While the first impressions are still fresh, please go here:
https://www.elementalgame.com/journals
and vote on what you think of Beta 4.
Thanks!
If your reading frog,
A guy on page 4 wanted more conversation options when you meet folk. Read his post please. Its a wonderful idea.
In general it would be like the options for quest rewards, but would be a diplomacy action. Right off the bat meeting someone you could make a stance towards them. And you have no need to worry if they like or hate you instantly (or in 5 turns), you already know from your first meeting.
That would make a great RPG element-al.
I like this build a-lot. I've been played 2 rounds on ridiculous, and it is. It has meat and heft to it. I overlook all of the bugs because I guess Im just used to them. Even with them I'm still having a grand time. Balance and bug fixes and you got a game that... ...what am I talking about... ...I play it all the time already because I enjoy it.
And just one little gripe, sorry. Can you freeze animations after hitting the turn button? Don't not show them moving to a different tile, but just freeze every tail-waging, arm-swinging, looking like your nervous movements that everything does. Late game I can see how hard it is for the engine to go turn to turn with all the animations happening. Hope that made sense.
just my 2¢
Just wanted to say that after playing for about 8 hrs last night I really like where Derek is taking this game.
I voted good, but only because there are a few issues, no point repeating other posts, which keep if from getting excellent and very good wasn't an option.
It took one game to realize the greatness of this new version. I started in a not-so-great situation, though decided to play it through because it would allow me to really test the felxibility of the new system. I am the trogs...so very combat oriented.
So I started on a narrow stretch of land that connected, on each side, to larger land masses. There literally nothing, except decent food/production/essense. I mean..there was nothing else on the whole narrow stretch of land. I mean...nothing. So I made a decision, I will make my main city a fortress and go for an all or nothing strategy of taking out my nearest neighbor to use his starting resources for myself. Naturally, both neighbors ask for a non-aggression pact...lol. I actually accepted them both, which gave me a chance to build up a military.
I was totally able to go military first, particularly because of the ability to build some besic gold producing buildings right off the bat. I feel that this is a big difference in the game, as I was able to actually produce and maintain an army. Yes, it came at the cost of building up my towns for other reasons, but given that fact that I literally had no other options, except one nicely rescourced outpost to the north.
Speaking of that outpost, it was unbelievably useful to be able to upgrade it with both the defense and offense upgrades. It blocked the northern entrance to the thin stip of land my capitol was on, and I actually put my second hero with two units (one self made "tank" and one more offensive unit) on there to guard it. Unbelievably, it had two magic nodes, a metal and a crystal foundry. Yeah, can't lost that...
Once the pact with the neighbor to my west, Altar, expired, I immediately went and attacked his two outposts to the west between my city and his. Then I took my northern troops and took his northern city. This left his starting city as his remaining city, and I gathered all my troops and after a big battle in which I lost all but my hero, took his capital. It was in a wonderful location and he had already made it a "town."
The cool thin about this game is that the difference maker in this whole thing was onel ittle unit of named spearmen (forget their name) with the ability to fortify. I lost them in that last battle, but they were truly champions in my early conquest. I wonder what would have happened if I did not have that quest. It is these little random things make this game great.
Anyway, that is actually where I am in the game, so I don't know if I will get rolled by Gilden (they just declared war on me) and it is a race to my northern outpost).
Perhaps this type of situaiton had happened in Beta 3, but it would have felt much too difficult to actually rasie the required money for an initial army and I feel I would have been overrun or at least hemmed in to the point of doing nothing until I shrivel and die off. Having an option when starting with nothing was great! Go military, grab and upgrade and defend your only accessible outpost and then attack in a win or die scenario. What a great way to start a game!!
