I've kept a close eye on this thread here: Epic Battles and it's become Very Obvious that a whole lot of people were expecting to be able to have the types of large Grand Scale battles that are in the picture on the side of the box. The picture many of us drooled over when we first saw it. The same picture that was my desktop picture for 6 months. This picture (which I'm pretty sure Stardock is sick of seeing by now lol).
I would like to put forth a Official Request from the Player Base of Elemental to Make The Game Look Like This, with these kinds of Epic Numbers. It doesn't have to be in Real Time. It doesn't have to be in We-Go. What it does have to do is have Epic Numbers...Without Us Modding Them In.
You've got the tools and talent to make this happen. Us modders can't do it easily because it causes issues with units appearing in groups, but you guys at Stardock have the animation tools to fix that.
When people see Elemental in the store and pick it up and think about buying it, they no doubt took notice of this picture. In fact I'm Sure there are some people out there who had no clue what Elemental was until they saw it in the store and saw this picture and decided to buy it. After getting it home and playing it and realizing these numbers couldn't easily happen, more then a few people were let down. This post is to represent All those people and all of us who have been here from the start two years ago who wanted and expected a game of Epic Scale and Proportions.
I figure if enough people all get together and request/demand that Stardock live up to this picture then maybe they'll re-balance the numbers to make this possible. Food, Gildar, Housing, and a few other resources will need to be adjusted. The animations will need to be adjusted. But with a whole team of super smart programmers and animators it really shouldn't be a big deal to get done especially since these kinds of numbers were possible at least at one point with an internal build of the game.
If you bought Elemental and you'd like to see these kinds of numbers in battle. Please sign/reply to this thread and say so. If the community really wants this, which I'm sure most of them do, please say so now as now is the right time to do it while other mechanics get revamped. I'm sure all those people who bought Elemental based on this picture would greatly support this change, as would I.
Thank You and thank Stardock for making such an awesome and epic game that we can all enjoy for many years to come.
To those who weren't here through-out the beta process, there was a time when things were planned this way, which is where the above screen shot came from. This was from the continuous turn system that was set up but got cut. We don't NEED Continuous Turns to Achieve these kinds of Epic Numbers. It CAN be done within a Turn Based Environment with some creative animation techniques to make the units look like they're fighting between turns. I'd really, Really, like to see Stardock live up to this, and so I think those of us who want this should make this Official Request so that Stardock can truly see how many of us want this. The Beta Testers never even got to see this system in action. We were told it was changed from continuous turns to better fit the "feel" they wanted, but that doesn't explain why the unit counts had to be cut down so drastically. 12 guys in a unit does Not Feel Epic in my book.
If you Don't Want to sign the request, but would rather debate it, then please reply in the other thread going about Epic Battles here: Epic Battles
If you DO want to see them live up to these numbers. Please Say So here. No one will get mad at you for voicing your opinion or asking that they live up to this picture that so many people bought Elemental based on. Again, if you Don't want to see this, please keep your replies in the other thread. Thank you.
~ Raven X and the Elemental Community
This post is a reply from page 10, but I thought it should be added to the original, because here is the proof some people might want to see who weren't here for the whole beta process, who didn't hear the devs go on and on about the Inspiration for the Game. This is what was in the hearts and minds of All Of Us when we were all getting excited about Elemental:
Here is the proof, Frogboy had Total War and Lord of The Rings Epic Scale Battles IN MIND when dreaming up what Elemental would be:
Post By FROGBOY: Elemental: scale of power , https://forums.elementalgame.com/343449
Here's a Quote from Frogboy from that post:
"If you like the Total War series, you can imagine some of what we have in mind except here you can get that Lord of the Rings battle feeling where certain units just make mince meat out of whole squads of enemy units."
There are others back in old Dev Journals too. Now, NO ONE can deny that Frogboy had Total War Type, Epic Scaled Battles, IN MIND when PLANNING Elemental: War Of Magic. For all you new people who wanted to see quotes, there it is. I can dig up more old quotes too. So, if Frogboy is Now Saying that ONLY MoM was his inspiration, well, something is fishy in Denmark...
