I speak to you now as a gamer. A person giving his own personal opinion of Elemental's multiplayer experience.
I don't find Elemental's multiplayer in 1.0 to be fun in general. Elemental was designed as a single player game that happens to have MP. And this has come through in the final version.
There is one exception: Playing 2 people as part of a team vs. AI players is fairly fun. But playing against random players is just an exercise in frustration. This is a game that requires a significant amount of time investment and too many random games will end in dissatisfaction in my opinion.
I do think the game has potential with a group of friends playing together. But I don't think it's there yet. I think it'll take more time and more thought to do this.
Here is what Stardock will need to do, and plans to do, in order to make MP more enjoyable:
#1 Local Servers.
On day 0, all MP games will get their data from dedicated servers that Stardock has put in place around the world. We are doing this to eliminate connectivity issues. Connectivity marred the launch of Demigod and it is my opinion that if we had had dedicated servers in the first place, Demigod would have had a much better experience. (as opposed to having a particular individual host a game).
However, in the mid-term to long-term, Stardock WILL be providing custom servers so that people can mod up their own games and put them on their own networks to host games. The priority this is given will depend on the demand of course but regardless, it is something I will be insisting be done because I really think that the best long term success path for Elemental is in letting users take Elemental and do cool and interesting things to it.
#2 More Multiplayer Game Options.
I would like to see the tactical battles take on a life of their own. The day 0 multiplayer does not have tactical battles in them. We took them out. Yes, in an ideal world we could have made this an option, but anyone who has been on a forum for any amount of time knows that you'd still have people flaming us who found tactical battles boring because while the other guy was fighting some drawn out battle, they were stuck watching it.
I don't have any ready ideas on how to make this better except to say that I would like to see tactical battles made into a seperate game mode where players pick their units before the game and then go up against other players with those units.
This is an idea we'll have to think about more and see when or if it can be implemented at a reasonable cost.
#3 LOTS more game play styles
I don't really have any good ideas on this as I don't generally play TBS games in multiplayer (even with friends). We play a lot of Settlers of Katan here and Twilight Imperium as board games but I think we will have to look at more game modes (and these can be made available in SP as well) to help make MP more fun.
My advice would be this: If you are buying Elemental primarily for MP, don't. It has it. It works. But IMO, it's not worth $50 to play the game MP primarily. If you like MP in ADDITION to having a fantastic single player game (and make no mistake, Elemental, as a single player game, is awesome in its release form) then absolutely, get it.
So there's my 2 cents.
i have hopes things will work out for the tactical battles. i play with my friends, and all of us talk over teamspeak or vent. its not a big deal to wait on peoples turns to finish. we talk and have a good time. for the stardock servers i think auto calc is fine, but for the custom servers we should have a choice. the stardock servers are probably where most of the competitive gaming is going to be done, but the custom private servers are just going to be friends. i think on the custom servers, the server should have a master tactical battle threshhold level that can be set. this can be agreed on by the players before hand. not really a big deal it would seem.
Brad,
I've been following your posts and beta journals with excitement for months now, and have greatly enjoyed seeing and participating in the beta process for this wonderful game. My group of friends and I actually came together playing Age of Wonders, its sequels, and eventually transfered over to Fall from Heaven and Fall Further. We live and breathe playing these games cooperatively, and have been incredibly excited for Elemental. TBS fantasy games with this amount of love and care in them don't come around every day.
Hopefully without being overly dramatic, this post was incredibly disappointing, for the news that it brought about the lack of tactical battles in multiplayer. Among my friends, we pretty much all agree that the reason that a multiplayer community endured for so long was, in part, due to the inclusion of tactical battles. While this may seem like a hefty claim, I can think of quite a few reasons why tactical battles are a critical element in the fantasy TBS multiplayer experience.
