Come by and tell me what you think!
http://www.explorminate.com/#!Worlds-of-Magic-Initial-Impressions/c15kj/A4C087E6-5C30-455E-923E-7B605F848332
Very basic and short. I expected AT LEAST two A4 pages of details about spells, combatmechanics, proven strategies and more
You're gonna do videoseries about WoM ?
Was funny when you said: "It's better than the information I received a month ago (i.e. nothing), but I have no idea how tough werewolves are." <--- Said 9th Sep 2014 by XWerewolfX
I'll get in to more detail soon. It was just an initial impressions write up.
I'm going to start adding videos to the website, so I might. Although, WoM isn't in any state to be trying a playthrough!
Das is putting up a Let's Play for it (2 episodes so far). The game looks very promising and faithful to MoM, but also still too early to tell how it's going to pan out.
https://www.youtube.com/playlist?list=PLGB6RkFB7ZmPJPQwiiYmAM1kxR3gR6ioL
I picked this up yesterday on steam, and....This is IT, the game I have been waiting for all of these years, it's really fantastic.
Early beta, crash's, all the usual, but what a game, and what a game it promises to be. I get that immersed in it I forget what day it is.
I am so happy I feel like going out flower picking.
I like hearing this. What makes it so immersive to you?
I bought the Early Access too. It may succeed at becoming everything I wanted Elemental to be (and tried to steer towards, from my humble position - sometimes with somewhat harsh remarks, I will admit).
Yes, it has the potential to be, in all but name, Master of Magic 2. It's still early of course and many, many things can go wrong yet.
Races are diverse and have impactful characteristics. Draconians fly! Need I say more? Well, more generally the game isn't afraid to have "true" fantasy effects: Flying, Levitation, Invisibility, you name it. A lot of things are just MoM analogous, but when they aren't, it's because they are "more and bigger"! The spell system fits this category, from what I've seen so far.
Spells finally are under the spotlight, yes, LOTS of spells are in and lots more are planned. Magic is based on a cool, interconnected circle system. Really, really cool. There are combined requirements for several spells (you have to have access to different schools to cast them), but the highest tier ones are always school specific so you have to master the one required school to cast them. Instead of two planes (MoM had Myrran, remember?) there are several, which will enable wildly different game dynamics (they are Prime, Paradise, Shadow and the four Elemental planes).
All in all, it feels a lot like MoM. Also, CRAFTING.
(/post)
Well, it really looks like it can be the Real Deal, imho. Keeping my fingers crossed! The thing I'm most worried about ATM is performance. Here, they could honestly take a page from Elemental and the whole multi-thread "pioneer" logic (I've even said so in their forums).
P.S.:
I hope I don't sound too negative towards Elemental, which in its LH iteration I've come to appreciate (both in its own right, and for the effort it required on Stardock's part). It just that it started from something that was so far away from MoM, that it never could hope to provide a similar experience.
I don't usually analyze what glue's me to a game. I do know it takes a crash to but a end to my WOM game.
The graphics and interface are big bright and beautiful, simple but adequate, with all of the in depth stuff workings under the hood.
Town management is simple with choice of buildings and units, I do like the way you can manage output through the allocation between your sage, farmers and workers.
The strategic map is very nice, littered with all sorts of building, ruins, cave etc: That when you hover over only give you a rough idea of what you are about to face.
The battle maps are WIP, but are large leaving a lot of room for great tactical battles.
Magic: Lots, and lots of spells, with a very interesting management of your magic. Manna, research and spellcraft all need power. Spells need to charge which prevent spamming I would imagine.
The game feels warm, and I feel very comfortable playing it. I have to check the wiki from time to time to get a better understanding of the rules and inner workings, but nothing to strenuous.
It is early beta, and a the forums is full of moans (Steam), but I just know that it's going to end up a true 'just one more turn' game. (it already is for me).
I am not very good at this so maybe someone else who is playing it could give you a better description.
I haven't played it, but I've watched both Das' and Tokshen's Let's Play for it. It's definitely early still, but reading the wiki for it, I'll say it does the following right:
I'm still waiting for someone to do these things properly, and Worlds of Magic may be it. Please be it...
I think the direction is fantastic, but I am doubtful they can pull it all off with a small team. Actually executing on everything planned is going to be a challenge. I hope they prove me wrong, I'll definitely buy it if they do.
Looks very,very promising. This is the number one game I'm keeping my eye on...
These guys tell it better. ^^^
I have been watching Das as well. last night he went over his time because he got that engrossed.
I will add that you always feels you have a long way to go, and don't see everything the game has to offer in the first hour. I give a little cheer every time I build or research something new, it feels important.
As it's been mentioned here, you really do feel that you are indeed mighty and all powerful. It is you, the Grand mage whom wins the battles and not your stack. You can loose a certain victory or win a certain defeat, it all depends on your skill with magic, and your mana reserve of course, you have to budget wisely.
