everyone will enjoy

    Terrain:


    As of now, the game already has quite a bounch of new interesting terrain compared to the old DK versions, which is quite awsome, and I think that adding additional kinds of terrain to the game will make it even more interesting:

    Snow blocks: Already familliar with from DKI, Snow will be simply a white block, who can be easly destroyed by imps like sand, would be interesting if room/claimed wall texture be slightly blue when created on a snow block.

    Snow Path: The flat version of the snow block, should slighty slow creatures down a bit. will give small buffs to ice based creatures, and debuffs to fire based ones. its claimed version should apear slighty blue.

    Ice Block: A stronger version of the snow block, can function as a impenetratable rock, or as a very strong wall who takes time to be destroyed. should look rather transpharent, and have similar effects like snow blocks on texture.

    Ice Path: The flat version of the ice block, will apear transfarent, and cause creatures to slighty slip on it while walking. will damage fire based creatures, and buff ice based creatures, ice paths will not be claimable, and bridges will be needed to cross them properly.

    Blood: Already exists as "Raskos Blood", will be fantastic if it will be useble in the map editor

    Sand paths: The path that should remain after digging a sand block, will slighty slow creatures, its claimed version should apear slighty yellow.

    Marble: A durable block who apear in a smooth white shiny color, will be perfect for decorating hero dungeons, should have a flat version, and its claimed versions should apear in the corresponding color.

    Swamp/Dirty water: A diry version of water who will apear green, and have a rather viscous pattern, will emit green fumes, flies, and ocasionally remains of slayed creatures should be found in it.

    Acid: An even more contaminated version of the swamp, will damage creatures stepping in it like lava, will emit strong colored green fumes, and emit disturbing "digestion-like" sounds.

    Scorched earth: a dirt tile will with burning marks and ocasional scattered embers, and random flames, its claimed version should apear darker then normal, and should slightly buff fire based creatures, and debuff ice based demons.

    Flaming path: simply a flaming path, will be perfect for decorating a fire themed level, will damage creatures if pushed thoward it.

    Metal ore: A block containing metal ores, simillar to gold ores, only with iron. will be significly harder to dig though, and will be probelly better destroyed using an underminer. metal should be used in a special room, or add bonuses to already existing rooms.

    Gemstone: A better version of gold, gems will be used the same like gold for the same propose, will be hard to dig, and worth more. will apear shiny and colorful, will be interesting to see different kinds of gemstones. will be more interesting if gems could be used to add a temporary buff to devices in different rooms, empower rituals and poition, be consume for mana, or any anything els creative.

    Rooms

    I will post suggestions here both for new rooms, and improvments for existing ones.

    Butchery:

    Cost:
    700

    Attracts:
    none

    Used by: Vampires

    Apearence:
    bloodied walls and room tiles, knifes and disection tools attached to the walls, a bloodied bed with iron shakles, jars of organs taken out from victims, and a massive blood tank at the corner of the room.

    Functions: Drop a creature on the bed to shakle him, until a vampire comes in to start abuse the victime. vampires will enter the room, and execute creatures on the table, and by doing so they will satisfy their hunger for the living. after that, vampires will use their unique abilities to transport the victime`s blood into the giant blood tank in the corner. after that, the blood could be transported to the alchemy lab,to create healing potions, that the underlord will be able to drop on hes creatures to heal them. corpses from the crypt could be used the same like living prisoners, but they will donate much less blood, and they will not satisfy the vampires apitite for living flesh. after taking out the final drop of blood from its victim, the vampire will dismember, and abuse the cadaver until a deformed pile of flesh will remain, which will be useble in the grinder at the tavern, such a special meal will heal your creatures, make them happier, and will fill their apetite for much longer then normal piglet flesh. The blood potions could also be used as food, by droping it into the tavern`s grinding, providing extra healing and happines bonuses. the remains from the abused corpse could ofcource be returned back to the crypt. when such deformed remains will be raised by necromancers, a new kind of undead minion will be raised, called an abomination, a massive deformed pile of flesh that will serve as a tankier and stronger undead minion for the necromancer to use.

