Randomness...
When I first heard there was coming a "sequel" to the best fantasy 4X game ever (Master of Magic) I was in extacy, and uponstarting to play it really felt like this game - contrary to so many other MoM wannabees - could really be the stuff I've searching for somany years: A ‘modern’ sandbox fantasy 4X game with great replayability.
However, as the game progressed, I slowly realised that though the foundation was solid and somewhat similar to my best wishes, the game was sorely lacking in the departments of fantasy, imagination and above all variation. It was simply a bit dull. Not terribly bad, mind you, butI got the feeling that it could be so much more, that it’s potential was so much bigger.
It had city placement on a map - but it didnt matter much where you placed it. Where are the terrain bonuses, the incentive to build yourcity close to rivers and forests and agrable land, the search for the 'perfect' spot to found your city. There are resources to be found,granted, but they are few and far between. It doesn’t have to be extremely detailed with a resource for every kind of land, just somesimple bonuses or drawbacks.
It had pickable buildings and progression - but only a few buildings and no incentive to otherwise than just build a lot of the same one. Iwant more kinds of buildings and I dont want to build x number of the same – upgrades can handle that just fine. Where is the moat filledwith demonic energies or fire (or even water), where are the mage towers (other than a unique building that gives only a couple ofextra, relatively useless arcane research points. Unique is nice, but give it some power!), where are the churches, the kennels and thecastles.
It had designable troops - but all troops was about the same and had no variation; nothing really changed except attack strength and defense. I want different abilities and bonuses, like troops with shields being able to fortify themselves or spearmen having a first strikeoption (instead of every troop having first strike as of now, which unbalances things greatly). I want crossbow men, spear-throwers,forces with special movement rules, rangers, warlocks and sorcerers, berserkers, halberdiers, priests, paladins, war-machines, flyingmounts for heroes, flying troops, war galleys, sea monsters, spider riders, war dogs, lizard riders and battle-wagons: they dont have to be avaible for every race or player ability, but they should be there.
It had Heroes - but though certainly able to be powerful (actually able to kill any number of ordinary troops without risk of being hurt,unfortunately) they were all basically the same except for a very minor starting stat. It was not “Baltazar the Baleful” with theability to cast curses with twice the power and a black demonic horse with added movement, carrying the Scepter of Doom, the Cloak-Tabardof Ages and the Vampire Crown of Thelzus. It was not “Knight Aspur, the Thunder of Moara” either, or his two-handed sword Wraithbaneand his ability to charge and soak extra damage. Most of the time it was XXX, with +1 tech point and carrying a broadsword, shield andheavy plate (despite what class the hero would aspire to, since heavier armor always is better and there’s only broadsword or atwohanded weapon to pick, really). All heros advances the same way too, there’s no point really in adding points to stats other thanstrength, constitution or (for spell casters) intelligence and they don’t gain anything else, not even related to their initial ability.
It had player abilities that could be different for each game – but only a handful and most of them without lasting value (indeed, someof them without initial value as well). Make those abilities count! Make them powerful in various ways – though not TOO powerful ofcourse – and some of them able to affect the game in situations other than a mere bonus to a resource, like for an example a pickthat would decrease spell research time, increase mana gained from only shards of a selected element, finding better artifacts ortraining troops easier.
It had a choice of races - but only two and they were just about the same: more like a good and evil version of humans. Where are thecreatures that make medieval into fantasy? The dwarves, gnomes, gnolls, trolls, goblins, orcs, halflings, elves and half-animals likecentaurs, minotaurs, lizardmen, catmen or draconites. Where are the race-specific abilities, classes and buildings, the advantages andthe drawbacks that adds diversity to a game? Why arent there 8 races,or 12, or even more.
It had a world-building section with variables – but too few, and too simple. Why not a lever for adjusting magic power, terrain bonuses,or birth rates? Increasing the number of special sites, and equipping them with lost lore (spells, even new aspects like an element, holymagic or nature magic. Why not tech, or a lair which turn the dungeon into a recruitment place after you have defeated it’s guardians).Why not a ‘library’ of artifacts and/or heroes, where players could put their own creations into the database? Heroes withabilities outside a mere %-bonus, artifacts that had spells incorporated or special attacks instead of just a higherattack/defense. A library where you set how many of the spells that you should be able to research for each game, or trade – alwayshaving the possibility to get all spells would not be as interesting.