Yes Wasteland do seem to be a small team, a team known for it's war games of all things. They look to be totally dedicated, turning out patch's nearly every day. I guess the game has a long way to go, but it's going to be a enjoyable journey.
Endless legend has gone gold, so I am going to have to take a break and give that a spin today.
I can understand the concern, but I'll tell you this: please consider backing these guy by buying the Early Access. They could use the influx. I was wary myself, but then I realized that this is our one chance to get a true MoM successor, one that's faithful to in it in both spirit AND mechanics.
And I actually mean: our ONE chance in our lifespan. If this seems like hyperbole to you, consider that exactly 20 years have already passed since MoM. If this fails maybe someone else will try again sometime, but at the very least it won't be something as close to MoM as Worlds of Magic tries to be. And so far, they've been staying the course.
I can understand the concern, but I'll tell you this: please consider backing these guy by buying the Early Access. They could use the influx. I was wary myself, but then I realized that this is our ONE chance to get a true MoM successor, one that's faithful to in it in both spirit AND mechanics.And I actually mean: our ONE chance in our lifespan. And if this seems like hyperbole to you, consider that 20 years have already passed since MoM.
This was along the same lines that I was thinking, and I did give it a lot of thought before I handed over my £30.
I needn't have worried. I am now very happy that I bought it.
I am little bit surprised by all this enthusiasm.
I have played 10h so far, and I am not that impressed.
First of all, the early games drags so much .... Armies move so slow that it hurts. It takes also lots of turns before you have an army that can survive on its own and actually attack some ruins (unless you play as summoner). Big tactical maps are all good, but in the beginning all the battles take forever to fight - it gives also huge advantage to range units. Auto-resolve is similar to one of FE, it does not really simulate the actual battle but somehow just compare overall strength of army. Very quickly you discover that some impossible battles can be win by auto-resolve with no casualties ... Especially against range or magic casting units.
Thus, the epic battles are better to auto-resolve, and the boring ones better to play manually ....
Spells are many, but ... If you want to play pure damage - dealer it probably takes hundred of turns again before it is possible. Early spells are very, very expensive and do little damage. And you need your mana for research and spell power. That means again less things to do in the early game.
I think all this issues can be tuned and balanced, but so far, also bc of many game-breaking bugs, I am not overly excited.
It still seems to be pretty early, so pacing and balance will come once all the game systems are in place. The developer has also stated that they haven't touched tactical combat in a while, but it's next on their topics to re-visit and overhaul, and they're open to fleshing it out with additional complexity that MoM itself didn't have (like terrain effects, adjacency bonuses, etc).
So yeah, in its current state it's not something I want to play right now, but if I extrapolate its development trajectory, it could be what I've been waiting 20 years for. Maybe I'll toss them a pre-order tonight...
Yea, I am pro-4x games so I pre-order anything that looks promising ...
Even if the games turns out blatant, but it sells on early access, it encourages other companies to try.
Everyone to their own. It would be a very rare game if everyone was excited by it, and many different opinions are healthy.
I am just browsing while waiting for Wastelands to release the patch that will fix another save-game bug. It seems to be a little difficult for them to nail this one down. I would say 'I wish they would hurry up, I wanna play' but I am exercising my patience.
There is a patch that just went through - 5.5 mb.
Darn, I got all excited then. It must have been a old update dito, There is no new patch.
@ditoLoco:
I hear you, but those issues are addressed via a simple tuning of parameters. For example, the devs acknowledged that spells need to do more damage. As it has been said, the real balancing will come after the full features are in.
Even Elemental had lots of balancing issues, and they all have been addressed (more or less) now. The issues that remain (for me) have more to do with the underlying design philosophy. Whereas the design philosophy of Worlds of Magic seems already perfectly sound (to me, and for my tastes): that's why I'm optimistic about the end result and I'm willing to support the game as much as possible.
I've been watching the Let's Play videos, and am still not sold. The combat looks quite bland at this point. I like the looks of it (everything else I've seen), and may give it a try, but hope the combat turns into something more. For those that have it, let me know if I'm wrong, or what I might be missing.
I think the battle grounds are to receive much more love in the future, but what you might be missing is that it's all about magic. Stacks take a back seat.
This game pales in comparison to Endless Legend. I have only played for about 2 hours and that was FORCED. Whereas I already have 60+ in EL.
Ha, funny Wolfy. I feel the exact opposite. I wouldn't even call EL a game, it's more a art exhibition. I lost my money on that one.
Yeah, not to turn this into an A vs B thread, but I just can't get myself to play more than an hour of EL at a time. I find it just crushingly boring, and it barely even qualifies as fantasy to me. No magic, and a handful of units per faction? To me, that misses the whole opportunity that fantasy offers - the world should be a whole menagerie of units, magic and otherworldly things.
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