Okay, so, the last time I listed some thoughts it was appreciated, so here goes for the new version. Was intending to play a bit more but off to Scotland tomorrow so its either now or in a week and a half. As in the last thread its a mix of general honest thoughts, big and small, with some suggestions thrown in.
1) Sovereign equipment at the start. I would never buy any – the pointage can be far better spent on other things. I can get my sov equipped basically pretty quickly at the start, even if it means I have to avoid fights for a bit at first. It makes the choice of starting with a equipment not a choice at all, there are far more long term things to buy that will serve me far better. A separate point count for equipment would be nice, perhaps with an extra trait option to be able to boost what you can start with. This would let me start with equipment, whereas now I simply don't.
2) Building cap. In my notes for this I wrote “why show building cap cost if there is no building cap” followed by “building cap confusing” - as I hit the building cap. I couldn't find the building cap. By building cap I am referring to tiles. I found myself looking for things to destroy in my capital in order to be able to build things – this hidden cap was far more annoying than the old old X tiles available per city level. Basically not sure what's going on here, or if its even done, so finding it hard to comment. However, it does relate to...
Out of town upgrades. 3 points here -
4) The difference between in town and out of town upgrades. I saw there was a tile cost for building the upgrade from the town, but decided to pay it so it counted as inside the walls. Was also unsure as to whether bonuses from other buildings would affect it if it was out of town. Again too many question marks here to be able to properly comment, however if out of town upgrades do function identically to in town ones, a removal of tile cap cost would make sense, so we can keep our pretty town walls intact without nerfing our settlements.
5) Cant delete out of town upgrades. My town reached one, I wanted to get the wall around it, instead of running through it. Luckily, bandits attacked at that very moment and destroyed it. Me and my wall were very happy at this development, but it did make me realise that...
6) No feedback when out of town upgrades get destroyed. I found a few others bandits ganked too, so was not a one off.
7) I miss watchtowers. It would be great to have them back as standalone structures out in the wild. I have lots of blind spots in my territory currently, and I tried to place scouts there, but it got annoying having my auto turn being messed with by them. Which leads me onto...
8) No guard/sentry setting for units. GalCiv2 has this, I used it quite a lot. I would line my fleets up along my borders to watch them, and they wouldn't mess with my turn changing. I miss it. Also those fleets looked imposing.
9) A party is not 3. This one actually annoyed me – which is an odd overreaction to such a tiny change. It just feels wrong. A party is 4 to 6, 3 is a trio. Perhaps I have been playing MMOs for too long, but it just feels like someone pointed at my dog and shouted “CAT!”. On a saner note, I usually like having lots of men with me, not sure why the sizes have been reduced. If I have thousands of people under my banner, I want more than a handful of soldiers.
10) Training/building panel when switching cities. I want it to stay open if I click on a different city. Lots of the time I switch out to cloth map and go city to city, managing each at the same time, or recruiting the same unit in each. Having to reopen the panels each time is just an irritation.
11) Not enough expenses. This is quite a big one really – Each game its a bit slow at the start, waiting for resources. Then BOOM, I have every resource coming out of every orifice. By the time I have one large city and 2 small-medium ones, I have 30000 gold, a bunch of adventurers in steel plate and a bunch of guards with all of them. Gold is the main one, I could spend the rest on even more men, but if I did I would still have 20000 gold or so remaining and nothing to do with it. I believe the city upgrades to be a big part of this – a few gold producing buildings in each and a few +% gildar income upgrades and it just gets a bit mad. I would much prefer to have too few resources than too many – else it gets boring.
To start I looked at unit wages – they seemed to be a flat 0.2/turn. If I give a guy a club, then give a guy a full set of light plate, and some amulets, and some rings, and a big sword, and a horse, and a bunch of packs – and then pay them the same – the guy overloaded with stuff is going to get really annoyed at being paid the same as the measly peasant with the club and either stab me or piss off into the distance on his new horse. The point? The more powerful the troops, the more they should be paid for their service.
Additionally to be considered is the possibility of having other resources cost to gather. Why am I not paying my workforce?
I don't much want to do many GalCiv2 comparisons, as this is meant to be a completely different beast, but there my ships cost, my settlements cost, my research cost, and it was interesting to balance it all. I do get the impression Elem is trying to be a bit more accessible than this, but I do think its something that needs to be looked at. Every game so far I could win just by drowning my enemies in money.
12) Where are all the adventurers? I have adventurer techs researched, I have scouts all over. I am seeing nobody. Nobody to recruit anywhere. Is this right? If it is, what exactly are adventuring techs for, other than the quests/master quest/unlocking goodie sites?
13) I want to change my cities exit point. Minor annoyance, units seem to be able to move through cities for free, but somehow my units always come out in the exact wrong direction to where I want them to be.
14) Where do rumours come from? I keep being told about monsters escaping and other adventurer-y events. But who is telling me this? How did I find this out? It feels a bit too convenient – I haven't had to research Rumour Mill, or Innkeeper Relations, or even The Next Round Is On Me to be able to find this information, it just sort of arrives. My point? If there's interesting stuff going on, why don't I have to work for it? If I have to research to be able to loot a long dead drake for a crappy short sword, why not flesh out adventurer techs with some info-gathering?
15) I want to sell things directly from inventory. I seem to be able to drag these items already, if I could drag them onto a little shop icon it would save me from having to go back to the shop I just came from to sell old stuff again. Or just redo the entire shop/inventory interface. Its a bit bad.