It had a technology tree (which is an improvement to traditional fantasy actually and I cherish it) but though the system is lovely I cantreally see why magic has a place within it. Especially since there is an arcane research, which is currently only used to get the specificspells that the tech unlocks. I’d say, split the magic parts into an arcane tech tree instead, and use the opportunity to multiply itsince it needs it sorely. Make some graded switch to manipulate how much research that goes into “tech” magic and what goes intospells, if needed: maybe even additional mana. Also, adventuring tech, why base this on studies instead of the experience of theheroes? It’s heroes who usually discover the long-lost temple of Huge Amounts of Treasures anyway.
And finally, it had Magic… For being named “war of magic” there is very little magic in the game at all. Its ‘expensive’, rarely usedexcept for a couple of spells and over all it’s better to just skip it totally and just go researching war instead. There is a smallnumber of spells – many of which are very unbalanced in various ways – but very few worth casting, not to mention keeping. Add tothat, the magic is rare amongst troops (only heroes) and even amongst players for Mana is very hard to come by and easily spent. Spellswith upkeep are usually limited to a selected few worth keeping, and those being massed on the currently active hero. Some spells requireelemental shards, but they are very rare – which also adds to the severe lack of mana.
Double the number of spells; triple them or quadruple them. Make them different from each other, with various strengths and weaknesses, and stronger the more advanced and hard-researched they are. Balance them. A spell with level 1 (or 2) shouldn’t be able to splitcontinents into half and seal of opponents easily, nor should they be able to make a hero jump across the world so much that he doesn’tneed movement points. Make them harder to come by, more expensive or limit their powers somewhat. On the other hand, a spell with level 3och 4 shouldn’t be worthless either. Why only 5 levels, by the way? More levels means easier balancing. I want more spells for non-damagepurposes; not only combatspells that weakens or enhances the target(s) in some way but also way more summonings,artefact-construction, unit transformation (like to undead beings, or werewolves), blessings and curses and enchantments able to affectcities (noticeably), shaping of minor non-city buildings, terrain, environment and that spans the whole world, like for an example aspell that weakens a certain element or faction. Upkeep is not instant-loss if only mana was more plentiful.
Make hero wizards carry their own mana, with no access to the pool of the player; not only would it restrain their eventual overpowerment inbattle, it would also grant greater diversity amongst the heroes, especially with abilities and bonuses regarding mana. It would alsomake the tax of the puny manasources easier. Make some units able to cast one spell, or perhaps two, once per battle or something likethat; no overkill, just some added flavour. And increase the mana avaibility even more.
In short, make the game more variable, more complex, more fantasylike. It makes the game both greater and more replayable. I realise ofcourse that your resources aren't unlimited, but I suspect that some changes (the non-graphic ones) aren’t really that hard toaccomplish, and they really count.
That being said, I still think you have a solid foundation there to build a game-series that will rock the world. I like your map and the wayit works, the history of the world and the game-machine – especially the legacy and the relations meny. I hope that you willcontinue to improve.
With best regards,
~M
Aiming for the stars is what killed Elemental in the first place.
You have to build a solid game first. Look at Broodwar vs Starcraft, Frozen Throne vs W3, Any Civ4 mod you enjoyed vs the retail games. These games were great because they expanded upon great bases.
Elemental upon release was in contention for the worst pc game i've ever owned. That is saying something. I fully support Stardock and hope Fallen Enchantress is worth the investment I made in its development.
WOM basically went straight from alpha to release with either zero or precious little beta, despite beta being deemed to be 6 months or so.
Look up beta in wiki and it will tell you
Yet WOM was having fundamental changes like single or multiple buildings decided mere weeks before release.
WOM was a rush job. It should have never been scheduled for release when it was.
It has been stated several times that it was considered ready for release. Well I'm not sure that I buy that.
Sorry Frogboy but I have too much respect for your intelligence and common sense to think that you could be that wrong. We all saw it. It was as plain as day it wasn't ready, and you were told over and over in the forums.
To quote Judge Judy
It was rushed because they had a deadline to meet. Pure and simple.
(No point telling me I'm wrong. Stardock has already made it's case and can't change it now obviously)
Having said that, does it bother me? No.
I bought the game real early and I'm getting FE for free. I'm sure stardock will make this a top game in time with the team they now have.
I can wait.
Looking forward to the FE beta.
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