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 -
Particularly since wisdom still exists. It's used to determine the cost of casting spells in combat, according to the tooltip, but it can't be modified with leveling.
Agree.
Important suggestion that I don't see there (maybe I missed it): more special abilities. Any important and powerful unit should have like half a dozen special abilities, that's how it works in MoM and AoW and I see no downside to it.
Also flight and necromancy. Especially necromancy. And differentiation between different types of magic in general, I hate how everyone draws from essentially the same pool of spells. Other than those I think all of my complaints are on the list, and I hope they all eventually get resolved.
How about toning down Spy that does 10 AOE damage? I think it's a game-breaker.
Absolutely ! ! ! ! This is my number-1 issues. Have encountered many of the issues others have reported, but this one detracts most from the game (XP, sp3, 32-bit, ATI graphics)
I agree, this is also my issue and it's not tied in only with bow but other weapon as well.
Yes (although not exactly top priority)
I apologize if this was already pointed out, but I don't have time to read 8 pages of posts.
Some complain that Stardock has us paying for an enormous beta. But you know what? Elemental will be super amazing in about 3-4 months and that simply could not happen without input from actual players. No matter how smart or good a dev team is, they simply don't have the manpower (or objectivity) to play their own game to the breaking point. Only real players can do that, and if they update this game like they updated GalCiv2 based upon player feedback, it will be THE turn-based strategy game of the decade, hands down.
One more thing, when you win i would like a breakdown like Galciv 2. "Conquest score 87" seems very hollow. I'd like to see how many unis i killed etc, i loved metaverse on galciv.
I would love to have the ability to look at my family tree when arranging marriages. Whether I am trying to breed the Kwisatz Haderach of channelers or just set up a dynasty with other kingdoms it would be very useful to see which of my decedents i am marrying off.
Wow went through seven pages, thats alot of great feedback! Here's mine.
Bugs!:
Watchtowers. They do not currently add to the sight of any cites. I looked in the xml file of the watch tower and it has no command to do anything. Just all its building costs, etc. Might wana give it the command to actually affect the sight of a city. Someone fat fingered the delete key before hitting save.
Hitpoint and Mana regen in cites. Players should be able to build structures to increase these regen rates. Making large armies more viable and mana wielding champions more useful. I have been playing with the health regen as a city improvement and I think I have found how the city determines its health Regen rate, but have yet to find a way to modifiy it. Well any way the game will recognize.
Bridges for river crossings. Rivers should have strategic importance, but I should be able to build a bridge to cross them if I want to. Giving a nice possible flanking manuver for the single player game and multiplayer.
Sovreigns should be able to remarry. If my wife dies, then after a predetrimed time of mourning I should be able to remarry. If she dies without giving children then I have no chance for children after that in the current build. "I met this weaver, made great cookies, so I married her, but she wasnt giving me kids after like 25 turns, Things were cold in the palace. Then one day in the field I met this Assassin, I thought OoOoOO, Magic wielding Assassin children! FTW!... I sent the wife to ask the cave spiders for some cookie dough. She didnt come back. but I cant remarry!
A list of all the XML commands or functions and what they do for the modders. Like how is <Provides> different than <Modtype> with an <Attribute> and a <Value>. Some things could be a little clearer in how they affect the overall funtion of the game.
Keep up the good work and thanks for taking the time to listen to us.
When can we expect a patch fixing the Major issues listed?
Big respect and thumbs up to the devs and everyone providing feedback to make the game as good as it possibly can be!
I look forward to start playing it once again when all the major fixes and improvements have been implemented.
I would like to see the NPC that you can hire, join your cities permanently. That way, if a merchant gives you +1 gildar, you could add that to the city production. This would make the buildings that increase a cities output more valuable. I'm having the problems that I have 6 cites, but only 3 of them I actually use the improvement buildings, cause they are the only cities with resources beyond materials, or iron. But I have 10 champions that do nothing but sit in my cities. I have only seen two NPC, produciton boost, and food boost, that are city specific. I would be happier with more city boosting NPCs, than having my NPC just add to my kingdom production, because I can't use my cities improvements to add to them.