Here's another one where Frogboy Specifically says "huge army" and "vast armies" in the same paragraph!!!
Post By FROGBOY: Design elements of Elemental discussed , https://forums.elementalgame.com/329219
Here's a List of Quotes from Frogboy from that post, some of which are mechanics that either changed, or were simply left out completely from the game we have now, like where he talks about having Walls in cities be a Big Part of tactical battles:
Quote:I understand if some stuff is being kept internal, but here are the things I'm wondering about: 1. Are there non-military victory conditions? 2. Does the game include a campaign? If so do you think the story of the campaign will attract gamers? 3. How are you addressing the steamroller issue of TBS games (ie: spending the first half of the game building a massive army and the last half rolling it over all opponents as a repeatable strategy to every game)?1. Yes. Most of the victory conditions are non-military. Some of the previews may cover this so I won't say anything until after the previews hit. 2. Yes. I think the story is compelling but I'm highly biased. 3. The mechanics in Elemental are a bit different than the typical 4X game because even in terms of warfare, there are very different paths. For instance, Player A may have a huge army ready to steamroll but Player B may have an incredibly powerful sovereign who can wipe out vast armies and Player C may have built up an incredible well of mana that can be used to decimate vast swaths of the world and all three of these things could come together at once based on which path players take and of course all 3 could lose to Player D who wins through the quest victory condition if they're not careful.Quote:Can we build walls? Us turtelers need to know. Yes. One of the key game mechanics of Elemental is how cities are built. In Elemental, when a city grows, it gains a new tile which can be placed where the player wants it to go (as long as it's adjacent to an existing tile). So cities are a multi-tile affair in the game. Now, how you choose to build up your city heavily determines how defensible or productive, or rich it is. Cities are only conquered when the keep tile is taken which could be in the utter center of the city or could be at the end of a peninsula.Quote:What are the objectives for the creation part? how many aspects will be able to be manipulated? will it be part of the game or you have to work on that on a separated editor (one of the many things I loved from MoM was the ability to forge items that were mine, created by me as part of my campaign and war effort). There will be pre-made maps and randomly generated maps in which players can insert a large number of variables in deciding what kind of world they want. Quote:I guess it will have random maps, what is the target for sizes? From tiny to ridiculously large. We are also making a 64-bit native edition to support even larger worlds. Quote:What type of feedback are you looking for the beta process? Everything. The beta process starts about 9 months before release so that beta testers can seriously mold the game. On a personal note, for me the beta process is the whole point of making the game as that's what helped get me into game development in the first place. I was one of those Usenet guys on comp.sys.ibm.pc.games.strategic hanging out talking about games and picked up Teach yourself C in 21 days to start writing (this is obviously a long time ago now). So hanging out with other gamers to tweak and add to the game is the best part. Quote:Any extra payment for the MMO part? what is the general idea of this? No. It's not really an MMO part as much as Impulse hosting the game on the cloud to make it much easier for people to interact with their "world" with their friends. Quote:Brad - will there be any way to quick-resolve combat? Playing out tactical combat is fun when the sides are at all matched, but it's just a drag on my patience when you're going to steamroll the other side or whatever. And sometimes you just want to get combat over with because you're focusing on the bigger picture or a "technology win" or something.
Totally. There's instant-resolve (i.e. two armies meet, one dies), there's auto-resolve where the game zooms in and shows a tactical battle but it's all handled by the AI (ala GalCiv II fleet battles) and then there's full tactical battles where both sides play. One thing I should mention about the tactical battles that isn't clear in the screenshots is that they're continuous turns. They're not like HOMM. The player tells where they want their units and uses the space bar to pause the action to give new directions. That way, we can get much more interesting battles.Quote:What's your combat system going to be built around? Master of Magic-style tactical combat, or Civilization-style randomized abstraction? Or will both be options?It's tactical but it can be made to play like Civ if you have instant-resolve enabled. I will likely play with auto-resolve as I'm not a huge fan of playing out tactical battles but I enjoy seeing the carnage. If anyone has ever seen Fellowship of the Ring where Sauron is whacking out tons of elves and men around, that's the look we're going for. Though, in Elemental, the creatures are much more powerful than a lone Maiar up against a bunch of punks. Dragons in Elemental are incredibly powerful and each of the channelers are equivalent (by late game) to Valar. Enough Tolkien geedkom. Quote:The few available screenshots look great. Hopefully we'll get a look at the spells soon. The spells are going to be intentionally de-balancing in late game. I.e. by late game, you'll be able to do Populous level damage to the world. A lot of the reason we had to create a new engine was because we needed one where the world could be truly wrecked.Quote:By doing that, you can then open the way to have extremely large maps in which players are viable for a long period of time with different paths to victory.
