Well, here it is - our list of feedback as compiled from several review sites, this forum, other forums, and our own Q/A team. There are a few more sites I need to pick apart, but in general I feel this covers many of the egregious issues (but feel free to note anything we’ve overlooked...we want to be as thorough as possible).The ‘Major Issues’ are the ones you’ll be seeing fixed ASAP. Ideas/suggestions will be re-prioritized and completed as proper solutions are determined.- Major List (Crashes/Stability/Etc.) -
- Minor List -
- Bugs -
- Ideas / Suggestions -
Looking great. I hate to say this game does still feel like a beta, but your constant improvements and openness with the players is a sign of great things to come.
You betcher sweet bippy I'm still playing the game and waiting eagerly for every update.
Strongly second this point (if anyone hadn't noticed yet ).
For magic system, also add: rituals (spells taking several turns to cast) with world-changing effects. This was sort of promised way back in the beginning (War of Magic, you remember??).
I love the inclusion of random events. Just make them with personality and soul!
Tactical battle suggestions:
1) Troop deployment: Players/AI places troops within their zones of control (sides of the field) before the start of battle. Neither side can see where the other is placing unless they have a special unit/magic to do so (such as a scout or something). This allows PCs/AI to take advantage of:
2) Map objects/special tiles: Either reinstate tactical map objects' special effects, or implement "special tiles" that can have objects on them, such as pieces of ruins, rocks, and shrubberies (NI!). Objects give not only defense bonuses but also hide units from the enemy, unless opponent has a unit that can see/detect hiding.
This would increase the strategy element.
3) Random tactical map generation based on types of tiles: If the battle takes place in the wasteland, then most tiles (say 80%) are waste, and of those, a small percentage is other stuff, such as ruins and rocks. An algorithm could roll a percentage chance of what kind of tile is adjacent to the base starting tile, and branch out from there. That way each map should have some interesting features that play a role in the battle.Ever played the board game Settlers of Catan? I am imagining a kind of random setup like that game board, but with a more logical layout based on what should be expected where the battle is taking place. I love the changes in elevation--keep expanding on this, too! Hiding behind hills in ambush and having a bonus to attack on the high ground is great.
4) Weather: Add magic and random weather events that affect visibility. This would open up a whole bunch of possibilities for tactical magic, as well. We need fog, blizzards, rain, and spells to counteract those. Certain weather can give bonuses/penalties to certain units (water elemental gets + in rain, etc.).
Yeah. How on earth is a rings/ammy limit more lame than having unlimited, cheap +2 attack , and +speed amulets? +Speed in particular because the AI loses any ability to predict/analyze your movements.
Yes, there's really no need to try to create something too complicated for the MP. Just give us options to turn stuff like tactical combat, quests, diplomacy etc. on or off, and otherwise keep it 1:1 to SP. It'll work fine, has done so in countless other games already
Another for the list.
I want a setting for the world NPCs, that dictate their aggression, and overall danger level. I want to have to hide behind my stockade, fearing to go out, because there's scary things in the forests and hills.
And I want to see the NPC Heroes/Adventurers you can hire fight it out more, let the champions level off the monsters, or die trying. Let them come to your city with gold to spend, and buy items to equip them selves with.
An Idea that was left out. Channelers/Kingdom/Empire leaders should start out single, and you the player should have the option/ability to marry another leader if certain conditions are met, such as a good relationship, decent power ect ect.
Please please dont gimp MP. If you dont think something will work in it, just have it as an option to turn it off, while keeping default settings the same as for the singleplayer - Its counter intuitive to have different default options for MP compared to SP.
For tactical combat: i don't see on the list the suggestion about an initiative system for moving units,
instead of the current system of moving all units on a side at a time.
A data point. Windows 7, 64bit, ATI HD Radeon. I used to have the CTD after Alt-Tab even on 1.06, but after updating the Catalyst drivers to 10.8, the problem seems to have stopped.
[quote]# MP Specific spellbook 1. No Tactical Spells 2. Low, High level strategic counterparts to former tactical spells# MP Specific ADVENTURE trees 1. kingdom renamed “Exploration” 2. empire renamed “Exploitation”
Why? I certainly don't want this, and I think many may share my opinion on this. Multiplayer and skirmish should be the same.