How about something for the Tactical Combat delay with Archers, especially if you equip a bow on your Sov. I love using archers, but I'm very tired of waiting for the miss text to travel on up (especially in the case of the Sov which could be 5-10 seconds due to lag).
Can we speed that up ourselves, or can this be a fix for the greater good?
Please add to the list:
Need a way to view a tile when a unit is on top of it. As far as I can tell in you have a unit ontop of a resource, you can't view what that resource is. nor can you click on it to build on it
nice stuff:
It would also be nice to have an army management screen so I can locate all my forces, whether they be in a city or on the field.
A tech tree would be nice so you could figure out where you wanted to go without clicking down a bunch in the hiergamenon
Better city management screen/ui. I still haven't found where it shows the free space left to built number.
Keep up the good work!
This
How about city "palace" box to store all your unneeded item? (in case you dont want to sell them)
Notable Locations “Elemental's system of having Notable Locations and NPC heroes materialize on the map when you research some completely abstract tech is just sort of weird and unthematic. Getting a new level in Notable Locations or Heroes is sort of like putting on the glasses from They Live. Suddenly, powerful heroes everywhere! Or, as in Tom's Figit post, skyscraper-sized haunted castles right next to your capital. And if you aren't on the leading edge of the research for these things, you end up exploring a map that is filled with cool things that you aren't allowed to interact with, which is just sort of frustrating.... If you want to walk in to an ancient ruin and take a stab at a Great Drake with a unit of spearmen, MoM is perfectly willing to let you try.” SO happy to see this listed. That mechanic needs to be eradicated. Actually, many technologies in Elemental seem to suffer from the same "just grab me to unlock a mechanic" thing. I'm probably asking too much at this point but the tree should be less linear and more flavour-oriented... remember Alpha Centauri, where technologies had prerequisites even from different fields? That felt like a REAL technology tree, and it really added to the depth of the game. Having technologies to "unlock" lairs on the other hand... ugh. Sorry but that was just a very wrong design choice.
Notable Locations
“Elemental's system of having Notable Locations and NPC heroes materialize on the map when you research some completely abstract tech is just sort of weird and unthematic. Getting a new level in Notable Locations or Heroes is sort of like putting on the glasses from They Live. Suddenly, powerful heroes everywhere! Or, as in Tom's Figit post, skyscraper-sized haunted castles right next to your capital. And if you aren't on the leading edge of the research for these things, you end up exploring a map that is filled with cool things that you aren't allowed to interact with, which is just sort of frustrating.... If you want to walk in to an ancient ruin and take a stab at a Great Drake with a unit of spearmen, MoM is perfectly willing to let you try.”
SO happy to see this listed.
That mechanic needs to be eradicated.
Actually, many technologies in Elemental seem to suffer from the same "just grab me to unlock a mechanic" thing. I'm probably asking too much at this point but the tree should be less linear and more flavour-oriented... remember Alpha Centauri, where technologies had prerequisites even from different fields?
That felt like a REAL technology tree, and it really added to the depth of the game. Having technologies to "unlock" lairs on the other hand... ugh.
Sorry but that was just a very wrong design choice.
Thank you! Nice list!
If I could add ONLY ONE thing of most things not on this list that I think we need most, it would be changes to terrain / the playfield.
The Map, Terrain, and Movement. In GC2, one main shortcoming was the uniform map, due mostly to its space theme setting -- there were no terrain variations which yielded strategic choices (e.g. chokepoints e.g. pathing decisions). I feel that Elemental is not much better. In most other games of this genre, attention to the map and its features is key, for many reasons; in Elemental, one need mostly look at the "glowing bits", and treat the rest as a relatively uniform, if cosmetically varied, surface. Why? Two factors. Factor one: Terrain features (grassland, forest, swamp, hills, etc.) do not appear to play a significant factor in modifying a unit's movement, nor do they play a significant factor in any other aspect of the game except for defensive bonuses (whose exact workings are unclear). Factor two: Most units in Elemental move at a uniform speed, and most apparently do not have flags for being affected by terrain. This is different in most other land-based strategy games, and for good reason: they give the player options in making interesting strategic choices. Because Elemental lacks these in this context, it becomes, in my opinion, that much more lackluster.