If anyone wants to play catch-up and read the rest of the Dev Journals that talk about the inspiration behind the game, behind the Original Vision, you can find them here:
https://forums.elementalgame.com/forum/513/page/7
Notice how many times Frogboy uses LotR as a direct example of both scale and feeling for the envisioned world of Elemental. He uses it in reference to the Scale Of Battles. He uses it in reference to the Power of Sovereigns. He uses for a lot of things because it is what is commonly known to a lot of fantasy lovers.
That's the very last page in the Dev Journal History. Hopefully some of this information, quoted Straight From The Source, will clear things up for those who may be questioning what the original vision was and what the vision is now. How many things here simply aren't even a part of the game now? A lot that I can see, but, this thread isn't about any of those. This Thread is about the game living up to it's EPIC INTENTIONS. This is about Follow Through. This is about a Vast Part of the Elemental Community wanting the vision to be maintained and lived up to because we want Elemental to be Successful. We want Elemental to be the VERY BEST Fantasy Strategy War Game on the market and some of us will not rest until either that happens, or we're cold, dead, and buried.
In closing, here's a mock-up screen shot I did just now. This took about 5 minutes in PhotoshopCS4. Please don't get crazy over the details. This picture isn't meant to be super detailed, it's just meant to show how the game should feel. The feeling of truly epic armies clashing for control of a ruined world. I only did one army, not two, but I could do a mock-up of two massive armies fighting if I wanted to, but I think the point is served none the less. I didn't spend a lot of time cleaning it up or smoothing over where I patched in clear land that was covered by rocks or cactuses that I just copy and paster terrain over. It's just meant to show the feeling of what it would be like to command a Real Army that's the size of what a Powerful Sovereign of a mighty civilization truly deserves.
From now on I'll only be replying to civil posts in a civil manner. I'm not going to defend my wording of the post any longer as I've stated what I meant more than enough times. I'm sorry if anyone took offense to my wording, but if you're one of the people who did, then this thread wasn't for you anyway, as it was only meant to Count The Numbers of those of us who want the game to live up to it's original vision and potential as much as possible.
I urge those who still want to see this to Please Keep Posting and let your voices be heard. Keep the memory of what the game was supposed to be alive in your mind and hearts and keep the ideas alive in the minds and hearts of Frogboy and the Team who have poured their blood, sweat, and tears into this game right along side of us who have been here with them. We've all invested a lot of time and energy and expectations into this game, and this game is a work of art. Lets strive to make it live up to it's potential and keep your voices being heard. Thank you one and all.
The Elemental Communist party signs this petition. Let there be epic battles! May rivers of blood run free through the land! yeah!
Of course, it should be quite hard to get 1000 soldiers - considering it is an entire city in game terms Still. All is achievable through pondering and balancing.
After reading the rest of your reply here Satrhan, I have to say I apologize for snapping a bit in my first reply to you. I just got done writing that real long reply right before that and when I saw you say "Unlike the OP I do care how we get there" I kinda snapped a little. My bad. I do tend to over-react a bit though when someone tells me I don't care about the game..lol. Believe me, I care. I care a Lot and want nothing more than to see Elemental be the most Bad Ass Fantasy Strategy Game on the market and I think it's well under way to getting there. The game already has more options than MoM ever dreamed it could and with some refinement Elemental could easily take the top spot in the hearts and minds of Fantasy Strategy gamers.