16) Monsters don't have parties? I may have simply missed them, but the wildlife seem to be lacking grouped units. Makes them a bit easy to beat once you have some trios on the field
17) Arrows move too slowly. My only tactical battle thought, fairly self explanatory. I don't have much to say on tactical battles because they honestly feel a little barren, and the way to make them better would simply be to add more stuff. And that can go in any direction.
18) Unit cards don't tell me if this person is a family member. When I have family members and hired folk in my city, I have to go to the dynasty page to see if they are blood or simply hired. A little icon on them to show if they are a child or a spouse would be handy.
19) I can buy a ton of medical packs. My daughter had like 200 health at level 1. It was amusing. Likely needs looking at – but while on the topic of what can be worn, I am unsure as to the limits of jewelry and packs. I seem to be able to just put a ton on and go with it – some interface feedback on this would be appreciated.
20) Combat speed on unit design page needs to show decimal. Its annoying having to mouse over it to see the info I want. Hopefully a very easy modification.
Okay, that's the end of my notes. I hope some of these thoughts are useful. In closing I would like to add my hope that Elemental goes its own way. I notice a lot of things that remind me instantly of GalCiv2 and NormalCiv. While not necessarily bad, a few things and messages and such are starting to feel “I read/did this years ago in a previous game”. I am being vague, as it's just a general feeling right now. Just please don't be afraid to fix what isn't broken – I think when attempting to progress the genre with a totally new series you need to keep things moving onwards.
This turned out quite long, didn't it? Thank you for reading.
Agreed on 19.5 points. First half of 9 is pretty minor...
SO many points- hard to imagine where this thread goes! Preface I havent played Beta
1- Soverign equipment: I agree. I nearly always go for the long term benefit of hard to raise stats. I recommend having the soverign start with XXX Gildar to buy some stuff, any you dont use can be used to get your faction started faster
2 I like there being restrictions and tradeoff in building your city. No city can have everything, they need to specialize. I dont like having an artifical device like tile caps create this restriction though. I doulbly dislike not having information about how many tiles my city has avaiblable until I hit the cap. One possible suggestion is to have your tile cap displayed and function as the status of your City Wall. You can't build a tile outside the city wall, you cant build a bigger city wall until X civilization technology is researched and X prestige is attained. City walls could also be upgraded with towers, oil, stone, magical defense etc. If those improvements could be reflected on the tactical battle map then awesome!
3. No three?
4. I like the ability to make use of out of town resources without builing another city. Like a Colony or an outpost. I think the trade off of using out of town and therefore not geting protection from the wall and garrision versus getting the resource sooner is a good dilemma to give the player.
5. Assuming the walls stay in the game as is..just growing as your town grows, then out of town resources should auto incorprate when the City reaches them
6. No FEEDBACK! ut oh! By the way can we garrison out of town improvements? Possiblly even build a fort there for Defensive bonus?
7. I don't like watchtowers unless you have to staff them with troops. And the enemy should be able to capture them
8. Sentry option .with alert if enemy comes into visible range. Garrison option..no alert but get defensive bonus. Hide/Ambush option..some troops can setup and ambush with formation and attack bonus if enemy stumbles into them or just hide to have enemy troops not notice them unless they are adjacent. The hide option could be really fun in multiplay. Ninja Army FTW!
9. No comment
10. No comment.
11 Resource and Gold Availablilty. You have a bunch or points in here. The first is really about difficulty. Sounds like the game was too easy. You easily attained all the resources and gold you wanted. That sounds easy to fix with difficultly settings, mods and custom maps, upkeep costs of units and out of town outposts and some balancing of resource spawning etc. Personally i would like to have random map settings that make resources rare, normal, or plentiful.
As an extention of the point that you were not limited by your resources; I really like imbalances in strategic resources in games. In this game we have several resources: gold , food, metal, mounts, spel research, etc etc. I think it would be great if some random map settings would unbalance the placement of these resources, this would result in some factions being deficient in some resources and blessed with an abundance of another. The result is that your strategy (army composition, ultimate winning condition etc) would have to reflect the terrian your faction had available. If you had a start with no metal, perhaps you need to rely on archers and summoned monsters for your army. If you start with little food near you perhaps you will have to focus on small parties of elite equiped heros and champions etc. It sounds like it will be easy to make custom maps like this...though.
12. no comment
13. Sounds annoying!
14. I really like having information be powerful in strategy games. Knowledge of enemy armies and heros strength and/or location, of diplomatic relations, knowledge of quests, monster locations and strengths, dungeon locations, knowledge of enemy cities, of enemy resource status, enemy magical status and spell research, even potenially of AI target victory condition. I think this information should be provided in a wide variety of ways including scouts/spys , spending diplomatic capital (how about we rename this Influence?), diviniation magic, city buildings such as inns or markets, rumors found while visiting other cities/npcs/oracles etc with a heros or soveign etc. That way important information could potenaiall be learned in various research paths.
Oh the scouting side I really like having scouts have various abilities. Using a generic peasant might only reveal where an enemy unit is located and its relative size (lone unit, party, squad etc). Better scouts could spot weapon type. Still better scouts could spot weapon type and size up an army in terms of Strength/Defense stats etc. The best scouts should be able to spot hidden units, have a longer visible range, and be able to hide themselves.
Having rumos just pop randomly is fine, but some sort of interface for it would be better. Something like 'A message from X: "Rumors are swirling amount the merchant trading fleet that the Fallen Empire is building a massive fleet of warships for an invasion. Who they are targeting is unknown."