In games like Civilization or Dominions, it matters a lot which terrain tiles (e.g. jungle or swamp, grasslands or hills, etc.) are in your zone of control; in Elemental, it doesn't seem to matter at all. In fact, the only real use for zone of control that I can see is that it lets you own shards. Thus Elemental's map is very much like GC2's: a wide open, uniform field, whose sole characteristics were "resources" (shards). As I tried to describe in my post from August 2006, this detracts from the game's strategic elements and makes it less fun.
Suggestions:
(1) Make terrain (and not merely terrain enhancements, such as fertile land) matter to economy, city building, questing, neutral spawning, and the chance of yielding special events, e.g. hills will have a greater chance of harboring metals but will rarely yield food. This might require reworking the resources system (e.g. making resource requirements and units of measurement larger and more dispersed). By that I mean it might make it easier to count if "food" increments were increased by 10, so that for example a hut required 10 food, and so on; I would suggest making farms provide 20 food (or 2 food in the current system) and letting grassland tiles provide 0.25 food (or less in the old system), forest tiles provide 0.25 materials, hills provide 0.25 metal, and swamps provide a slight chance of something interesting to spawn. One could also imagine that with the correct technological advancements (e.g. in civilization or adventuring), one could glean additional boni, e.g. with hills, there might be a chance of finding "caves" if Adventure Level X is unlocked, etc., while plain grassland should yield an additional slight food bonus...
(2) Give movement bonuses (for certain units) on certain terrain types and penalties on others. This should apply predominately to the strategic map, but also to the tactical map. On the tactical map, terrain should also affect LOS for ranged attacks and fog of war. Age of Wonders did ok with this many years ago.
(3) Make terrain interactable not only with units and the economy, but with spells, for example summons (Treant only on forests), buffing (Camoflauge only in hills), damage (Avalanche only in mountains, Quicksand only in swamps), or in general (buff on a champion lasts X turns, gives all units under that champion's control +1 to attack for each point of charisma that champion has over 9, but +2 points per Charisma over 9 in forests), etc.
Thank you
Wow. Much more bugs than i found. Hope to see fixes in the next patch
I actually read through all the replies because I was curious to see other responses before posting my own.
First, I want to thank BB and Brad for both their efforts on what will become an amazing game and second for their communication. It's one thing to "patch" their baby, it's something else entirely to talk with players and allow us to become a part of the process.
Too many people are asking foolish questions like "when?" - I'm hoping most of these are because they have not read the other posts. Brad is on vacation. The other devs took the weekend off. They MORE then earned it with all the extra work they did during release week (both because of the street date breach and because of the hotfixes). I'm beyond amazed that this large of a post was compiled so quickly, and so thoroughly with links! That being said, stop rushing the devs! There's a lot to code, and that's after the team agrees on what's best for the game and players.
Someone above already said this above, and I'm new to these types of forums, so I can't do the fancy quotes, but the biggest thing I saw was "
"
for the love of all that is magical, NO! The time we spend learning the tech trees and ESPECIALLY the magic system in a game with MAGIC in the title, in the campaign and sandbox modes, teaches us how to play to our strengths and weaknesses. Having to learn a completely separate system for MP would be daunting at best, tedious at worst. Especially for those of us who plan to go back to our single player games when our co-gamers are unavailable. Trying to swap back and forth would cause massive headaches and ruin an awesome game.
Ive noticed every time I reload a game new element shards spawn on the map. In one game i had roughly 7 of each element shard in my control alone.
Also im ocasionaly having trouble with caravans that when killed wont become available again to retrain, effectivly preventing me from leveling up roads and getting a food bonus.
Also on the not of caravans. I'd like to be abe to designate the path the road will take, so I can avoid it going through a monster spawning forrest or have it go though a mountain pass.
Anouther idea would be if caravans could use harbours to go between cities seperated by water.
What does Brad being away have to do with the majority of non-AI related major issues? Stardock employees aren't just sitting around working on a patch with no idea of when it will be ready to be released.
I AM SO DAMN SICK OF LITA
Of all my complaints, this might be the most minor, but also the easiest to fix. Add more hero names to the database please.
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