I have always been so excited about what this game is trying to achieve! There is so much that could be great here. Unfortunately, each new beta, while introducing some additional ideas that are amazing, still fails to fix the majority of big bugs that ruin the experience no matter how many great possibilities and potential is there. It remains unrealized possbilities and potential. Now to be fair, a few of the most frustrating bugs actually did get fixed this last time with Beta 4, such as the cloth map issues. Unfortunately too many other of the dealbreaking bugs and issues still remain unfixed. Many have already been mentioned by others in this thread and earlier threads, and hopefully someone out there on the development team is paying attention even if so many of the bugs pointed out go unacknowledged by the devs on here. But frankly the crashes are still there almost every game (and if the excuse is still because I am playing on an HP notebook then that is rubbish because its one of the most advanced HP notebook available and thousands of other potential customers also own HPs). Besides, many of the bugs I have noticed on other machines, including my buddy's alienware desktop. One of the worst is when the AI attacks your city and you fight a tactical map battle but your Sov and one or more of your champions don't appear in the battle at all and show up as killed when the results appear, even though you killed the oppenent units easily with no other losses to your own units. This is one of many bugs that has been there before and is still in Beta 4. VERY IRRITATING! The login fail screen issues are amateurish, even if this is still in beta, and the game crashes when you go in to the new options interface and make changes to increase performance, such as no shadows or particle animations. And still a max turn limit? Really? That's gonna be a permanent fix for many of the late game top heavy issues? And, like many other things already mentioned, I will repeat the issue that with Beta 4 (much of which is very cool) the game is now much more out of balance.
Ok, that being said, many of the new touches are very nice and getting closer to feeling almost polished, from the improved interface and ability to trade or equip newfound items to treating outposts more like starbases (probably my favorite and its about time lol). For those die hard fans who keep hanging on these last two years perhaps they will hang on and keep the dream alive (of what this game could be someday) for another two years or however long it takes to launch to market, but frankly there is still soooo much that needs done if you ever want to have decent sales and a customer base for this game beyond those few die hard fans who are hanging in there with more hope and faith than this game as yet deserves. I realize people are working hard, and with a smaller company and tough economic conditions that having a large enough development team that the scope of this game really needs isn't going to happen at Stardock, let alone any real kind of QA team (thats what we are for these days I guess, we purchase a title more for the rights to play test the unfinished product than just be able to enjoy a finished product from the start...). Sorry if this is more negative than not, but I've been haning in there now for two years and am tired of dissapointment after dissapointment. The cool, nice, fun little successes that your hard work is achieving thus far in this game are amazing and I do applaud your efforts to that end, but come on people, who here really thinks that they make up for the other MAJOR bugs and issues (some of which have been there all along) that ultimately still make this product a total failure and dealbreaker? Fix those before fine tuning the other stuff or its just all a waste of time and (unfortunately) not only will FE be a failure but, really, how can Stardock continue after another market fiasco? I still hold out some hope as well, becasue if this game ever does make it to anywhere close to what its intended to be, I would play it addictively for years... but it still feels that Stardock has bit off more than it can chew and its getting harder to keep hope alive. I am not going to vote because frankly it is not ready yet enough to vote.
Developers....please, please, please prove me wrong!
I should add that I have played, or attempted to play, three games all the way through with the new beta (about 18 hours). If I had only played a partial game, no doubt my initial impressions would be much more positive to report here as many other players have been, because there is lots of great things you have done to report. But I am reporting on the entire whole game experience, which remains a dissapointment and fails to feel like an unbroken game. When looking at the big picture, the negative still far outweighs the positive, sorry to say.
My impressions. Some nice gameplay changes and numerous artistic improvements. I however only rated it fair because I see a lot of bugs persisting all the way from beta 1. AI is still dumb (PEACE TREATY? NEVER! oh but surrendering is fine). Pioneer spam is still prevalent, though city development is much better. Tech tree is improved and more meaningful. City development is more meaningful and snaking doesn't happen but we still have options.
Gave it a good. Headed in the right direction. Still a little buggy, but I've paid for worse. Keep pushing development, there may be a classic here.
Very good version.
Some idea:
We get a message when a ressource (like iron mine) get back to be built again after they get destroyed (very nice), can we get another message when one of these ressource can be upgraded, as I tend to play on bigger map, it can become a pain to look for the ressource to be upgraded.
Eridalafar
Voted Good:
Details why:
I think the overall big change- with how cities are presented, is good. I think once you get the major balance kicks sorted out here, the game will be in a feature complete state, the only add-ons after this should be expanding current concepts (more quests/items/champions , balance tweaks, etc, not new game concepts)
Why I can't vote excellent:
Bugs and glitches. Simply put, this game has too many things that haven't been fixed that need to be, such as mouse location not correlating to where units are, among many other bugs and issues.