As I replied earlier about the "Community" thing, I did say I was only speaking for the part of the Community that did want it, and that's the numbers I wanted to bring to the awareness of Stardock. There's easily hundreds of us that want to see epic sized battle like those inspired by LotR, The Hobbit, and Dragonlance. These inspirations and many more were talked about both by the beta testers and the dev team. If I had a nickle for every time Frogboy used Sauron as an example when talking about how powerful he wanted sovereigns to be I'd be a Seriously Wealthy man right now.
Even though this type of scale is something we'll be doing with the Dragonlance Mod anyway, I still think the original vision of the battles would bring a Vast Improvement to the game. Even the devs had the epic feeling in their hearts and minds when envisioning the game. Most of us realize the reason why they couldn't deliver this wasn't because they were unable, but was because of the lack of time they faced when meeting the deadline. I believe if they would have had more time it's highly possible we may have seen a return to bigger unit counts and higher number values for things like food and income and mana and essence.
When hearing Frogboy's original vision, I admit I was awe inspired, and still am with the modding capabilities the game has. Once the kinks are worked out this is the Perfect Engine to create almost any type of world the modder can imagine. The final implementation though (final being subjective and only referring to the launch version) was way off base from the original vision. Frogboy and the team know this and they've done a Great Job in my eyes of getting out patches and fixes and making plans to drastically improve the game. Moving ahead with the expansions and giving away the first one is an Awesome way for them to make good and I give them all the kudos in the world for doing this. That's yet another of the many reason why I'm a loyal Stardock fan and why Stardock over many other developers out there gets my money. They deliver and they deliver BIG, even if sometimes it takes them a bit to get the ball rolling (also, being on the outside a lot of us don't see the ball rolling,, as it were).
P.S. Guys, out of all the feedback here talking about scale and numbers and everything else, ...um...do we need to argue about the use of the word "Epic"? Really? come on now
It's just a word used to describe a grand feeling, or that can be used to describe a large scale, depending on which definition you choose. In this case it was used to convey a "feeling" of grandness that the battles are currently lacking. I do appreciate the passion everyone is showing here though. It's really awesome to see so many people really care about the issue, one way or the other, but lets all keep that passion aimed at finer points of the game and not worry about a descriptive word or downing each other.
Notice my Apology to Satrhan above for snapping at him on the last page. That was uncalled for on my part, so I apologized and made a much more civil reply. Lets all keep things cool yet retain the passion that is driving this intact.
So, you never answered my question...why can't the models just be increased in numbers to indicate a larger force and stats up...wouldn't that get the same results with the current system?
Signed.
Although this thread has been long derailed from its original intention (now full of arguments, and dissenters, and debate) I still think it's a good idea. No one want to micromanage hundreds of units, but Raven is right-- you don't have to.
After major issues and bugs have been fixed, I'd like to see larger scale battles (whether that's "epic" or not I'll leave others to decide) and my armies with more units in them.
Can someone explain to me what this petition is about? I can't seem to find it in the 7 pages. I'm just getting vague notions of 'epic' through graphic manipulations.
If that's the case, I vote yes. The graphics should be better. That is what this boils down to, right?
question. is it possible to make the tactical tile that the units sits on bigger. like have 50 guys(single unit) spaced evenly apart taking up the same space that 2 units now would? if that were possible i would be fine with that. maybe if they had tiles that changed size based on how many units were in them.
I think the "battle" is to get that to be the norm and not need to be modded in.
Of course, I think it might have to change population (I.e. if I have a city of 75 and I create a unit of 50, does my population in that city now drop to 25?)
If that's the case, then the whole population/city leveling system is going to have to be reworked to accommodate the larger sizes.
The current army sizes are, in my opinion, very good and there is no need for epic battles, because if its only a cosmetic change it would be easier to assume that every current unit represents dozens of soldiers and if its not only a cosmetic change controlling so many units would be a pain.