I don't want the tactics and strategy from one to be worthless in the other.
In single player skirmish I'm playing a sandbox game against the CPU, in multiplayer it should be exactly the same but against a human opponent. Any changes or differences should be options we can change.
There doesn't need to be a special multiplayer mode, If you want throw one in, we won't complain about that, But if you keep stripping out or changing things between Skirmish and multiplayer you will get backlash every time because we want to play the same game against a human opponent not a different game.
1. Allowing grouping of Hero units - require training in a city for some number of turns - would be a great add the RPG nature of the game. You could have a true party of adventurers.
2. Allowing regular single individuals to be grouped - require training for this upgrade - so that they would be useful later game.
3. Allowing groups of regular units to be retrained to upgrade theri weapon mix would be good as well.
My guess is because tactical combat in MP will be an option that you can turn on or off even once it's implemented. Currently when auto resolving your casters will use tactical spells and use up all of your 1 per turn mana. Which will lead you to not research any tactical spells to prevent that thus making 3/4 of the spellbook useless. So by replacing tactical buffs and nukes with strategic buffs and nukes in MP that has no tactical they bring back a lot of what would otherwise be missing from the game.
It's also a heck of a lot easier and faster to do that to help MP the way it works now than to get full on tactical MP working (and likely done by completely different people on the team)
So don't focus merely on the 'auto-explore' part but on the 'movement blocked' part, as that may be the operative factor -- ie -- if you disable auto-explore but then select a destination several moves distant and the unit's movement gets blocked this problem will likely still exist.
I'm guessing you'll need to perform a check to see if movement is blocked and if so, go to that unit so the player can resolve it (as if you instead ended that units turn the blocked movement problem would continue in subsequent turns).
So, after perusing your list, I'm wondering what you'll be doing in a few days after you folks get all these things done
POW!I am greeted with this...this is awesome. You guys are awesome.I am really looking forward to this.
This, I like the idea of having a limit and I think this would be about right allowing for us to make some hard thought choices about what those ten rings etc will be.
I love the list btw. Shows you guys are really listening to the feedback being giving. My only addition atm to that list would be to ask if the unit creator could have similar options to the sov editor in how colours are chosen. Atm its fine if you want all your units to be wearing your faction colours but say I want to create an elite unit in a contrasting colour scheme I currently can't. So the ability to choose the main colour, trim and metal on the unit creator would be a huge plus in my enjoyment of the game and help me and hopefully others roleplay abit. Keep up the great work, if you implement that list then this will be a truely stunning game (hopefully one my future kids will play).
One last thing, please do not lose sight of the bigger picture. Yes ideas about individual parts of the game will end up shaping the greater whole but at the same time every facet of the game will have to mesh and gel with others so step back every now and then to think about how everything is balanceing out. Sometimes what are two great ideas in isolation make for a complete mess when together.
Hehe enough mumbling from me. Great game and I am glad I pre-ordered.
Awesome stuff. I have a couple of suggestions: ability to hide the entire UI/HUD for clean screenshots/videos, and also when you take another pass at the UI as you've mentioned, perhaps make it more like the old UI -- the current one is nice and efficient but not very attractive. The old one is gorgeous. Same goes for tactical battles. To be clear, I mean consider making it look like the old one, but be more functional, effective, etc. like the current one. Thanks for listening.
Re: Fleshing out the advisor system.
I suggest replacing Janusk with an unique advisor for each kingdom/empire, one who would come with some individual flavor text to give you a better feel of whatever group of yahoos you've sided with. I also agree with the "unable to marry the advisor" camp either via making the advisor the same gender as the sovereign or just "you can't" for whatever reason.
This is all well and good but when is the next patch coming?
Then we can have an option for Simple tactics or complex tactics that toggles the availability of those things.
I think the thing that is being missed here is that they(Stardock) is wanting to build a multiplayer experience that is completely different from the single player sandbox experience. People don't want that, "Why can I do this to the computer but not to you?" "Why is this functionality gone?" "Why am I playing a different game?"
