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.
Make all the posts you want using your own voice. Saying you are making an 'official request' from the 'player community' is presumptuous to say the least.
It is signed
Not, you know "Raven X and the People Who Want Bigger Battles"
It's actually not contradictory. The possible release windows were not dictated by Stardocks internal finances but rather by the way that retail distribution works in the industry. When releasing a game that's going to be on shelves in major retail chains you have to essentially schedule months ahead of time when you will release to ensure proper shelf space and distribution channels. And unless you're Blizzard or a major publisher with enough muscle you're given a limited set of options. If you commit to a date and then later back out it sours your relationship with the distributors, retailers, and media making future releases that much harder and there are sometimes financial penalties associated with such a breach. In this case Stardock had two options for fitting into the distribution schedule and that was August or February, they chose August months ago and probably honestly thought they'd be ready.
So the decision to commit to a date was not forced but once that date was committed to then a release on that date was forced (or at least significant additional negative consequences above and beyond development burn rate were attached). Even beyond that though he was saying that additional time would not have helped much and they would not have delayed even without the release window constraint because they were largely unaware of the issues in the game. Internally Stardock did not see an issue with the combat, magic, and other mechanics and believed that their QA process was making the engine sound. Obviously they were wrong, and it's hard to believe that they could be that wrong, but having personally witnessed group think and self delusion on that scale before it's not out of the realm of possibility.
Yeah, while I happen to agree with the desire for more epic battles as in that screen shot there is nothing "official" about this post, it's just another suggestion like the other 100s here and it's pretty presumptuous to say you're speaking for the whole community.
This post is moderately out of control. 8 pages of back and for bickering just seems a bit much. Why are we as a community even engaged in a silly debate. Epic scale or small scale, there are far bigger issues at hand for Elemental than the scale of tactical battles. You want epic fine, I WILL GIVE YOU EPIC! The following is a mini mod for epic scale. Here are 20 peasants about to destroy some spiders. Feel free to change the number in MaxArmySize to anything your hearts desire.<?xml version="1.0" encoding="ISO-8859-1"?><ElementalDefinitions> <ElementalDefs> <MaxArmySize>50</MaxArmySize> </ElementalDefs></ElementalDefinitions>
Put this code into some XML doc in your mods directory, you can then use up to 50 units in a tactical battle.
I think the scale of the game as-is is fine. It's designed to be a "company" level game not "divisional" or "army" level if that's was you posters mean by "epic". This is not important, the stuff that really needs fixing is:
1) quality of AI (by far) on both strategic & tactical sides.
2) stuff related to tactical combat: improved weapons differentiation & variety, improve unit movement so that most every unit is not just moving 2-squares a round, improved terrain effects (there's none to speak of in this game .. why are archers able to shoot through woods without impediment?). Tactical AI is just not effective at this time, unfortunately.
I'd rather see more "quality" and less "quantity" by far. In fact, I'd go so far to say that the current "quantity" level (or stack size per battle) is perfectly fine and doesn't need changing at all. Like I mentioned above, this is a company level game, not army. It's the "quality" that needs to be fixed.
Read my post with the quote from Brad. There is no 'probably' about it. They DID think they were ready and they DID pick the time window. I don't believe the 'months in advance' garbage, this isn't 1920. Barring that however, it IS contradictory. You can't have severe time constraints when lack of time was not a problem. That doesn't make any sense no matter how you rationalize it.
Right, so therefore there was no time constraint other than the one that was self imposed. Exactly as I said.
It was self-imposed, yes. They decided to make their own deadline be in August instead of February (those were there two options). They decided to make it August around... Beta 3? I think. It was sometime in early-mid Summer. Brad is the investor, and he calls the shots.
The "problem" is that they can't just back out of a deadline, even one that is self-imposed. I mean, let's say you're a small time contractor. You're working to build a house for someone, and this someone is pretty laid back. Doesn't care too much how fast the house gets built. However, there is a bunch of people to juggle. You gotta have the electrician and the plumber and the guy doing the concrete... not to mention you need inspections for each of those components. You're the framer. The guy who is building the house comes to you and says "hey, how long do you think that it'll take you to finish the house? I'll need to book appointments for the inspections and for the electritian around the time you finish and I can't just get an appointment for an inspection a week in advance so I need to know now."