15. no comment
16. balance and difficultly scalling rear there ugly heads again!
17. Tactical Battles- too much meat there to discuss this one here, needs its own thread.
18. That sounds like a great helpful point. Similarly It would be awesome if we had to work to get info on enemy dynasties. Knowing or being ignorant of the status of a hero roaming the countryside could have diplomatic consquences. Perhaps you want to repair relations with an enemy factions that a third party ( or even an opponent player!) used magic or diplocmatic capital to trick into going to war with you. Avoiding killing their children would probably help out there!
P.S.- I dont think there are any plans for this but would open up some interesting possiblities if enemy heros, champions, and family memebers could be captured aliive.
19. Balancing stats and dificulty just refuses to go away! I do like the idea that in the mid to late game you can spend alot of resources, gold and mana to equip even young adventures/ children to make them worthwhile. It would also be cool if we could provide some basic training for them to get a free level if they spend some turns in a mature city with a military academy type of buiding
20. If the decimals matter, show them.
Three's company
Love this thread. Keep it going!
I know this has been a labor of love for the dev team, but here are couple of points i would like to mention.
1. Keep goodie huts, just cut down the amount of them, or lower the rewards.
2. Video performance could be better, although the lastest build is much improved.
3. Combat. It's just really blah, almost sleep inducing, i am not trying to be rude but please tell me it's going to be more interactive, also the spell effects are just fugly.
4. Over-all polish, the game feels lifeless and dull.
I don't mean to be so brutally honest, i am just worried about the finished product. I still have high hopes, please prove me wrong.
My two cents on these. I haven't played the end game yet (just start/mid before I get the urge to start over...) but... 1) Sovereign equipment at the start. I would never buy any – the pointage can be far better spent on other things. I can get my sov equipped basically pretty quickly at the start, even if it means I have to avoid fights for a bit at first.
Agree completely. Plus the equipment is ugly and it's unclear if the equipment will make the avatar for my Sovereign stay ugly.
2) Building cap.
The Building cap is completely confusing. Why can't I build! I wonder strangely...
7) I miss watchtowers.
Agree.
8) No guard/sentry setting for units.
Agree 10) Training/building panel when switching cities. Agree
11) Not enough expenses.I can't speak to this but it sounds like a big mid/end game problem. 13) I want to change my cities exit point.
Agree - or just allow you to choose every time someone exists. Default change would be even better.
14) Where do rumours come from?
Agree. Not sure what the point on a lot of these are.
15) I want to sell things directly from inventory.
Agree. You could even lower the price if you sell it while not in a city...
17) Arrows move too slowly.
Big Agree. battles take so LONG.... especially archer resolution.
Major Concerns:
There isn't any sense of scale or connection with the gameworld and the entire world feels lifeless and dull. A large part of this is that there isn't any continuity between the world itself and the units/features. It takes multiple turns for a unit to walk across a span of space. But then a single city eventually covers an entire continent...and while it might take 20 turns for my unit to walk along the side of the city...a unit can walk through one and cover the same distance within a turn. The world doesn't even feel that large...because cities are so huge and span massive distances across the map. Units are also the size of mountains.
-->Add an option not to scale units up to partially fix this. Units right now take up 1/2 of the size of a valley, if you zoomed and saw a tiny little guy walking across the wastes...that gives you a sense of scale and distance. Right now, I see a huge guy walking along and it seems like the past few turns have represented him moving a few metres.
-The environment looks and feels completely lifeless, there isn't any movement or sense of adventure, the 'wastes' are tedious desert but don't actually have any impact on your city. Unlike a game with a better design layout, it doesn't really matter where you put your cities as long as you can connect them to 'fertile ground'...which means that city planning and layout (one of the more strategic aspects of CIV) is worthless.
-A big component of the 'lore' is the return if civilization from the wastes...but there isn't really any interaction with this at all in the game. Right now, you just press and button and the stupid desert tile turns green or black, but this has no effect on the game. As a player, I don't care if the 'living land' has come from my Sov, it doesn't actually do anything, or seem to even cost me anything.
-Because cities span massive amounts of land and units move so slowly, cities are placed relatively close together. This means that cities eventually fuse together over the course of most games into massive, boring courbanization. The cities don't feel distinct, nor do they look distinct. This is a major negative element of the game.
-Graphics are currently rather poor, looking at some tiles, the stems of the wasteland trees do not even attempt to connect with the 'leaves (?)'.
-Tactical battles are incredibly simplistic and boring. They have been dumbed down to the point of being completely tedious. This is a game that is supposed to play out at this level and be interesting to watch. I can remember Brad telling us how the end game battles between hordes of poorly trained troops against plate armored elites would be 'epic' and 'something to watch'...and how SOVs would be like Sauron throwing units left and right. As it stands right now tactical battles aren't tactical at all. You basically have two teams that start within spitting distance of each other....they move one or two tiles and whack at the other guy (or cast a spell/shoot) who prompty whacks back or falls down. It's incredibly simplistic and boring. The core element of this game is combat, but right now it sucks...and without this core element, there isn't really any point to playing this game...I know I'm not playing the game to level up my SOV and role play tea parties with the AI.
IN SUMMARY:
A major problem is that there isn't any feeling of connection with the world. Many other posters have commented on this already.
-Part of the problem is the cliched lore, which is an awful combination of attempted cliche fantasy recycling, self-seriousness with a touch of tongue in cheek 'The endless quest to find a seeing eye glass' tedium that results in the worst possible combination. If you're going to try to make a serious setting...ditch the crap, it brings everything down.
