Bugs or issues:
Game balance:
Cities:
Tech Tree and Arcane Research
Magic:
Character Creation:
Other:
Final note:
I just would like to say I have only played one of your games before this one and it was Sins. I did not like the game, but everyone plays games for different reasons and there is no way to please everyone.
Prior to this game I knew nothing of Stardock or their reputation not just in the industry, but with the gaming community all together. The only reason I purchased this game before launch was because of the hype of it being a successor to MoM. I was a huge MoM fan and I have never found anything since to replace it, which made me put a lot of hope into this game maybe too much. From the launch of the game up to v1.08 I only played it a handful of times because I felt it was a horrible game all around with not much of a purpose or sense of being.
I have stuck around and have kept up to date by reading the forums because of your gaming community bragging about the unheard of support that you guys give to your games. I did not believe these people because no company in this market would have done this much work up to date that you have done. I have to admit I have been shocked how much attention you have given this game and I am very pleased because I did feel like I was ripped off when this game first came out. I have never seen so much interaction by a company on the forums as you guys have given from the head guy down which that alone is amazing. I am also amazed how much you listen to the community and this is the only reason why I made this post because you have made me believe that you care about my opinion. This has also shocked me and given me faith at the same time. Now I have hope that one day this game might be great. At that point in time I will not hold anything against you for releasing this game in the state it came out in because at that point I will feel like it was money well spent.
Thank you for all of your time and effort for the work you have already done and continue to do. I hope some of this information listed above helps out with the current state and future of this game and I am sorry this post is so long.
Thanks,
Nice post. Aside from the building queue being too slow and level cap on cites, I agree with everything here. I like my pacing on the slower side, so the first is just personal preference. As for the number of cities, I think that this could probably handled with other mechanics.
But, like I said, I agree with about everything you've said here.
I agree I like the game to last for a while, but I just find myself constantly clicking the end turn button mid to late game just to get my cities finished being built. I guess if there was more to do than just waiting maybe I would think the building que was not so slow.
MORE USES FOR POPULATION!
I don't believe the starting city needs to be the most important city but I do think you should be able to change capitals, and there should be special improvements for capitals.
Also, there needs to be a bonus for population once you reach city level 5. Otherwise what's the point of all those extra prestige buildings? Population needs to modify tax percentage, troop build time and resource throughput more significantly.
Troops should cost more than one population. Maybe the population cost for a troop should be something like cost/5 or /10. Something to represent that a fighting unit requires support staff to function. You know, like a knight might have retainers or something like that. So your dirt cheap peasant might cost 1 pop, whereas a knight with a warhorse, longsword and armor might require 100 pop.
This population would not be "used" as in buildings, but directly removed from the city pool. If you lose that unit,you lost your pop investment.
Finally, Sovs/Champions/NPCs should acquire experience over time when garrisoned in a city. The experience should be proportional to their charisma trait and competitive with running around battling/killing monsters. A character that devotes ALL his stat points to charisma and staying in a city should be the same level as some other character that runs around fighting stuff. Make it so maintaining a high level of charisma would be critical to leveling up at a reasonable rate.
I would disagree with the charisma experience gain. Yes charisma must give something more than just prestige and lower champions buy price, but giving xp for doing nothing is a no no.
Why is quite simple. First of all it will unbalance how a strategic game is played. A hero sitting at a city with high charisma lets say he provides more income etc, but growing stronger by it is not reliable.
Maybe have a hero training building could provide such a compensation, but imagine having a multiplayer game with someone. You just sit in your city playing your "sim-like
" build the best city game, while your opponent rsik his hero at every possible turn to gain xp. Do you think is fair for him when he gets to fight you as hero to hero for you to be at same lvl and stregth as his hero? I say no, whoever fights get stronger, whoever sits must gain something else, but not power to my view
I really like the idea of special improvements for your capital city, but I still believe your first city is the most important one otherwise why did you start with it and not some other one. I know we are basically spawned next to the spot we are going to start our first city, but for RP reasons it should be your capital because that is where you decided to start your kingdom.
Character and faction creation were and still are a pretty big area of disappointment. I've never, ever taken starting gear. Now I can see why. The traits, flaws and talents of both factions and sovereigns are fairly uninteresting when they're even working at all. I hope this is one place they just haven't gotten around to dealing with. But it's quite silly when your custom faction has like 6 positive traits and no flaws.
@OP - Glad you stuck around. I think you'll find agreement from most of us that Elemental was pretty rough, but I honestly think it will get there, and I don't think Stardock will give up on it. They have a reputation of patching their games for a long time (seriously, even years after the game is released).
It will get better, plus if you ordered soon enough (sounds like you did), you'll get the expansions for free.
thanks for the feedback!
Not worried about free expansions which I know I will get. I have no issue with paying people for their hard work if it is good work. Like I said in my first post once they finish working on this game and it does turn out to be everything they promised, from interviews and expos, I will have no hard feelings and never regret my purchase.
I was going back reading old posts that I have made and this is a great idea by TarlSS. As of right now I usually tear down all prestige buildings once I hit level 5 because I need the tiles for actually things that will still count for something. As it is now once your at level 5 there is no need for the prestige buildings at all.
I think the framework for population being so important is already there, between population as a resource and population as a tax base.
For the tax base, so long as I place importance on heroes or raised units from the negotiation tree in the game I'm playing, the tax base is already important for giving those heroes the best equipment (in many games, I just rely on units, and at some point gold is no longer a limiting factor).
For population as a resource, I tend not to run into this wall. The only time I've hit this wall at all was in a game where I played the golem faction in Heavenfalls expanded faction mod, which kills 5 population per soldier in addition to using 1. I do like the idea that well equipped troops require additional population. Something like if the unit uses a metal cuirasse it requires a squire to help them don it. I don't think that 5-10 should be required to support one soldier though (excepting a faction like that golem faction for which that was a good limiting factor for an otherwise powerful faction). Instead I think some of the common buildings should use more people. Studies perhaps? That could mildly impact the study spamming problem.
If population as a resource were a little more limiting, I think that between the two benefits of population it works as a tradeoff between destroying and keeping the prestige buildings.
I understand what you are saying, but like TarlSS said currently prestige buildings are usless and you have no need of them in your city once they reach level 5. This is a flaw to have buildings that serve no purpose at all once your city's level is maxed out.
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