Extra features for mulitplayer should be that - extra. Don't strip out functionality, If you think people won't like something in MP that works well in Skirmish then give us the option to take it out. Don't take it out for us, if you do that its existence in Skirmish is just rubbing salt into the wound.
Holly balls that looks so much better it's unbelievable. I mean that screenshot is a game seller!
Weren't you whining about the devs not posting?
This UI looks a million times better
Great list. However..I'd like to add my own ideas to the pile you already have. On my mind right now is primarily the marriage/children system. I think it would be a bit more interesting if you were able to "specialize" your children by schooling them in either warfare(special attacks, like Crushing Blow ), politics(granting royalty perhaps), or have them get other bonuses. Now granted that how good these benefits are should still be random and/or based off of the stats of the parents, or maybe a combination of both? Then we have the marriage system in of itself..I find it to be extremely limiting to only being able to marry off your children to other factions. While I enjoy the idea and I can certainly see the benefits of using such a method for political gain/stability..I believe you should be able to have your sons/daughters marry champions within your own faction.
Anyway, that's just my two gildar. I look forward to the future updates.
*Edit*
I just thought of another interesting scenario as well. What if your sovereign were to marry the daughter/son/grandchild of another faction? That would allow for a major diplomatic boost I believe, as has been done in our own past. Just a thought.
Kraxis with might of 466, me with 155. Send his Sovereign with an army of almost 600 CR to my frontier where I'm able to muster most of my army for a grand total of almost 850 CR and wait in my city. I have four leveled up channelers, Sov included. The theory said I would win unless Karavox was to one shot my channnelers during the first turn with area damage (max HP of them was 12). He didn't. I won without much trouble the battle (Blizzard, Blizzard, Blizzard, Blizzard, Blizzard... finish off with a well equipped squad). Bye bye Kraxis.
It becomes a bit Tetris, but it's also interesting. (not holding breath for 3D earring though)
Annoying as hell.
Diplo events, adventure events, war events... And they are easier to make than quests!!!
We need a tactics screen where you select the initial deploy of your army when a tactical battle happens. Maybe an option do that (too?) just before the battle begins.
Classes and/or skill trees. Period.
From quotes and unique aesthetics (clothes, faces...) to (especially) gameplay. Much a la Gal Civ II Twilight of the Arnor.
Maybe remarrying possible (harems for Raven). Number of kids random (minimum 2, max... 6?). Influence in the basic genetics of the kids (influence means to influence in the random generation, NOT to decide what we want) plus influence in the development of the kid towards his maturity (influence, not determination). Crests for the kids. Splitting parts of the Kingdom/Empire with them for whatever benefits it could give (less maintenance for example). Loyalty system based on Expectations: nothing fancy just that each gets some expectations based on Race, Faction and Alliegance of the parents (some randomness included) and if the Sov doesn't meet the expectations (a Good Sovereign choosing Evil things in the quests, for example... or a Good Sovereign doing Good things but the husband of his daughter being Evil), it can cause trouble, defections, splintering factions... Kids being able to create Noble Houses (with Champions, for example) that can be assigned to a city for bonuses (if more than one Noble House is in a city and their Expectations are different... trouble!!!)
It's over 9000!!!!
Comparison with what I already have equipped, filters, tabs for different types of elements... Think of an RPG and you got it.
If they stop being the equivalent of Gal Civ II minors, that would be awesome. I'm not asking for them to create more cities and all that but they just sit there and... well, wait to be conquered (because except for some trade, not much else can you do with them). Hell, you cannot even talk to them in the Diplo screen (I mean the menu where all your met factions appear).
Hahahaha WoW? More "drops" than just money and varied would be sweet. Including special items that cannot be obtained otherwise.
See "Stacking of items". Also weaving of items (for those wool mittens).
Altough I'm fine with cities not costing money to fund, the only reason to control the spam is: food and boredom (cities just built for the extra gold, research... not because they actually offer anything special).
Circles for the most powerful thingies, ok. For the most common/weak? No way!
Highscore list adds a lot, really. Think what you did in Twilight of the Arnor. I loved it as I love it in any other game. Wouldn't mind an Elementalverse to from time to time upload a score of a non modded game... That said, I'm not sure that many people will play unmodded.
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