-The other problems are harder to fix, the lack of a sense of scale that is created by GIANT cities, HUGE individual units but tiny terrain/continent sizes needs to be fixed. The lack of strategic decisions that result from terrain also needs to be fixed, every tile should be worth something and contribute to a city and to combat, as it stands right now large sections of the world are pointless filler.
-Combat, which is the core element that the rest of the game builds upon is currently awful and not even worth playing. The simplistic, one unit whacks another until everyone dies really, REALLY needs to change. As it stands right now, you spend all this time building up a civilization and then the core element of combat is completely tedious, it is a major let down.
In response to CreeDakota's #11 comment:
i think it would be great if some random map settings would unbalance the placement of these resources, this would result in some factions being deficient in some resources and blessed with an abundance of another. The result is that your strategy (army composition, ultimate winning condition etc) would have to reflect the terrian your faction had available. If you had a start with no metal, perhaps you need to rely on archers and summoned monsters for your army. If you start with little food near you perhaps you will have to focus on small parties of elite equiped heros and champions etc
I totally agree that makes a game much more immersive and challenging. The 'imbalance' of resources across the game world is a great idea! I have already played a map in which there were no horses accessible to me. I was forced to concentrate on heavily armored footsoldiers with cloaks, rings, amulets, and other bonuses instead of quick-moving cavalry.
The localizing of resource types is very much like Civ in which resources are based on terrain, e.g. jungles providing bananas. Certain terrains are ususally in earth-appropriate gepgraphical locations (snow/tundra-north and south, rainforest center) This makes trading resources essential to victory, especially if another player has iron, or oil. It also makes you feel like your on a real globe (world). I think terrain-based, and even geographically based resources make a game more complex and enjoyable in this way.
Something that I think Elemental is missing is a stable and familiar geography. It would be cool if north was snowy and had ice shards, the south was more desert-like and had more fire shards, the coasts had water shards, plains/grasslands air shards, etc. As it is now it seems like terrain types are somewhat scattered and you dont know your orientation. You could even implememt terrain based buildings, like "snowy hut" or "desert caves" as in Heroes.
Anyway just my opinion, I think the game is AMAZING.
Thanks
Sara
Before I comment, I would just say toTorynn; please moderate how you give your criticism. You're obviously passionate about the game, but having been a game developer myself, feedback given in a negative tone is very detrimental: it drives developers not only to ignore your posts, but to leave the forums altogether. I hope you will take this gentle critique as intended as i am not trying to turn this thread into a flame war.
On to suggestions:
1 - agree
2-5 - I agree that the building cap is opaque at the moment. I can't work out if it is in beta 4 or not either. I'm not certain removing it is the answer though - the building cap does add something of an agony of choice, which is missing at the moment. Currently I build everything, I'm just slowed down by lack of gold or materials. The only choice I make is not to grow all of my cities.
6-8 & 10 - agree these would be good improvements. Watchtowers have a role to play in other ways too which I'll cover in a second.
11 - I haven't really got far enough to suffer this, or perhaps playing on large maps with a lot of opponents helps to cap this. I think there should be an element of increased wages, but only for those things that have a real sense of upkeep (e.g. horses), and not an ever increasing scale for all improvements. I like the simplicity on wages of the current system, and would like to maintain as much of that as possible, rather than having to work out the affordability ongoing of every unit. So, as I said, a few key upgrades could increase upkeep, but most would have no effect.
12 - 14 - never really bothered me. When I exit a city I just click on a square I want to go to, so I don't notice where they exit from.
15 - Cleaning up the buying and selling interface in general would be helpful. I would prefer a more list-type interface with a left = shop, right=inventory kind of approach, and use the same interface for switching items between characters. You shouldn't be able to buy items outside cities, but selling them at a poor price could be an interesting addition.
16 - I see groups of bandits and spiders, so assume final will have more groups.
17 - Agree completely. I posted some other thoughts on tactical combat improvement here: https://forums.elementalgame.com/389683/page/1/#2699729
18 - Nice to have
19 - They should be a limit on how many packs you can have (say 1-3, and no 2 the same), then the tech trees can yield more powerful versions of the same thing. Walking around with 20 medical packs to get the health improvement sounds like an unintended flaw.
20 - Agree
On to Torynn's points:
LORE - Not really with you on this. I think it could use a bit of spicing up from a game mechanic point of view, but doesn't require a wholesale overhaul. Where I agree is the enlivening of the land aspect has really disappeared from the game mechanics vs a background piece of lore. Much more important is the fact that shards have become so irrelevant: what I think really concerns me on this one is that I currently feel no real incentive to go to war, unless I am unlucky enough in my starting position to have no food after the first city. Shards should be this reason, so they need to do more. I would suggest:
ON SHARDS
i - Go back to limiting more spells to requiring shards
ii - differentiating the elemental spellbooks more and allowing you to find the missing ones. Currently I can get by with one spellbook as they all have much the same spells. If direct damage spells cost a lot more for earth (as an example) than fire, then this would help differentiate, but obviously spell themeing would be a stronger way to do this.
iii - limit spell effectiveness based on shards. Many spells have a variable based on intelligence. I would combine this with shards. As an example, if an Ice ray deals 1-INT damage, then as a base, you can add 5 INT per Water Shard you have. e.g I have intelligence 10 and 2 water shards, my Ice Ray deals 1-20 damage. Alternatively, shards could up the minimum in the same way, so Ice Ray now deals 11-20 damage. This makes shards a lot more interesting to possess.
iv - with iii in place, it would then make a lot more sense if you can only increase level by spellbook, rather than the curent method of increasing knowledge across all spellbooks. Forcing choices always makes a game more interesting anyway, and this would mean you truly specialise in spells that use the shards you posess; and your opponenent would invest in the spellbooks that resist them.