You think about it and say "okay. 13 weeks". Self-imposed. Your boss isn't picky. 13 is the same as 15 which is the same as 17. He knods and asks "you're sure about that?". "Yep." "Alright, I'll schedule for the inspection to be 14 weeks from now".
Self-imposed deadline? Yes. But a deadline all the same. You can't wait until the 13th week and tell your boss you need an extra 5 more weeks to finish. I mean you can and in the case of a house, you sorta have to (you wouldn't pass inspection anyway). But you really wouldn't want to and the consequences would be bad.
This is simply not true. Elemental is a game where you build a kingdom or empire. You are its ruler, not some low level noble or commander. You are defending your entire country, or invading others. This means dealing with armies, not individual companies. From the start, Brad has said in interviews that he envisioned battles with thousands of units on screen at once. One of the main reasons given for making the armies smaller was that they wanted induviual heroes to stay significant. IMO they chose the easy way out by doing this, and even this solution needs some major fixes, but still. The scope of the game hasn't changed, just the dev's definition of what an army is.
All of that is moot though... you are acting as though they picked the deadline and then wen't "Oh S&!*! That's like in another week dude, and we are totally not ready!". That wasn't the case at all. Brad even admitted that if they had waited until February, the launch would have gone similarly (I'm not saying a I agree with that, but there it is) because LACK OF TIME WAS NOT A PROBLEM.
I don't get the rationalizing here. There was no 'rush to meet a deadline'. They (SD decision makers) felt the project was done. And for the record... a self imposed deadline CAN be broken. Stardock would not be the first to push a release date back after making it public. There are consequences to this, to be sure, but there are consequences in not doing it, as we've seen. But even having said that, there is no evidence to suggest that was considered necessary at all.
The argument was weather or not they were 'under severe time constraints'. All the evidence points to the contrary unless you count a self imposed deadline which they felt they had met. There isn't much else to say.
</thread>
This, agreed a hundred fold. I am part of the community and I think this idea blows.
Just posting my dissent, in case Stardock treat this like a democracy, when really it should be a dictatorship.
So, if you are taking queues from the community consider this "an official request" from the "community" of me to take this idea and bury it so far away it never sees the light of day. You have other, vastly more important things to worry about right now. Adding a feature that would just raise the level of tedium in the game does not seem like a good use of your time.
Where and when did he say that?
Because he was the one who repeated again and again that:
- there would be battles with thousands of soldiers
- it would be like the opening scene of LOTR with your channeler as Sauron sending entire groups of people flying into the air
- 1000 peasants wouldn't be able to kill a dragon
- there shouldn't be a problem with low-end computers, game would automatically adapt to display more or less soldiers
That's how the game was sold to us one year ago; if we had high expectations then and want now those promises fulfilled, it's after reading these declarations many times.
He said it just a few minutes ago, here.
This makes me a little sick to see that. The first thought that comes to mind is. "Then what were you thinking advertising this picture on the box?". The "we're not going for epic tactical battles" reference must have happened after the box art went to the printers then, which was, what, 2 months ago? Wow...just wow.
I don't think any supporters of so called, "epic battles" were aiming for Total War RTS battles. I guess you can't force people to actually read a suggestion before throwing it out.
Anyway, this thread is pointless now, cuz it aint going to happen apparently.
I see a meltdown coming *gets out popcorn*
Here ya go:
For myself, I can deal with the smaller battles if that's the direction, they're still really fun. There's too much to enjoy in the game to let that one aspect get me down. I guess, it just wasn't quite what I was expecting.
Well actually several people in this thread referred explicitly to wanting Total War style battles. So at least you can be reassured that they're reading this thread and considering the ideas in it. Personally, I agree with him that fun, exciting MoM style tactical battles are the way to go.
I read the suggestion, then threw it out. You are right, its a moot point now ( thank god! ) but its still an interesting conversation.
The idea doesn't work fundamentally because this is a turn based strategic game. If you make me command that many units, you have replaced fun and strategy with tedium. If your counter-argument is that multiple soldiers could be represented as a single unit, frankly all you have done is take the fundamental game as it is and add a layer of visual fluff on top. With the troubles the engine is having at the moment, adding a layer of eye candy that serves no particular point just seems like a patently stupid thing to do.