On casual inspection of the picture, what I see is a "light" army in the background fighting a "dark" army mostly in the foreground, all of them geared in plate, with a dragon that appears to be serving the light army, possibly under control of a hero dressed like a wizard in the background. The "dark" army has around 12 stacks of 8-12 soldiers per squad, mostly in the foreground. The light army has fewer than that, but adding in the dragon and the wizard gives them something close to 12 stacks. So far, much of this seems doable in current tactical battles. Dead "dark" soldiers + living ones I think exceeds what you can field on a tactical map today--maybe 20 stacks would account for the current number of dark soldiers both dead and alive. The dragon seems bigger here than ones I've seen in-game, but that could also be a matter of perspective, and I think it is still just taking up one grid. The camera is at an angle where the grid is not easily apparent but I think it might still be there going diagonally. I'm not sure this picture totally misrepresents the existing game, but rather is using some clever camera work. By increasing squads per side from 12 to 20 I suspect this picture could be replicated.
What we won't see today is dead bodies. Some are dying from the flame, but it looks like some were dead before that. I don't recall any "hill" tactical maps. This map is showing background forests, whereas the tactical maps now are enshrouded in fog. The dragons breath looks better than flame effects I recall seeing. There are improvements in this picture over the existing game, but I'm not sure it is that far away.
It might be good-humored fun if Stardock held a contest for who could recreate this picture the best with a screenshot from a current un-modded version of the game.
I was thinking for a bit, and maybe it's not needed at all! [Even tho the max. number of stacks / army should be raised imo] ->
1. Battlefields must be much bigger and lot of obstacles [which will break LOS and block movement -> just like in AoW-SM] should be placed on the map.
2. Joint attack from multiple directions [tiles] is a must. [...again, just like in AoW-SM -> You can attack 1 tile from multiple directions in the same time] -> This means that the max number of units & squads/groups on the battlefield will be multiplied.
This is what I was expecting from tactical battles, I remember seeing the teaser and getting very excited, to say that battles currently are a let-down is a bit of an understatement.
Apology accepted. I have to say I was preparing to write a huge flame post after reading your harsh reply, but I'm glad I read a little further first. It was unfair on my part to suggest you don't care when it's undeniable that you care a lot about the game, so sorry for that.
But I wasn't talking about bug fixes and tweaks being done first, who would say no to that? I made my statement after reading your opening post and replies, where you say that the combat mechanics and gameplay do not need to change. Because I strongly disagree with that. I hate how tactical combat currently works. There is nothing there that is remotely interesting to me. Even if they fix everything that is wrong with it and add special abilities and the like, I doubt I'll ever be slightly enthusiastic about tile-based IGoYouGo tactical combat. After nearly a decade of playing the Age of Wonders series, I've seen enough of that (and even the original AoW's tactical combat was a lot better than Elemental's currently is). Whether a tile contains 1, 10 or a 100 units doesn't matter much, as the underlying mechanics stay the same.
It's not that I don't want Epic, quite the contrary. Ever since I first heard about Elemental (and decided to buy it about 5 mins later) nearly two years ago, I've been lurking these forums. Every time Frogboy talked about Sauron, empire building, or just the game's epicness in general made me want it a little more. One of the things that got me most enthused was the combat system. After becoming bored with AoW I played Rome:TW and I quite liked it's combat, even if it had some flaws. So when Elemental was described as having total war like combat, but continuous turn-based and with magic, fantasy creatures and special abilities, thus combining both games' strong points. I thought it was a dream come true. You can imagine my disappointment when SD announced they had switched to the current system, because having RTS-like combat in a TBS game would be a 'bait and switch'. As far as I could tell, there hadn't been a lot of indications that this was an opinion shared by many in the community, so this announcement came pretty much out of the blue to me. I felt SD had done excactly what they apparently intended to avoid, namely pull a bait and switch on me.
So I wouldn't mind more epicness in combat, but I'd much rather have the original combat system back first, thank you very much . I know Frogboy said that eventually it would be possible to mod this into the game, but (not to rub salt in the wounds) he also claimed that Elemental was ready for release and that the combat would be fun, so I'll believe it when I see it..