ON INTERESTING UNITS
The other thing I still miss, is the ability to raise interesting units. One thing I liked about MoM is that each race had some interesting and different units, usually not that easy to raise. I would love to be able to get elephant riders, trolls or what-have-you via city recruitment, but that this would be something really special to achieve; a combination therefore of rare resource, rare technology or certain quest conditions completed. An example could be to get Black Wolves ( a superior warg mount which adds to attack and health of rider), you need to get some young wolves from a specific quest and place them in a city with a warg resource. Only that city would be able to build the Black Wolves.
TERRAIN - again, not 100% with Torynn here. The comparison with CIV is a good one. I totally agree the initial placement of cities in CIV felt a lot stronger, but after the first 4-5 cities, it simply became a case of filling all space available. I like the wasteland/areas that are not of use to building cities, but I do agree that we should look at ways to make them more interesting. This is where towers come in for example: a manned tower on a road could have the benefit of protecting caravans in a 3 radius by preventing neutral creatures from entering it's watch radius. Wasteland could also be hard for armies to cross by having some sort of exhaustion penaly that is applied after a few turns. This might force your sovereign to upgrade the land in order to have a staging post halfway across a desert or wasteland. The key here is how to make these areas have a strategic value or interesting, without making them become areas to build cities in.
COMBAT - 100% agree. If I were the developer, this is where I would be putting my last remaining hours before release, by implementing the suggestions in the link above and by making the UI, smoothness and speed of movement & animations much quicker.
Some more thoughts on making wasteland terrain more interesting: how about a type of terrain that cannot be made habitable, but can still contain resources. To use these resources you would need to put a pioneer on them to develop them, and send a ccaravan to them to set up a road, which then accesses their resources and adds them to the pool. This would make these areas more interesting, also make the need for field armies to protect them. If this is where many of the shards were found, it could spice things up in the same way space stations did for GalCiv2...
In Response to B G P Hughes comment about "interesting units":
I agree. It would be cool to have say, fire shards and horses in one village and that village could produce Nightmares or some appropriately flaming mounted unit. Or Ice shards and wargs to make actual ice wargs. Earth shards and old growth forest to produce Ents or Entish type creatures. The possibilities are endless. On a related note, I think races should have more specific units then simply different mounts. Just by default.
As for spells being tied to race, Heroes had a nice spell system that gave certain races spells out of a reasonably related groups (e.g. demons got fire spells, plague spells, and summoning spells). again, just ideas. Still love the game the way it is to be honest.
1) Agreed! Also as someone mentioned your sovereigns avatar is stuck with the starting look instead of changing with full gear, I'd rather have the cool robes over a patchwork king for the entire game. 2) Just noticed this to, the hidden cap needs to go, you can actually see it by pulling up the cities detailed info (number of tiles). I think they just set the cap pretty high instead of removing it completely because it was easier, but it's still possible to hit it if you have a really nice start with resources close to a city. 4) I was playing around with upgrades and couldn't always figure out if things like a granary were increasing the food from outside/linked food resources either, it didn't seem so? 5) I think this would just be better if a linked building became absorbed by the city once it get's touched automatically. 6) Noticed this too, didn't realize a library near a forest kept getting destroyed. 7) I haven't got this far but I think they were high up in the military tree. Either way it would be nice to have forts/towers we can garrison, but this suggestion has been around forever. 8) Definitely needed for point 7 9) The balance between troops and heroes needs to be looked at before we buff troops anymore =p 10) Maybe we should have some arrows that toggle cities while in the building/training screen? 11) Big time, I also get the gold overflow, it seems to stem from caravans being overpowered. 12) Yes! This has been a peeve of mine last 2 updates. Seems all the adventurers are getting killed off early on and no more come in. I think more are supposed to spawn are become visible as you research the adventurer recruiting but this isn't happening. 13) ??? 14) Could be a way to get more in the adventurer tree as it's bare as a cheap Christmas tree but I don't think anyone would put priority on researching it. Maybe the tech could also point you to new goodie huts or rare quests that spawned. 15) Hopefully this is something from the UI upgrade we won't see till it goes live... 16) I see grouped critters/bandits all the time. 17) Agreed tactical battles are to small, they should be twice their current size and have various cover and things in them where actual tactics can be involved! 18) Cool idea, maybe all dynastys should have little icon in the bottom right. 19) Pretty sure they are aware of this. 20) Hopefully part of the UI upgrade.
General Comments:
Cheers!
Thanks for this info Brad.
Couple of points/questions:
13. Video performance is where it is going to be on release.
You're talking FPS rather than stability, right? I tested FPS yesterday btw. Was getting around 40 in the tactical battles, between 9 and 30 in the world, and around 150 in the start screen.
19. Spellcasters will only be able to cast 1 spell per turn.
Please also apply some limit to archers. I think both spell casters and archers should be able to have up to 2 casts/shots per turn. My main 'exploit' at the moment is to put bows on my heroes and pump up their combat speed. Then I just shoot as many times as I need to and then retreat a square to keep them safe. I don't need armour on them because they are untouchable. If there is a problem they can just retreat from the map.