Beta 5 needs to be two things:
Minor content addition/new toys. The game is, as of now I think, sufficiently feature complete to be very good, but new toys help keep the game fresh, and testers active. Seen a few nice things in beta 4 that I haven't seen before. Realistically, you want folks to be able to play your game for 6 months heavily, and still see something new from time to time.
Polish. This game is going to need some heavy, but doable polishing. While this game is in much, much better shape polishwise than WOM ever is, there are still way too many things that aren't working correctly- and some bugs have been in place for months, a few of which are glaring. These are things that I think need to be done before I'd vote this game as ready to be sold.
This is what will make my vote go to Excellent. Right now this game looks like a beta of a potenitally very good to great game, but not a finished retail product. I suspect 3-6 months will be needed to provide this polish, and I doubt this game will be released until 2013.
Hey Heavenfall, thanx for the heads up, and congrats for the work!
A couple of questions, if I'm allowed
I didn't vote, I can't get far enough into a game without getting ticked off. I like the new cities, but it feels like everything else went deep down the crapper... ignored, broken, imba, whatever. I'd rate the cities as good, but my overall experience this beta is terrible, so score that however you want.
See my 'First FE Games' thread for my first impressions.
AI is still terrible! No fun
I played 2 games this weekend spent about 4 hours, have played the other Betas off an on.
The game is shaping up nicely, I really enjoyed my game even though I was crushed in the first one.
The city concept or upgrades and automatic placement is much better and no crazy looking cities. I really like that you cant build everywhere so the places where you can build cities gets more strategic value, and adding outposts as a way to get resources works very good. The limits to enchantments based on essence is also a good new idea that adds more choices for the player same with the city type concept, overall I really like that I now have to make choices that affect how the game plays, makes me feel more engaged and feel like choices matter. The combat is fun and like how it has turned out. Like the resources and how they work and affect how I decide to play. Overall it was a fun game to play.
Now to some overall improvements (Bugs can be handled by other players that play more, I might report some later)
1. Spellbook (Like the new categories, would it be possible to add type to the top. so if you like you can filter on ALL, Air, Fire, Water, Earth, Life, Death)
2. More popups when things happen, or atleats option to have popups.
Some examples:
When you finish technology have a screen that popup that explains what you get. New Spells, Items, Buildings.
When you pick a higher spell level as you level up show which spells the caster can now cast of the one in your spell book.
Last I have one item I would like, might be to late to do. But it would be nice if spell books are connected to the character so you can easily see what a specific character can cast what spells. I know you can see it if you highlight a spell but it would be nice to have it the other way around, you select a character and then you see what spells that character knows.
I know this might be something that has been discussed before but I thought I mention it.
Personally I would prefer characters have their own spellbook and spells would have to be learned instead of automatically given when you go up a level.
I gave it only "fair", mostly because of the crashes -- on my old XP rig it is FAR to unstable to go gold. Also I couldn't get it to install on my new Win-7 box. There are support posts on this.
Like the city specialization, essence and ability to reshuffle the build queue.
Other issues:
city spam - worse now because outpost don't do their own construction, so you need lots of cities to spread the load.
need a reminder when you get a tech that lets you upgrade your outposts.
balance issue with champ-buff spells: "destiny's gift" and "destiny's insight" are underpowered/overpriced, especially compared to "paragon".
arrows & magic bolts still coming from the side
pathfinding
late-game tactical battle slowdowns
quest scroll duds
The short jump from 3 to beta 4 did not work. So I unistaled FE, and did the full route. That worked I now have v. 0.95. So much for good news. Bad news it will have to wait till tomorrow before I can give you "first impressions."
I voted excellent.
I've been around for all the betas but this is the only one I've really had a chance to play. I have to say I like alot of what the game has to offer but there is one absolute game killer for me. Town/outpost spam! I can't stand how I'm barely into the game and the map is completely infested. If this doesn't change I'm afraid I just can't play this game. That has always been one of the greatest turnoffs for me in 4x games. If nothing else have some optional setting to blunt the ability of all players to build cities so it is more measured and thought out rather than some nasty patchwork that looks like a bunch of blind children ran about trying to grab the easter eggs before the other fatties could gobble them up...It's also all too easy to just roll around the map playing whack-a-mole knocking out the spam but then that becomes your sole activity and destroys any sense of adventure or purpose.
