Re feedback:1. Doomsday clock speed. I was thinking of hooking the Magic slider at the game setup to this. You would get less magic from the shards but the SK would get a less doomsday for breaking one. This would allow the player to have a great deal more say over the pacing of doomsday.2. Empire building. This is a really good discussion because really, that is the crux of the argument for the game: Is the game about your EMPIRE or about the Party of heroes you're putting together? I.e. where should the focus be.I don't think there's a "right" answer here other than to say that one direction will satisfy more people than others. I also think that there is a lot of wiggle room where more can be added to one without diluting the focus of the other.For instance, I have been adding more types of administrators to the game as time has gone on. These administrators could be further enhanced to allow for more differentiation in the city.Similarly, I'd like to see more magical spells that affect cities put into the game. I don't think I'd want to get into the farmer/worker/elvis scenario but instead would prefer to see the player be able to spend magic to enhance their city based on what tiles they have. Nevertheless, I do feel like there is room for expansion on the cities themselves but I suspect that would have to wait until post release where we can see the game is going to go.3. Expansions. We have 3 expansions for this game planned over the next 3 years or so. What goes into them will be up to you guys. I can tell you that Sorcerer King is the beginning of a series and not the end of one.4. Early game setup. One of the things I'd be interested in hearing from you guys on are "advanced setup" options for hard core players. Since I write the code that woul dhandle this, I would be delighted to put in interesting things here. So based on your hours in the game, what sorts of things would you want (besides Doomsday adjustments which I plan to handle through the magic slider).5. Re Crafting vs. Finding. There seems to be a slight preference that works like this:I should be able to craft up to great things. But AMAZING things should only be findable and rare. Would this represent your view?-brad
Honestly, loot systems are hard, look at Diablo 3, it's in a pretty damn fun place now but it took them an expansion and many, many patches to get to that place.
Personally, I think "legendary" power level items are most interesting when they incentivize completely changing the way you play.
For example:
"I got the Sword of Minion Sacrifice and now I can sacrifice units in battle to deal massive damage to enemies, my strategy is no longer 'send out my doom stack of heroes' and instead it's 'send out my lone hero with 10 cheap mooks and sacrifice them all over the course of the battle to kill things, then reinforce with more cheap mooks'". I don't know that SK's mechanics are flexible enough to make a large number of 'interesting' items like this viable however, and coming up with a big set of good ones and balancing them is also far from easy.
In a perfect world, I think all the power levels of items would be craftable (I think the current crafting system is a lot of fun) except these game-changing Legendary Artifact items that change how you play the game, which would be some sort of rare drop from a big quest or something. You'd only be able to get 1 or maybe 2 such items in each game and either have to adapt your strategy entirely to make awesome use of them, or ignore them completely if they don't fit your playstyle for that game.
I want to be able to craft legendary armor and weapons. The items could then be enchanted with spells found in deadly quests e.g. spell enchantments left by Curgen (I think he was the person who made the Forge, he should also know how to craft items).
Suggestions for enchantment: Better bonuses instead of silly +2 or +1 given by current enchantments and items. For example from Book of Curgen Enhancements:
- the Spell of Flurry could provide you with +x initiative, where x = LvL;
- Spell of Time Freeze, slowing all nearby enemies wielding this item;
- Spell of Berserk, providing maul and -5 HP/turn, +3 HP/kill
- Spell of undying loyalty, providing actions after kill
- Spell of Morganas breath, providing a mists of deadly poison 3 poison damage/turn in an area
etc.
Lore alert!
It seems like enchanting with mana is better than enchanting with gems/etc. I find myself mostly enchanting with mana. Am I unique in this? or should objects be enhanced a bit for enchantment possibilities (So there is more of a decision of whether to use to enchant, or save for crafting).
Even with the enchantments?What sorts of things would you like to craft?
With enchanting i am finding it V good. Would love your suggestion of dire shops. Natural shops would be cool also .. more expensive than dire shop but no doomsday points.
Other ideas
Major mana potions .. you should have this in already
Compound crafting like the original enchanted leather boots ..
* start with one crafted item, add some stuff, get something else really cool.
* combine items ... 2 +3 defense rings +something = one +5 defense ring
* increase enchant slots or power.. base item + mana + rare resource adds +1 enchantment or double resource effect
Amulets/rings that while equipped give you favor with a particular minor race.
Items to improve city administrators i.e. ring of enhanced production, lore, food, logistics, rapid training... only wearable by administrator?
I just feel if I'm going to craft something, it should be a significant improvement over the base. I'm not saying that I should be able to craft a bunch of epic items, but if I make the effort to craft, I should be able to turn a +1 ring of health into something more than a +2 ring of health.
Also, there's just too much crafting items that go unused. even if I craft everything I can, I'm still left over with tons of crafting ingredients. Mabe reduce the number of crafting ingredients found, and make each more significanr.
I still feel like the crafting system needs a lot of work.
For instance, gems should come in tiers (or quality) for Crafting: Chipped, Cloudy, [baseline] (no modifier eg: Topaz/Emerald), Radiant, Flawless.
Each item requires a minimum quality, but if you use a higher quality when crafting you can get a substantial bonus to the base item.
I also still think Enchanting should be spell based, and you need to research the spells to enchant items beyond their base crafting recipes. Meaning there should be an Enchanting spellbook.
1. Seems reasonable to tie the two. If it were different slides, it will be just addition to difficulty, but tied togather give players choice of playstyle.
2. Empire building is a must. Without it it is no more 4X, even assymetrical one. For me it feels almost ok now, but a little bit of additional city spaces (or ability to create them via spells, quest, etc) would be nice.
3. Expansions are great, but it is too early to speak about them in any level of detail.
4. -Magic concentration. Less crystals, but each is stronger. And the other way around.
- World difficulty. More strong monsters, but these monsters have more goodies. And the other way around.
- Minor race activity. They will send more troops and overall help to their allys. And, you know.
5. Reciept or ingredients for AMAZING item can be rare to find, making it on par with just finding the item. I see no need of restrictions here.
Strongly agree. I understand the comments and premise of the doom stack concept. I like to play both styles, at times just racing a doom stack, other times taking my time going for world domination/ empire building. Both are really fun and the player can decide how to play. I feel the game could be improved with better empire building in mind.
City focused crafted/enhanced items
More city spells
City specialization- Unique buildings, only one allowed in empire
Better defensive abilities not requiring logistics.
AI more aggressive against cities
Mercenary barracks- hire powerful units that do not cost logistics but may be a drain on mana,food,lore,or production
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