That's what it boils down to, yes. By saying "Adding Models" I'm assuming you're also talking about "Adding Soldiers" which is what the petition is for. To increase the amounts of troops shown on screen to give a grander feeling to the battles and also to help us get that feeling of having massive wars like those depicted in our favorite fantasy movies and literature.
Indeed. The population system needs to be increased drastically to make this work under the current system. Again, that's just numbers balancing and shouldn't be that hard to anyone with access to a calculator and a brain that likes to balance out complex systems. Also, the population system "Could" be left alone to keep in line with only being able to make small armies (like we have now) at the beginning of the game, but at later stages (mid to late game) you'll have populations high enough to support massive battles. In a city that's supposed to have Thousands of people bustling around by late game (Level 5 City is the Elemental equivalent of a major metropolis) then drafting a unit consisting of a Hundred Soldiers shouldn't be much of a problem. So, the population system "could" be reworked OR it could be left alone and this could still work out either way.
If you want to look at it like that then I can see your point, but it's not "Purely" a cosmetic change. With more units, more damage is done. More damage is needed to wipe out the bigger unit. It increases the depth and strategy involved not to mention the "Feeling" of having majorly epic wars. Small battles like we have now are fine for some things. When I've only got small towns at the beginning of the game it's only logical that I'd be making small armies. By Mid t Late Game though when my cities are supposed to be Capitol Cities of a Major Empire, having pathetically small unit counts really pulls away from the feeling of the game. I'm the Sovereign of the most powerful Empire on the map. A Elemental World Super Power....and yet my biggest most powerful group of soldiers only has 12 guys in it?!?!?!......Lame. I want MASSIVE BATTLES, with MASSIVE ARMIES. When two major world super powers have a dramatic End Game Battle to decide who the last Sovereign left will be, having a pathetically small army is VERY Anti-Climactic and a Huge Let Down to me, and to many others as well.
I couldn't agree more Tormy, as usual. Especially on that last part about the joint attacks from Multiple Tiles. I don't know much of any modern war strategy games that Don't take this into account. Any serious strategy game should factor this in because it's a very viable part of a warfare strategy. Surround your enemy to close off retreat, attack from multiple fronts at once. Why wasn't this thought of from the start?
fixed
Well said my friend, indeed. Thank You
Edit Note: This is EXACTLY the kind of reply I want to make sure that the Devs see and take into account because a LOT of people feel the very same way here. I only feel this way in part, because there are many aspects of Elemental I Love, but still, they need to live up to the promises that were made. Having massive unit counts wasn't exactly one of those promises even though they WERE one of the Major Inspirations behind the game and it's battles, so it could only improve things to have them in.
I continue to Strongly Urge those who want to see this to Please Keep Posting and Keep Being Vocal about what we want. This isn't some small detail that was left out. It drastically takes away from the feel of the game to not be able to have grand battles like we've all seen over the years in any number of other games. Even games that don't even begin to compare to the sweeping epic that Elemental Should Be.
On a side note, I seem to remember someone actually counting the number of troops in that pic a long time ago and coming up with a number in the 400 range. That was counting all the dead guys that got toasted by the dragon. Also notice this picture here has the edges blurred out by a white fog. The original pic didn't have that, nor did it have the Elemental Logo in the corner. I want to say the original pic of this had more men on screen that can't be seen in the marketing/screen saver/desktop version of the pic we're looking at here. Anyone remember who came up with the 400 count last time? Wintersong was it you? For some reason I think it might have been Winter but I could be mistaken about that, it's been a long time since we had the first major discussion on this.
Stupid question, what is a "FML moment" or rather what does "FML" mean? Sorry for my ignorance.
FML = F My Life
Basically, StarReaper was saying that this thread is basically more salt in the wound.
Ahh, thanks. I don't see it as more salt in the wound. I see it as a reminder of what their original inspiration was and what they wanted to achieve. I'm still trying to figure out a good reason aside from Time Constraints as to why things were simplified so much from what the initial plans were. Of course we all know what happened when time frames got moved up, which I think is the number one reason why so many features are left undone. It wasn't because they couldn't think of detailed ways to flesh them out, but rather it was because they didn't have the time to flesh them out, which Frogboy has more or less admitted since launch when he said he was wrong and that the game wasn't ready to be released.