    Additional notes: the blood extracted from the prisoner stand in coleration with hes level, the stronger the prisoner is, the more blood it shell donate.

    Blood potions could be used to feed vampires, the amount of blood from weak prisoner might not satisfy the vampire for to long, but the amount of blood a stronger prisoner holds should do the trick.

    Teleportion Chamber:

    Cost
    : 2000 gold, 200 mana points blocked for each complete room, will need a special ritual to be set active.

    Apearence: A pool of clear water, with floating crystal pillars, and glowing encryptions on the bottom of the pool, walls will containe storage sockets who will store a bounch of more floating crystals with the simillar style of the ones at the ground, surrounding the pool.

    Requirements: 3 by 3, enlargement beyond shouldnt provide any additional effects. needs to have another Teleportation chamber on the map to conect to.

    Attracts: none

    Function: A room that will act as a bridge between two distant parts of your dungeon, usually after claiming an enemy dungeon, using hes rooms and hes portals becomes quite troublesome, since enemies can easly pick off your creatures wandering between your dungeons dungeons, not to mention how annoying it is to loose your veterans for the same reasons, simply becauce they really wanted to reach that new full slaughter pen at the other end of the map. this room comes here to solve this problem, by building two of these rooms at different sides of the map, underlords will allow a quick safe passage for minions between 2 dungeons. altrenatively, it could be abused when trying to conquer enemy dungeons, by providing a quick escape for imps and retreating creatures. each teleportation chamber must be activated with a special ritual for it to work, so the teleportation chamber cannot be placed suddenly anywhere on the map and be activated at will, not to mention that holding more then one of these is a terrible cost to an underlords mana pool. the teleportation room has a natural defence against enemies trying to abuse it for their use, although, random enemies can attempt to try and brake the natural barriers of the room, simply by attacking the floating pillars around it, if they manage to do so, not only they gain free entrance into your base, the distruction of the room (both by the owner and hes enemies) casts a temporary negative buff to its owners mana, like a prolonged avarice ritual, which puts the owner of the room in a great disadvantage, so the strategic use of this room in war can easly backfire at its user, if not used carefully.


    Suggestions for improving the Tavern:

    The idea its of the tavern is really awsome, and fits perfectly to the whole idea of beast, and humanoid minions that the underlord can now attract, but sadly it has not provided enough for underlords, to be actually used in competative play, thats why I will like to propose a few changes to the room:

    humanoid creatures (those attracted from the portal and heros) should be forced to use the room when present, starving creatures should still use the slaughter pen in order to avoid perishing by hunger (a feature who should be implented) but they will still consider themselves hungry, until they recive a proper meal.

    The grinder at the tavern should be allowed to use all kinds of ingrindients, like potions, corpses, (the blood potion from the Butchery who was suggested earlier) positive potion effects like work alot potions will provide a steady, small, slow realse effect to minions feeding on its served meals for a fixed period of time. corpses will be used as "top notch" meals, who will raise your minions happiness or payment for the meal.

    The tavern should be allowed to change a status like the DKII casino, the meals could be served for free in order to increace happiness, or for gold, until your creatures will run out of it, and start rioting.


    Thats it for now, I have many more suggestion, but my time is short, and I have to go, I will make sure to update the post regulary if you guys will like my ideas, and I hope you will, thank you for reading, and have a nice day :D

    8/02/2016 new suggestions:

    creature suggestion:

    Name: Incubus/Revenant

    Type: Undead

    Job: Scouting, Possessing selected enemies.