Hi Das.
13. Talking FPS indeed. We will continually optimize it but it's pretty close to where we expect it to be.
19. I think I agree with this. What do others think? Seems to me that operating a bow should be quite a bit slower. On the other hand, we might be able to just lower the combat speed of the weapon a lot and that would have the same affect. We do want to support a Legolas type unit if the player focuses on this.
I wonder if the problem is actually Combat Speed itself rather than the weapon. I find that I only ever select Combat Speed as my heroes level up because it just has such a massive impact on tactical battles. I have never selected anything other than Combat Speed - and I mean ever.
If I was going to build a Legolas character I would expect that my main attribute should be dexterity. If I was wanting a Gimli character my main attribute should be constitution. Boromir should be strength. Etc etc. But as it stands now they would all just get Combat Speed.
What about if Combat Speed was capped?
Or if it could only translate into a maximum of two movements or one movement/two attacks per turn. Excess Combat Speed could boost the armour factor. That would allow melee troops to be a little more circumspect in their advance knowing that if they reserve some of their Combat Speed allowance they will be getting a defensive boost for the counter attack of the enemy.
I agree with the above comments. Additionally:
S1: Creatures/units should have specific elemental resistances/weaknesses. Why should I cast the 3 magic point Ice Shard spell when I can cast the 2 point fireball spell?
S2: In addition to damage, the elements should have special effects: Fire burns for a number of turns; ice has a chance of freezing an opponent; lightning does double damage to foes in metal armor, and has a chance to paralyze them, etc.
S3: Please separate the spell schools into different sections of the spell book, and within that separate them into strategic and combat; within that, separate into unit enchantment, land/city enchantment, and combat offensive spells and combat defensive spells.
S4: Shards need to be way more powerful, and spread out so that they do not generate next to each other. I had one map recently with to plots nearby, one with four shards and one with three! We need a reason to go out and fight for control of an area.
-Boost essence way more than they do now (is it like only .5 pts???).
-Unlock magical weapons and artifacts that are very powerful (and expensive to create, for example: longsword+100 crystals+fire shard+50 mana over x turns+metal+gold= +5 flaming sword of doom).
S5: Make certain factions/sovereigns favor certain elements. For example, one might be a wizard of the secret fire, so they can learn all of the fire spells, but cannot learn any water/ice spells because they are opposite to fire. Meanwhile, they can still have access to air and earth because they are not opposing, however they cannot learn all of the spells, only lower-level spells. This would give each faction/sovereign a more unique feel, and make their struggle to battle halfway across the land to capture a specific shard a strategic necessity to enable them to reach their full potential.
ON CITY INTERFACE:
*Please make it so the build/training/city unit menus for each city can be accessed simply by clicking on the next city. As it now stands, I have to click some dirt to deselect the previous city in order to select the next city. It takes many more clicks than it could.
*There is a wierd delay when placing a building. I place it where I want, but when I click the button to place it and then move my mouse, it always ends up placing the building somewhere else. It's like there is a delay between the time that I click my mouse and the time that the building actually places.
I really like the city/shop interface!
ON COMBAT:
I do like the essential spirit of tactical battles (MoM style), but do agree that it needs more spice and tactics. Suggestions:
C1: Change the tiles in combat from squares to hexagons so that diagonal movement is not faster than horizontal/vertical movement.
C2: Make a set of random tiles for every terrain type, rather than pre-made maps. If it's in the desert, for example, then 80% of the tiles could be sand, 5% could have trees, 2% water, 10% ruins/rubble, etc. Each tile should have different ratings for movement, defense, visibility, etc. There could be defensive bonuses/penalties, magic elemental bonuses, movement penalties/bonuses, etc. Since stats are decimal-based, a faster/slower movement rate should be easy, for example. This would really add variability and tactics. You could hide in a tile with a cluster of trees until the enemy walks adjacent to that tile and then get an ambush attack, for example.
C3: How about weather effects to spice up battle? Archers would have a hard time if it was raining, and visibility could be cut, too, so that you couldn't see what was three or four tiles away in those conditions.
C4: The flow of combat feels a little sluggish and choppy. Is there any way to make it feel a bit more fluid? For example, the archers' arrows hit you AFTER the next turn is announced. My character dies on my turn!
You guys are doing a great job! Keep it up!
Could the community help to make things more colorful by making tiles, animations, sounds, etc?
+1 CHiZZoPs. These suggestions would improve the strategic quality of the game.
Some excellent suggestions here already. Just a few thoughts I have as well to contribute. Since I've only been noodling around with the beta for a short while, please ignore any comments that might already be in the game and I just haven't realized it or come across it yet!
City 'Sprawl':
One thing that has been a concern of mine is in the way cities are built directly on the map, mainly in regards to the massive sized cities in comparison with the other terrain. However...
This I like. With a cap of 20, it will force you to make some serious decisions on how you want each city to develop, and it's choices like this that make these types of games interesting to me at least. It also helps considerably to reduce the space the cities will occupy on the map. The only other way around having cities create too much sprawl on the map would be to do the age old Civ/MoM method of just showing the city as a smaller icon on the main map and then have another screen open up once the city is selected to do your building etc. Only thing that makes me want to resist that idea is that so many other games do use this method that it's nice to see something different. However it might also make your strategic map a bit more system friendly for some folks, though just adding an option to turn off city animation might help with that. Still, changing to a city building screen instead of on the map is likely moot at this point in your game development. Well, at least for your initial launch anyhow.