I give Frogboy a lot of credit for coming forward the way he did and admitting he was wrong on some things. I don't know any other developer that would be that honest about their own product. Now that we're past launch and they have all the time they need to fall back on the original ideas and flesh them out the majority of us that are unhappy with the scale of battles just want them to keep this in mind and to remember what they wanted to do to begin with.
The real goal of this thread was simply to show the Sheer Amount of just how many people there are that want them to live up to this and give the game that Epic Feel it was meant to have from the start. MoM is a good inspiration for a lot of things, but I can all but guarantee that back in the day, if the makers of MoM would have had access to the powerhouse systems we have today, we would have seen MoM with Epic Numbers as well. In fact if someone made a Mod for MoM today and gave it Epic Numbers people would go back and replay it more despite it being as old as it is. Back when MoM was made they didn't have the capabilities to make anything more then a glorified board game, which is what a lot of earlier PC games from that time period are. in 2010 though, a game with glorified board game rules just doesn't cut it for me.
Keep on posting everyone. Lets keep it going and keep that count rising!!!
Time Constraints? What time constraints? I thought this was published because it was believed to be 'ready' and no external influence was dictating the timing...
Signed,
However the initial request lacks any concrete statements so I'll do mine:
Frogboy already addmitted he messed up saying it was ready when it wasn't ready and why he thought what he did. There were major time contraints laid on the team when the release date got pushed up to make the first window instead of waiting for the second.
Good stuff there.
whahuh?
Major time constraints for a totally arbitrary, self imposed release window? First window/second window? Huh? Please elaborate.
Sorry I couldn't write more in this post, I decided that I needed to be able to do it in under a minute so I'm under a major time constraint here.
LoL...man, you're killing me here. It's all over the forums here in the Dev posts made right after release by Frogboy. The time constraints were knew about my all of us and they weren't self imposed. Stardock had a lot of deals with a lot of other companies, like Random House, and a few others. If they would have pushed back to the second release window they would have defaulted on some of those deals and they would of had to eat the costs for pushing it back, not to mention the costs of development for another 6 months. There were plenty of time constraints that weren't all imposed by Stardock. I'm %100 sure that in hindsight Brad's regretting putting it out in the state that it was, and he's said so himself, go read up and you'll see.
I don't blame for this in any way, I just want to see them live up to the initial vision, as do a bunch of others, hundreds of others, and implementing larger unit counts, as well as fixing the bugs, revamping the magic system, reworking the economy, are all part of that.
Sorry, you need to get me a link... I'm sure I read that Brad said that there are no investors and he was beholden to no one when he released the game. He was blinded by 'passion' and thought the game was done. You make it sound like they had no choice but to release even though they knew it wasn't ready... which is direct contradiction to the 'apology'.
"(I'm up north on vacation typing on an extremely slow connection so bear with me)I don't think people yet fully realize the completeness of Stardock's fail on Elementa'ls launch.I'm going to write more about this but not only did we think v1.05 was ready for everyone but we felt v1.0 was too. That's the level of disconnect/poor judgment on our part we're talking about.If the game had come out in February, it would still have been a disastrous launch because lack of time wasn't the issue. It was blindness, sheer blindness. We felt the game was finished. And I speak of v1.0, not v1.05. Blindness."
Lack of time wasn't the issue. In quotes. You can't have 'major time constraints' and 'lack of time wasn't the issue' together. They don't mix.
It's not that they didn't have enough time, it's that they were under tight time constraints. See how silly that sounds?
You're right, it is contradictory, but it's also true. He talked about the two release windows a long time ago, I'm sorry I don't have links, but there's lot of people who were here long enough to remember it. You also have to realize that his apology was made as a Corporate CEO and he was taking the blame on himself. The release window stuff was part of that and there's no denying that. Anyone who's been active here long enough or see's the big picture knows that so he really shouldn't of had to bring it up again.
Oh, I didn't realize that you were talking about a true contradiction. Carry on then. I feel silly for not having realized the epicness of the paradox.
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