    Attraction/Related room: Torture Chamber and Spirit Chamber

    Description:

    The incubus is a mixture of spirits chained to the underworld as a result of the agony and pain they have gone through in torture chambers around the underworld. mainly used as a powerful wepone of choice by underlords, an incubus will be used to chain an enemy minion`s spirit to the will of a greedy underlord who craves hes loyalty. After succesfully agonizing three victims in your torture room and chaining their spirits in your dungeon, pick the fleshless creatures up, and drop them on an empty podium in the Spirit Chamber to imbue their spirits to that specific tile, at this point you will be able to choose to drop a creature on the imbued tile and the creature will then recive experience like he normaly should. If you choose not to do so, after a while a witch doctor should apear and perform hes magic, and as a result a shadowy masculine figure should apear, that will be the incubus. the incubus will remain on the podium as long as no one disturbs him, once picked up and droped into your dungeon, it should wander around aimlessly in enemy dungeons, serving as a scout. as he will roam outsite the spirit chamber, he will slowly loose health which cannot be restored with your heal spell, so it will be wise to keep him trapped on a spirit chamber`s tile, so he will not vanish before fulfiling hes role. once the incubus will apear in your dungeon, a new spell will be unlocked in your spell bar, named "haunt", cast the spell on an enemy unit, to attract all of your incubus minions to that unit and attempt to posses the enemy. an incubus is normaly hidden from the enemie`s eye, but for a short moment before rushing into the victims body, the incubus will be reveal himself, and will become vulnerable to enemy spells, but not physical attacks. after succefuly entering a victim`s body, the incubus will be consumed, in order to form a spiritual shackle who binds the victims flesh to an underlords will. the victim will behave normaly, and will still officialy belong to its original master, but at the same you will also have the ability to pick the victim up, and conveniently drop him on a torture device for example if you wish. if the haunted victim somehow falls in battle, and gets dragged back to its former master`s dungeon, the victim will be dragged into a prison instead of a lair. the former master then can drop the victim into the spirit chamber, witch doctors will then be able to perform an exorcism spell, and banish the incubus`s influence away forever, such a creature will become immue to further harrasment from the undead. if the victim happens to step in hes former master`s dungeon, he could be simply picked up and dropped in a spirit chamber, and then quickly be cured by a witch doctor, so it is wise to unleash your incubus on a target who is correctly stationed in your dungeon. an incubus, like a spirit can still be dropped on a creature in the spirit chamber, and donate the total experience from all the three spirits from which the incubus is made.

    Notes: Incubus cannot be trained, and it doesnt require payement, food, a lair, or any other kind of service, since its an undead, it can be picked up and slapped though.

    Hoped you liked the idea, share your thoughts, thanks for reading and have a nice day :D
     
    Last edited: Feb 9, 2016
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  2. Amon
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    Amon Ember Demon

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    Greetings, rooben777. Out of necessity, this post will be a lengthy one, as I will attempt to answer as many of your points as I can, so make sure you are comfortable before you start reading it.
    Bear in mind that I am neither a member of the Development Team, nor the extension of their wills known as the Q.A. team, so some [or all] of my answers / explanations could be completely and utterly wrong :D:p
    Hi.

    I've seen people who ARE native english speakers who are far worse than you. So long as you don't START WRITING MESSAGES WITH CAPS LOCK ON, you should be fine :)

    I believe that this was intended to be in WftO [possibly as far back as the KeeperKlan days] but it was eventually ruled out... for reasons I forget.

    They originally planned to have a transparent / semi-transparent Ice tile, [again, early days], but it was later reworked into the Permafrost tile [I think the transparency was too complicated at the time]. This Permafrost tile originally started out as being extremely difficult to dig out [the early version of the Augrum Wall], and then almost immediately became slightly more complicated. It was made undiggable except under particular circumstances - a spell called Cauterize [now cut from the game] had to be used to heat it up, which would allow your workers to dig it out. Eventually, Permafrost and Cauterize, along with Chill [a similar spell that cooled Brimstone, which was also undiggable at the time] were cut from the game during a streamlining / simplifying process.

    However, the texture for Permafrost can still be seen ingame, by building a Glacial Door and closing it. After a while, the two supporting walls will turn into the Permafrost tiles. Whether this is intended or not, I am uncertain.