On Spells:
I really would also like to see certain spells limited by shard possession as well, in addition to having the shards power up the spells more. Sounds like this was in the game earlier but was removed.
Might also be interesting to have certain spells in each spellbook have only a random chance of being available to research in any given game. You could do this with all level of spells, or just the higher or highest level spells. This random chance could also be set up to vary between players/AI and lead to another diplomatic item for trade between factions. Edit for clarity: What I mean by this last would be to trade the ability to research the spell, not to get the spell outright.
On the Tactical Battles:
Realizing that this is still beta and that you are quite busy working on tweaking this aspect of the game currently, I will limit myself to a couple of things you might want to consider in regards to ranged weapon fire. Ranged weapon combat can be tricky and fiddly to balance I know, but if care is not taken it can easily dominate a battle to the exclusion of all other weapon systems.
Limited number of ranged attacks per battle - One thing you may want to add in the case of archers or other ranged units would be ammo. By giving these types of units a limit to the number of times they can fire in a given battle, it helps to offset some of their other advantages. I'm not suggesting the addition of supply rules or something like that, just give the archers an ammo counter that's used up as they fire and then reset at the end of the battle.
Range - Setting different ranges in squares that various weapons can fire would both help to further differentiate between weapons as well as add more tactical depth to the battles. Not knowing what actual scale you have in your minds for the actual size of the tactical battle squares I can't make any further suggestions regarding actual range numbers, but I would certainly suggest that archers should not be able to fire across the entire battlefield.
Move and Fire - The ability of ranged weapon units to fire and then move out of harms way only to repeat the process the next turn, also known as kiting, has been the bane of many otherwise sound tactical systems in games due to the OP effect it can have on a battle. It can set up a situation that sees players never building or using any other types of units other than ranged units and can make whoever goes first in the battle the winner. Therefore, I feel that this should only be allowed for mounted bow units, not foot archers, and I would be moved to suggest that it not be allowed for mounted bow units either unless researched as an offshoot of the Mounted Units tech. A tech like Mounted Tactics could give mounted bow the 'Hit and Run' ability to move and shoot, as well as perhaps also adding a 'Charge' bonus ability to spear armed cavalry. Having limited ammo would also help with this problem and is another reason why I would like to see that as well.
Return fire - Going first in a battle between ranged units can be decisive, often too much so. Perhaps as a way to tone that down you could allow a return attack by ranged units if attacked by other ranged units, similar to the way you do with melee units. May even want to go so far as to allow the return shot even if the targeted ranged unit is destroyed by the attack though that may not be as easily implemented.
Well, that's enough for now on suggestions. I do like the way things are shaping up, and I realize that this is in fact a work in progress and the beta we are playing is not the fully featured end product. It's also incredibly encouraging to see how the devs here have been talking back and forth with the community and taking feedback.
But in truth, the thing that really, I mean REALLY has me totally stoked is the stance you folks have obviously taken toward the modding community, as in a complete and total welcoming with arms wide! As a person who has modded and struggled over the years with the Total War series and their progressively closed stance each release towards modding, it's very refreshing to see this. I mean on release we are getting a map editor, an item editor, and code packed up in lovely XML files...truly a modder's paradise. You get many kudos for this from me and it is easily one of the top reasons why I preordered and want to own this game. I really do expect some great things to come out of this one aspect alone, let alone what further goodness you have planned for future updates and releases on this product.
ad 1: ok
ad 2: I would really suggest to separate the equipment from the treats/stats in that way that you should have a starting amount of gold to buy. May consider an treat to provide that gold or increase the initial gold amount to spend. Currently spending points into equipment gives players a disadvantage as you can't sell the initial equipment and its easier to find something out there or shop it in the city. Unnecessary spent of points
ad 3: nice
ad 4: have to do some additional thinking/digging on this, will comment later
ad 5: At least they are in when I tried the game this morning - already updated? But I would really suggest that the watchtowers could be optional build in the area of influence by someone having a pioneer pack independend from the city management
ad 6: It was already mentioned that the UI will get some improvements for the final release
ad 7, 8, 9, 11, 14, 17: yep, agree
ad 10, 12: good to hear
ad 13: from an FPS point of view ok as long as future updates will further improve the situation As already expressed, the OOM issue is the critical part
ad 15: I have to admit that the world feels like barren and this is what the background provides -> fine for me
ad 16: ok, so you are working on this
ad 18: I personally find it more appealing in the way it is currently. It was all the time hitting myself if cities were displayed in abstract way being only one tile big independend if its a metropol or only a small village. Looking on Civ5 its again the same: City one tile, on the other hand only one unit can be on one tile, big units? The only thing which should maybe considered as mentioned several tiles that a tile in Elemental for city improvements should not bear for slots but maybe 8 slots. This would improve the scaling and the feeling of the game. As this is from the gameplay point of view no difference, I think this should be easily doable. For resources being one tile big, it can be that the harvested tile bears some additional huts or enviroment and viola, it's again looking adequate
ad 19: as expressed by others, this should be reconsidered (and the same for bow-attacks). If not in the 1.0 version, at least you could include this as an option for the XML that afterwards it could be easily modified. This should be true for all types of weapons and would result in more variances for building units and their equipments
ad 20: I have already more fun with Beta 4 than with Beta 3c. But currently balancing and additional spices are needed for the TC
ad 21: I like the lore, it's something above the common ones used so heavily around
ad 22: I like the idea of reduction of city tiles. BUT, don't make it only an option during level up. It should be available as an purchase when I like. Otherwise it will be very likely that this is the only choice been taken by the players during level up. Currently the other choices will not be that strong to stand against it.
ad 23: good to hear, I was already missing this part (and identifying the idea why I need the shards
ad 24: If there are options available to get trainable units from captured minor factions, I think its still a valuable idea to consider how to treat captured cities from other factions.