Finally, doggedly holding Stardock to things they mentioned during development is folly. You have one of two results. One, they stick to what they advertise or mention during development, even if it is a stupid idea and hurts the game over all. This, is a bad outcome. Two, they shut up and don't leak any information or become less open with the community for fear of not delivering later. This, comes down to opinion, but I believe this is a bad result too.
Ah, okay, I see. Yeah, nevermind then. That explains it all, I'm out of line here. How dare I hold them to what they said during development and what they put on the back of the box. I should just know that what I see on a box isn't really going to be correct.
The logic is a little silly here though: It's folly to trust what features they mention before release, but it's not folly to trust what features are mentioned after release?
Edit: Actually, you know what. I'll take your advice. I'm not going to believe what Frogboy just said about his influence being MOM. I'm sure that will change again in a month or two. So, by all intents and purposes, Total War battles will still be in.
That's very odd, because I Specifically Recall him saying, many, Many times, that he was going for a mix of MoM meets Total war, only with TBS battles. He said that more times than I can count and if he's saying only MoM was his influence now then he's going back on what he said to adapt to the product he has now. I don't buy that one bit and IF that is the case I wouldn't ever buy a Stardock product ever again because I'd think he was a liar and I'm pretty sure he's Not a liar. For two years I heard him talk about Epic scale with hundreds of units on screen. There's so many of us who have seen him say that it's not even funny. It would be a huge disaster for him to go back on all that now just because the first version of the game didn't match his original version.
As for the rest of the pointless bickering and semantics I'm seeing some of you do, please take it to another thread please so you can get that one closed and not one that's actually helpful to a whole load of people who want their voices heard on the issue. Some of you seem to be arguing just for the sake of arguing like you're trying to get the thread closed on purpose. This thread has gotten 8 pages in under two days, with many, Many replies of people signing it and asking for larger more epic scaled battles. I'd say it's come in real handy for a lot of people who want to be heard. If you don't care about having kick ass massive battle like the ones shown on the box, then feel free to go start your own thread and say "Hey, we don't want massive battles", and I'll feel free to not go spam it up with my arguing.
I never saw those statements. Granted, I didn't get involved in the process until Beta 3 when I decided to pre-order, but from that point on I don't remember seeing where we would/should be able to get like 20000 soldiers on the field.
1000 peasants can't kill a dragon? Hmm...well with the current system, that dragon must have defense in the 1000s and HP in the 10s of thousands!
That said, I imagine it CAN be done - just by a mod team. Just off hand it would seem like if you multiplied just about everything by, say, 100, it would get close to that. Not sure how the game would balance, though.
Of course, it would just be a matter of economy of scale. Instead of making 1 Gildar a turn, you make 100. Instead of recruiting one solider, you get 100. Instead of that taking 0.2 upkeep, it takes 20. Gold mines give 500 per turn, not 5.
I wonder...
He never said 20,000, no, that's a little much. He did say Hundreds though and also used that as an example when we were talking about Dragons at first. He was talking about designing a system where tons of guys could take on a dragon, but because those guys were weak (peasants) it would take a LOT of them to eventually kill the dragon. I'm sure when he said that he means more than 12...lol.
That was back, hmm, perhaps even prior to beta 2. This has been a really long process. I remember waiting eagerly for the beta to even start and being as excited as a school girl just getting beta 1 and seeing a Sov statue on a cloth map..lol. Even that was cool
You do realize a great many posts in this thread are:
So, frankly some of us would like your thread closed, purely for the arrogance of the title. That said, if the thread isn't going to be closed, I suppose we want our voices heard that your suggestions are in the minority. Not to mention, on the internet, finding people of like mind is by no means an accomplishment. Just because ten people yell something stupid, it doesn't stop being stupid. Crank that up to a hundred, or even a thousand, frankly, stupid remains a constant.
Hey guys, it sounds like Brad is still going to do battles like the one on the back of the box. He just posted this today:
"In the near term, multiplayer is on the box so this has to be delivered and we apologize for the delay."
I guess he means, that if it's on the box, he's going to deliver it! Yea! (Sorry Serapth, and the rest)
There's always a chance! And it's pretty clear there's at least support for the concept. Might lead to an "epicness" option: 1) small scale (max unit = 12) 2) medium scale (max = 50) 3) large scale (max = 200), 4) Epic scale (max = 1000)
Or maybe a slider like the tac. battle threshold slider that sets the max possible.
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