    Indeed. It would be funny to see a Cultist fall on his/her/its ass, Gnarlings pulling out ice-skates, or Witch-Doctors knocking a Chunder onto its back and using it as a sled. Would also fit in with the Santa Worker... Sadly, I think that would be a bit much. However, I CAN see the benefits of the Fire Debuff / Ice Buff. Even if it was just to movement speed [although they already have this with the Bone Chiller "defence", so maybe something else]

    Indeed. And, if they got desperate enough, Vampires could drink out of it [like a cat or dog would]

    Not entirely sure about this one. The speed debuff would make sense [most creatures would have trouble walking on it, unless they are native to the desert, like I imagine the Augre would be if they lived on the surface].

    The only problem with this is, we already have a white [on my PC, anyway] tile, both wall and floor, which commonly appears around Hero dungeons - Sacred Earth / Sacred Ground. However, if I remember right, the Sacred Earth wall tile is only as durable as the regular Earth tile, so maybe [IF implemented] Marble could be similar to the Underlord's Augrum Wall?

    Isn't the water already green? :p
    But yes, the Doomed Mire water sounds cool.

    I like. Nothing more for me to say.

    So... Floor-based Brimstone, essentially? [appearence-wise, at least]

    The problem with this is, fire and flames are quite resource-intensive [apparently], so this would be unlikely to make it in.

    Remember that simplification thing I mentioned in the Ice Block segment? I think that would stop Metal from making it. Originally, there were two rooms known as the Armory and the Market. The armory would have been used to make weapons and armor for each of your minions, and the market would have let them buy them [so they were doing something with their wages]. As far as I know, these weapons and armor would have been made with some form of Metal [it was either that or lumps of dirt from the walls you had dug out]. As you can see, all of this was cut... So, probably no Metal... Unless you have it playing at the same time as WftO.

    Again, sound idea, but other than the base tile, it would probably get complicated too quickly :(
    If Subterranean Games had a hell of a lot more coders, it might work, but I think they have a grand total of 10 or less [the only one I know is v0id]

    I like this idea, especially having a more efficient method of appeasing the Vampire [I never have prisoners handy when I need them]

    Back when the game still revolved around the theme of Blood, I suggested a trio of similar ideas, linked below for your viewing displeasure :D

    The Slaughterhouse [was a way of getting more Blood in a hurry]
    The Butcher [worked in the Slaughterhouse, built the Abomination]
    The Abomination [tank with a time limit]

    Something similar was suggested before [can't seem to find it though], and I believe the semi-short answer was that it would completely mess up the pathing code [the code which determines a creature's destination, how it can get there, what it has to go around, etc.]
    So I would say that the short answer would likely be "no".

    You have a good point, though. Loosing your high-level creatures because the slaughterpen on the other side of the map had one more micropiglet sucks.

    Personally, I have no problem with the Tavern as it is, but I also like the idea of being able to "enhance" a meal with potions.

    Hopefully, I have covered most of your post. I would do more, but I need some sleep before work...
     
  3. Electrolight
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    Electrolight Priestess Backer

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    Those are all good ideas rooben but I have completely given up on suggesting things to the development team. WFTO is a great game and I am glad I backed it but for this day and age, it still feels like a feature incomplete game. There are many people like me who have given suggestions like adding more tile sets and scripting to the map editor. Subterranean Games is a small studio and just doesn't have the resources to make WFTO the game it could be. Maybe they will bring in more revenue to hire more coders and artists if they ever decide to port WFTO to consoles or dare I say, make a mobile port for high-end smartphones and tablets or add advanced multiplayer features geared towards the MLG/eSports crowd assuming it is not already suitable for competitive play. I don't really know what the developers could do to make WFTO more profitable, those are just some of my thoughts. NE Ways, I have given up hope that WFTO will ever be more than what it currently is. WFTO is still a great game and is definitely more enjoyable and less problematic then the garbage that EA and Ubisoft dump on gamers.
     
  4. rooben777
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    rooben777 Dwarven Worker

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    I honetsly feel quite dissapointed to hear this from you both, are you guys basicly saying wfto is "complete"? wasnt the wfto team payed enough for their efforts? is this basicly a "dead" game in terms of further production?
     