--------
Other topics coming still into my mind:
Currently the UI and the game are not really synchronized between using digits. As far as I have identified, the game internally calculate with .1 everywhere or coming down to Combat speed even .25. But the UI sometimes displays only round-down figures, in some pop-ups it shows the real figures. It's a bit un-intuitive. I don't know currently what this means related to balancing, but I would prefer to have only full digits everywhere. Or display all digits all the time.
Influence: I still don't get how influence works and how I can influence the influence *g* Would it be an valuable option similar maybe to by building tiles a similar option to by influence tiles - e.g. by using Diplomatic capital?
Now, going back to the game, I really have to write additional feedback while I'm playing, otherwise I forget again half of it
Keep going, the game is really coming nice altogheter Its in the right way to replace MoM as my all time favourite
Don't agree on the shop UI. We like it. Not changing.
I would like to see my equipment detail screen from within the shop. Alternatvely it would be necessary for the starting equipment to be real equipment, because it hppens all the time in the beginning that I go into the shop and don't know what my main weapon is. I then have to leave the shop, go into my detail, memeorize my starting-equipment, go back into the shop and decide what to buy. Also i would get rid of my old stuff or give it to another adventurer.
Yes. It just doesn't seem complete the way it is. Too much room devoted to the shop-keeper at the expense of meaningful information.
[... abridged...]
Shards will magnify the power of your spells (i.e. if you control a fire shard, your fire spells will be much more potent).The Minor Factions have a special trainable unit if you capture them (Ogres, Trolls, Sand Brutes, etc.). This is in the current beta. We will be building on this over time to have a lot more interesting stuff like this.Cheers!
Thanks for taking the time to read our suggestions. Many of your answers are great to hear. I'm hoping also that though you haven't had the time to comment on everything, you may have absorbed some of the other ideas that are in this thread for later. Very encouraging.
These were the tactical combat suugestions in the link:
1. Don't start in striking range.
2. By default put sovereigns in the rear rank and implement line of sight for archers, or even better have some ability to set who goes in which rank, even if it isn't a full setup phase. For example designate troops as cavalry, infantry, archers, casters, and let the player set them to prioritise first or second rank.
3. Initiative is a must - currently the attacker has a huge advantage. I would also favour the initiative style of Heroes of Might and Magic where high initiative units not only go first, but faster units also go more often than slower ones. If a unit could only counterattack once between moves, this would also ensure that slower units have less counterattacks.
4. Archers that fire can't move. This would stop the ability to fire once and move once, thus never getting caught by units with 1 move.
5. Implement limited ammo. Larger quivers could be an equipment type - I'd suggest ammo of 5 as base for archers or crossbows, 2 for spear throwing, 3 for breath attacks, etc.
6. Give the defender a 'pre-battle' buff chance so that casters can do something to protect themselves from first mover advantage. If the full initiaive system is in place this would be less necessary and instead could be offered to all casters.
7. Units with shields could be given the options to form shield walls which block line of missile attacks vs the units behind.
8. Bring in the resistances as propsed by the OP.
I also very much like the archery retaliation idea a couple of posts up, as that sounds like an elegant solution. One might even expand that to say that even if you shoot at a non archery unit, an archery unit may retaliate. This would however be also solved more elgantly by point 3 above...
On Spells--
I think more utilitarian spells would be nice, such as Water walk or Air walk. Perhaps I never researched them, or had the wrong spellbooks, but they mostly seem to be direct damage, city buff, and summoning. There are a few personal enchants, or enchants to protect units from enemy casters, but very few utilitarian. I just had a game where I was stuck on an island, and couldn't get a transport to go anywhere. So, I thought, "Well, maybe there's a way to buff units to walk on water". By the time the game crashed, I was researching spells like mad but couldn't find anything to help me.
EDIT: For summoning, also, there's nothing stopping you from summoning a ton of creatures like mad, at least in Beta 3. (I've yet to try it in Beta 4--that's to be the next thing I experiment with). Perhaps if each creature summoned out of combat "held" essence, effectively lowering the sovereign's essence and mana score, and that essence was returned to the summoner when the creature was disbanded or killed it may limit the amount of creatures summoned. You could even give 'free' summons to people who control shards--ie, if you held a fire shard, you could control one fire based summoned monster without tying up your essence--making controlling shards that much more important. Right now, it seems more important to find food and metal rather than shards, even in a game where I try to make my spells my most important weapon.
It was also unclear how many "enchant" slots I had, and how many different spells took up. You could set the base amount of enchant slots at 3 or 5 or whatever, and have that be both a specialty of the sovereign--in character creation have a stat that increases the number of enchant slots available at start--and a stat you can level up when the sovereign levels.
And yes, I quite agree that archers should have limited ammunition. As everyone else said, right now it's quite silly to buy anything but bows and level up anything but combat speed. The bows even outshone my sovereign casting spells--it was often more effective to shoot them with wood rather than lightning! If they had five to a quiver and could only take one or two shots a round, it would make more sense to have melee troops with them to protect the archers.
I think part of why the battles aren't fun because of the limited unit movement. Smaller squares on the tactical map and your units being able to move more squares per turn would spice things up.
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