1. It invests players in each individual game. Without tactical battles, major game events sometimes go by without the other players noticing it. I can't state the number of times I've been in a Fall From Heaven game and my friend will be locked in a major battle without me noticing or paying attention. Most of the time, its just seeing the stacks of unit as they retreat from the battle. Additionally, as a non-participating player, you have no idea what actually happened in the battle, with no access to a log of events. On the other hand, in a game like Age of Wonders, every player knows about that heroic spearmen that held off three orc warlords, or the dragon that singlehandedly took on an entire garrison. Multiplayer feels like a story that everyone is participating in, rather than each player having their own simpler story in their own corner of the map. (as a side note, chat during tactical battles is very important )
2. Tactical battles are a vital part of an empire builder/TBS game's depth. I imagine you already well know this, since you chose to design them into Elemental in the first place. Particularly now that you have special abilities, tactical battles are the game within a game that is a necessary component of mastering Elemental as a whole. Disabling them in multiplayer will turn multiplayer games into a different game, a game that's somehow less than the full Elemental experience. While I'm sure I will still play and enjoy cooperative multiplayer, without tactical battles the game will feel a little bit more shallow, with less mystery and complexity to master. It is my personal belief that depth is the key to making a game with great longevity. The more there is to study, there more there is to explore, discover, master, the longer people will play your game in order to master it, and the more they will fall in love as they realize the depth and complexity of the game mechanics.
3. Watching and participating in tactical battles creates community and strategy sharing among players in a game. One thing that is surprising about multiplayer empire builder/TBS games when you sit down and think about it is how little interaction between two teammates is actually required. In a game of Civilization (or Fall From Heaven) you can conceivably win the game without observing a single thing that your teammates might be doing elsewhere in the game world. Now, I cannot deny that some people found watching tactical battles as a non-participating player in Age of Wonders boring. I feel that for most who enjoy this genre of game, however, watching a tactical battle can be a compelling experience. It allows you to share strategies between players, both inadvertantly and by design. You physically see if that certain type of archer is effective in combat, or if he's just arrow fodder. You see how to position and move your cavalry so that they are most effective in tactical battles. This sort of strategy-share encourages a community to be created around a set of shared experiences - you can say to your friend as the battle is going on, "I don't think this archer type is working out." or "What do you think I should do with this footman?" This form of interaction is, I believe, at the very heart of any game that can truly be called "cooperative" and I believe it rightly belongs in the Elemental Multiplayer experience.
4. Battles are not truly "cooperative" without tactical battles. An oft-used cliche of teamwork is that a team is greater than the sum of its parts. However, when it comes to the combat side of the game, this cannot be true without tactical battles. While the auto-resolve AI has been great so far in my testing, it cannot truly simulate the tactics that two players who are working together could utilize in a multiplayer tactical battle. Again, special abilities are the key enabler here, Players may go down different research paths and have different units who then work together using their special stats and abilities to form a particularly powerful combination. Figuring out these combinations is a fun part of the player experience, and I believe should rightly be part of the Elemental multiplayer experience.
More points could be made here, and I'm sure the posters that follow could fill in here, but these were the primary ones I could think of.
For the above reasons I implore you to reactivate multiplayer tactical battles for the day 0 version. I don't mean to force this opinion on anyone, however. I believe the best solution is to leave them on by default, and have the tactical battle threshold slider be active in multiplayer for each individual player, or as a global variable set by the host. Just like single player, players will then be able to choose which battles are "important" and which can be left to the auto-resolve AI. While this opens up the potential for some griefing if one player refuses to increase their slider at the request of others, I find that in this sort of game griefing is really not a large issue. To play a game of Elemental even without tactical battles requires a considerable amount of time, and requires agreement among all involved. Irs easy to start a new game without an offending player, or just replace them with an AI (something I used to do in Age of Wonders on the rare occasions it happened).
To me and my group of friends, this is a critical issue. A game of Elemental with tactical battles is a different game than one without. While I'm positive that my friends and I will play and enjoy both(we all preordered a long while ago), the former in my opinion is a game with far more depth, story, and sense of community than the latter.
If you got to this point, thanks for reading my wall of text
Naydien
Nice letter Naydien.