  5. Electrolight
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    Electrolight Priestess Backer

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    I said that the game is "feature incomplete" in my opinion although it is complete enough to be an enjoyable experience. It still needs a few major patches and more campaign/map editor content but basically, most of the stuff people want like scripting is shoulda coulda woulda at this point and we are never likely to see all the content we dreamed would be in WFTO.

    My biggest gripes with WFTO is the atrocious A.I. and the fact that the game is still poorly optimized after all this time. It is much better than it was when WFTO first came out but considering my PC has an i7 with 16GB of ram and a GTX 980Ti and can run Skyrim on the highest settings with the 4K texture mods at over 200 FPS or The Witcher 3 on the highest settings at over 120 FPS, I should never ever be experiencing frame rate drops or slowdowns in a tile based RTS game.
     
  6. Antking
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    Antking Skarg

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    No, The dev team is currently working on an expansion DLC as we speak, that will bring some new aspects such as the gold sentinel and a micro campaign to the game :). The DLC will be released free to those who bought the game in before May 2nd. Regarding the room and tile suggestions, I think it is unlikely they will come in the near future, just because the dev team is rather small and they need to be carful about what they dedicate dev resources to creating. new tile textures would probably only be worked on if they have a tile idea that would add a lot to the game, or if the tile is needed for a campaign map in production.
     
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  7. Emil Hemdal
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    Emil Hemdal Dwarven Worker

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    Well isn't a good development strategy to fix bugs and performance issues before developing new stuff? I will not recommend the game to anyone unless bugs and performance issues are resolved first. I will even discourage people from buying it if they release the DLC before taking care of bugs and performance. I've myself reported quite a few bugs on UserEcho and I hope that people continue to do so when they encounter them to inform the developers that there still is a lot to do.
     
  8. Nutter
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    Nutter Inquisitor Founder

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    The developers are well aware that there is still work to do (so are the QA Team), but only coders can fix bugs... should the designers and artists sit around and do nothing just because the coders have bugs to fix?
     
    Last edited: Feb 7, 2016
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  9. v0id
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    v0id Programmer Dev Team

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    There aren't many open bug reports either.
    We did eagerly fix bugs we got reported and almost every reported issue got fixed already (if they were actual bugs).
    If there aren't more reports and we do encounter new bugs only seldom in internal testing, how is the game too buggy to be recommend?
    Performance issues can be a thing depending on your hardware and it could be better, but most of the time it is caused by custom maps bloated with too many objects.
    We did a lot to tweak performance in the past where we could and people with recommended specs who are playing resonable maps should not run into problems.
    The game might be not perfect but what you say sounds like wrong to me, because the game runs quite fine for the vast majority of people and why we should sit and wait for bug reports (while reported ones are fixed) instead of adding content for these people?
     
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  10. rooben777
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    rooben777 Dwarven Worker

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    Hello everyone, a new suggestion has been added to the original post, I hope this "bump" isnt concidered an offence, since I did add quite alot of content, and I rather orginize it all in one post, then flood the forums with new posts every once in a while. I hope you enjoy reading it, have a nice day :D
     
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  11. Electrolight
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    Electrolight Priestess Backer

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    Your not the first person to suggest the incubus and just like every other time it was brought up it is a terrible sexist idea. Why does there need to be a male version of the succubus? As it is, there are not enough female minions in the game and you want to take the only female creature and make it manly?
     
  12. rooben777
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    rooben777 Dwarven Worker

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    Oh dear, I have been called in many names before but I have yet to be called a sexist, I am terribly sorry if I have mistakenly apeared like one. Please allow me to explain the logic behind the name, the Subcubus as in my vision, has the ability to "suck" away both the vitality, sense and with it the free will of a victim, turning him into a mindless soldier, with this ability she turns enemies into the soldiers of an underlord, hence the name "Sucubus". the Incubus I suggested, achives the same result a sucubus will, only on a reversed manner, an incubus instead of stealing away a victims vitality to himself, will penetrate the victim`s mind, and unite with it, sacrificing hes own vitality in the process. (rather then stealing someone els`s like the sucubus.) the unition of the two entities, which belong each to a different underlord will allow the control of both underlords on the same body, containing two spirits.