I guess I'm wondering, since it isn't mentioned in this thread, is tactical battle the only thing missing from multiplayer in the day 0 release? Do we still get the full tech tree? Will we have quests? Is the dynasty system in place? What about diplomacy?
you guys do realize that he didnt say they were gone for ever...just not initial release...
this drama queeness is so unnecessary
This.
Boring. Better than anything television can write.
mini game are not fun
i and most of ppl want to play the same single player game in multi
ofc with some tweak if needed but the same game, not some facebook minigame
well not to criticize but a hope MP get a LOT OF LOVE and work later on
otherwise the game is destined to die if it loses completely a whole section of players
sure there are many ppl enjoying single player mode (me too) but mp cant be a missing in action in 2010
I love this well thought out and constructive post.
how can that be constructive?
constructive would have been asking ppl who wants to play online how they like to play and follow the wind
Hello Frogboy and folks,
You might want to take a look at the way Dominions 3: The Awakening operates. You need to script orders for your commanders and units before the battle. When the battle occurs, you are provided with the results and the possibility to watch the recording of the battle. Of course, losing the possibility to react during the battle is a big negative, but this compromise allows multiple battles to take place on a MP map with minimum impact on the flow of the game. The big difficulty is for your units and commanders to behave with intelligence once on the battlefield, choosing among the many options at their disposal.
well if you played civ online you should know how it works
while on single players there are many useless battle in multi its NEVER like that
human beings tends to be smart and never attack when they dont have good odds
that results in very few but decisive battles
i think elemental would be the same, ppl wouldnt spread the armies all around the world and so playing full battles wouldnt be much time wasted
I really think when it comes to MP you need to split up who you're talking about into groups and look at each one individually, because even from this thread people want drastically different things (and this thread is small). I see three general groups:
1. People who want to play Co-op.
These folks are the easiest to please. They want to play with their friends, against the AI. Give them the single player game only with a friend or two they can ally with, and they're content. The main thing I'd like to see as a member of this group is the ability to START in an alliance with my co-op partner. Civ 4 had a team mode for that, I didn't need to research diplomacy to be friends. We started off that way on turn 1. IMO Elemental Co-op needs that (you're allied with player X even if you don't have the tech to ally with anybody else).
2. People who want to play against friends, or at least in arranged matches with people they have some familiarity with.
Similar to #1, but will also want options to streamline and speed up the game. Things like turn time limits, an option to disable tactical battles, and such.
3. People who want to play against random people.
This is the hardest group. Random games need to be fast and they need to have some resistence against cheese tactics by people who are losing (such as simply hiding units to make the game not end after they've already lost, or sitting at Civ 4's vote screen permanently without voting so nobody else can advance). This group is the problem, the game simply isn't well suited to this kind of play.
As for which groups to cater to... it looks like you want to give some attention to 3, but IMO (and based on the feedback here) it's 1 and 2 you should focus on first. Both because they need less love to make the game work for them, but also because there's simply more of them in a TBS game and the game itself works better for that kind of play. I want to play with a friend of mine, and I want to do that in the normal game. We play Civ pretty regularly and those games are almost never less then 10 hours (if they are, it usually means we lost ). There's been a bunch of other similar comments already. If I want to play a 10 minute random battle against someone, realistically Elemental will never touch Starcraft 2 for that style of game.
So with that in mind, tactical combat should come back at some point as an option. In a co-op game people are simply less likely to mind their team mate controlling a fight manually, and if neither wants to do it they can just turn it off.
As for other modes, I think you should take advantage of being on a server infrastructure and do challenge modes. Create some maps where you and a teammate get X gildar to spend on units before starting the game, and your goal is to take a castle defended by the AI. You can do leaderboards for the fastest time to victory, or the group that does it while suffering the fewest losses, or who manage to do it with the most unspent gildar.
That's similar to the idea of a wizard's duel, but in a co-op kind of way.
Also - all three groups can benefit from advanced start. For anybody who never used that in Civ 4, with it turned on you get X gold (configurable) to spend on stuff before the first turn. You can buy towns, settlers, workers, units like warriors/scouts, and research. I tend to use it on a lower setting so I start with a town, a settler, and a worker. But even with that it DRASTICALLY reduces the time it takes for the game to get interesting. (The first bunch of turns in Civ 4 usually leave you with nothing to do but mash next turn as fast as possible.)
An option like that lets people get up to speed a lot faster and really helps speed MP up, without needing to alter the core gameplay.
I think Stardock should stop treating MP gamers as second grade citizens. As long as you keep doing that your games will never develop a strong multiplayer community. Taking tactical battles out of the multiplayer mode is a huge mistake and makes the game a lot worse in every way possible. Why would anybody play Elemental without battles when they could just play Civ 5?
I have fought a lot of battles in Elemental and pretty much all of them are over in less than a minute. If you don't have the patience to wait for a couple minutes while somebody is fighting his battles, you shouldn't even be playing turnbased strategy games.
Creating a seperate battles only mode is not the answer. Other developers have tried it and it has never been succesful. For example, Heroes of Might & Magic 5 had a seperate duel mode where you could only fight battles but that never became as popular as the standard strategic multiplayer mode.
i dont agree
ALL THESE POINTS are the basis for multi in 2010
its not like we are asking to invent something new
we asking what every other multi has
coop
deathmatch
ffa
user defined game
its nothing new really
this is completely false
neither civ 4 was well suited but in fact there was a HUGE COMMUNITY of players who played it for years online (and keep playing right now)
also we dont want a game born for multi
we just want to play a trategy game who we played in single EVEN in multi
there is nothing really required, i loved civ single player and i wanted to try with ppl, i just did
it wasnt suited, it wasnt even balanced for multi
it was fun, i played for years
Quoting Zawath, reply 41Taking tactical battles out of the multiplayer mode is a huge mistake and makes the game a lot worse in every way possible.Your opinion, and in my opinion about yours, quite a bad one. This game is more than just Tactical Battles, after all. But yeah, you must be part of those for which the battles are the most important part of a game. Just speculating and not that I really care. Someone could say that animations are the most important part...
there comes the fanboy invasion
thread ruined gg
See this is my problem, what about the mug here who bought into the pre BETA features of MP with Tactical battles...
Only to find out that they've been dropped at the moment of release?
I'm extremely disappointed. I already have spoken to your sales section only to be told in one line. WE DONT REFUND FROM BETA'S reference C&T (even if you were mislead!)
Nice huh!
Won't miss you.
I think intentions are a greater predictor of future actions, than results from subjectively different viewpoints. Sure, intentions are a bit harder to pick, but in the case of Frogboy, there are a lot of Developer Journals to glean from. Combined with the fact that Stardock doesn't rely on Elemental instantly becoming a hit (because they are a diversified and private company) I think just wait and see. You might be pleasantly surprised at how responsive Stardock is when it comes to developing their baby (up to 100 turns and beyond ).
Best regards,Steven.
Why?
because you nutellaed the thread
gg
Can we take the bickering to another thread, please?
1. We know that release MP isn't up to expectations. We already had a gigantic thread about it, just a few days ago. In this one we've got the ear of the boss on what we want to see in MP. Let's stick to that here, and put the complaints in the complaint thread. We might actually get some of this stuff that way.
2. Single player folks antagonizing people just need to STFU in a thread about MP. Seriously. Since we just got asked what we want in MP, saying tactical battles is entirely legitimate.
If tactical battles were suddenly turned off in SP, would you really say "But yeah, you must be part of those for which the battles are the most important part of a game" in response? I don't think so. They were put in for a reason (hell, they went through a total remake for a reason).
what is this TV?
what is television?
harpo
yeah but we cant really start discussing till we SEE what is actually in MP and how it actually works
we can speculate but its useless
lets see first how the game is(ofc the basic idea of having stuff NOT removed but let to users with options is always correct)
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