    Now that I described the Sucubus as a female thief, and the Incubus as a loyal male who sacrifices himself, I bet you are offended even more, but at this point I will state that there is no need what so ever for the incubus to be a male, it can easly be a female, or even aesexual, after all its just a spirit.. I did describe it as a male simply becauce the nickname Incubus is generaly used as a name for a demon who usually serves as the male counterpart of the sucubus, but in our case the sex of the minion doesnt really matter at all, and if it trully disturbs other members too I will happily change the character`s sex, or even its name.

    aside from that, I am still very curious to hear what is your opinion on the concept, regardless of this little issue of yours with its name :)
     
  13. Fireeye
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    Fireeye Shadow Backer

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    Imho the Incubus' mechanic would a) be overly complicated and b) a very niche ability. I also see certain issues with the vampire - normally this unit is rather difficult to capture because it "dies" (and then resurrects itself) much faster than normal intelligent minions, which could kind of defeat the vampire's purpose as a terminator-minion ("I'll be back" in a thick Austrian accent).

    It also would come in conflict with the steady supply of prisoners which the vampire requires as food, in the sense that, rather than sacrificing these prisoners, you could simply torture them and turn them into incubi to possess any vampire the enemy might create. As vampires are the only thing other than huntresses that can kill fellow vampires, this would drastically lower the usefulness of the bloodsuckers, and they have enough problems as is.

    A final note: Although suggestions rarely are a bad thing, I think players should always consider the development resources necessary to turn these suggestions into in-game assets - terrain tiles would need new skins, the incubus would need a new model (rig) + new skin + presumably new voice unless he uses the default voice, and so forth.
     
  14. rooben777
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    rooben777 Dwarven Worker

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    well the thing is, that when you will have the upper hand, you will rather raise vampires, since the enemy doesnt have anything worth stealing, and as a weakling you should probelly choose icubus, (which should positioned well, otherwise they will be killed by enemy skillshots, or even the keeper`s thunderbolt before managing to posses the enemy) Incubus is a choice only when the enemy is much stronger, and is going in hard, it will force your enemy to make sure hes elites are throwed in last, rather then storm your dungeon blindfolded.

    The terminator-like trait of the vampire will definitly be challenged by the incubus, which to be honest I see as a plus rather then a downside, should be noted that it will be game-over for the vampire only if he happens to step in the territory of the enemy keeper. (the enemy could try to teleport the vampire, only to see hes former master pick him up, and put him in a spirit chamber to be purified)

    About the prisoner suplies for vampires, I think I mentioned that they can be fed with blood, stronger beefier prisoners, will generate more blood, so in this manner, you whould like to sacrifice one strong prisoner, and turn weaklings into incubus. middle level prisoners, who doesnt generate much blood, are easy to convert and are too strong to be simply put to death and used as an incubus, should be converted, or used as free experience in the spirit chamber. this basicly holds all the new and old functions together with corelation with each other. (I should definitly add this part, which I forgot for some reason.)
     
  15. Beneathar
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    Beneathar Dryad

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    I would recommend to make the Vampire female. Female Vamps are so much more badass. anyways, i like the current Vampire as well.

    Did you know that all Chunders are females?

    And in addition, the empire has some female chars too, as the huntress, the matriarch and the priestess.

    In additon, i can't really tell the sex of Juggernauts. Maybe these ones are Brienne of Tarths sisters? cant really say...

    We have some gayish character as well (guess wich one)

    Anyways, some more female chars are always appreciated, but in my opinion not really neccesary.
     
  16. Xander
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    Xander Crackpot

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    Heavy-Duty* maps are a good stress test for everyone. :cool:
     

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