I like to play slower games so I choose Epic speed but it doesn't seem to be balanced all around. One aspect of the game is slowed down while everything else remains the same. Not the best choice.
I've also noticed a few 'cheesy' aspects. It's common to have units completely taken out of the battle for the entire combat. They just sit there and can't do anything. Some times it's possible to stack so many of one effect (slow, haste) that it becomes a joke. Each application of a any buff/debuff should have a diminishing return or increased chance of failure/resist. You could even add critical success/failure options to spice things up. In the end its just annoying to have to sit there unable to do anything (in any game). Total loss of control should be used exceedingly sparingly if at all. One solution is to break up the slows and hastes to effect movement, spell casting, or attack but not all 3 at once. That's a bit much. To save adding more spells just have a follow up dialog upon casting where you pick your target type. This way you could hinder the main function of the unit without completely disabling it.
The tactical map could use some sprucing up. Battles are too predictable and repetitive. It would be nice to have some real battlefield effects at play and to decrease the range/increase the size of the map. It would also be interesting to have a majority of units have both a ranged and melee attack. Once you close on an archer he now has to whip out a dagger or sword. Melee units can toss weak missiles as they approach. This gets rid of some of the 'checkers' effect. You could really make the tactical battles shine with some real excitement and tactics. I'd imagine a choice for the attacker that would affect the battlefield layout. Approach from cover? Use a clearing to the advantage of mounts? There could be quite a few options. There is nothing to stop the defender from having a defensive choice either. As these two choices come together it could make for some interesting starts to the battle.
Mind you this is coming from someone who has absolutely no desire to finish a game in a night or to play multiplayer (too difficult to coordinate with RL getting in the way). I don't mind taking a week(s) to finish a game, weaving a rich story along the way. I'm in no hurry to win. This is a game to be enjoyed, not a task to be completed. Your perspectives and intentions may be quite different.
Oh man, there are far to many bugs in this version. The game is suffering from something nasty, it needs a doctor quick.
I like it MUCH better than the earlier builds. Here's what I've noticed so far.Love the city differentiation. Makes things much more interesting.
Still hate the fact that initiative is poorly described. Also Quickness is way underpowered. Would I rather have +15 hp or an extra attack every 10 turns? Hmmmm... I'll take the hp.
One of my games I got trapped on a peninsula with a forest drake blocking my progress. I could have sat tight and leveled everything, I suppose. But it drives me nuts that the water is utterly impassible and I know that my enemies are exploring the world and taking all the goodies.
All I needed was a ship! I can raise land out of the water, but I can't get a ship...
Burning hands. Really, really weak right off the bat. Not even sure what the point is of a range 1 damage dealing spell that does less damage than hitting with the weakest weapon you can find.
I wish there were more early map-altering spells. Fortify is kind of fun. Maybe something to prevent range attacks through some line of squares. Or caltrops. Stinking cloud type stuff. I haven't explored the spells as much as I should yet though. So not fully informed there.
I wish a right-click did not instantly move you, but rather showed you the movement path including how many turns it will take the unit to arrive. You should be able to hold the right mouse button down and move the mouse around to different destinations until you are happy with the results, then initiate movement by RELEASING the right mouse button.
The way it is now, you can't see the path your unit will take until it's too late and they have already wasted a turn moving in a direction you might not have preferred.
Simple request. You have Concoctions, Herbs, and Mushrooms. Can't we at least get a few beers from the brewery?
If its possible, can it be stack-able? Like a % chance to just fall over in combat for no good reason and blast out a random spell.
Falling over drunk and shooting a random fireball at your own army would be funny as all get out.
I've seen a couple funny things in the game other than bugs, but a little more sense of humor would go a long way in some of the text and quest wording.
Because, as you know,"Chuck Norris doesn't wear shirts, he wears you".
again just my 2¢
I really wish your unit did not immediately move when you right-clicked somewhere. I wish you could right-click-hold to see the movement path and number of turns to arrive and drag around to different destinations until you like what you see, then release the right mouse button to move.
The way it is now, you right click and the unit just starts running off on it's way whether you like the path it has chosen or not. If you decide you don't like it, you've already lost a turn of movement.
Definitely agree with this, particular with the issue (intentional? I hope not...) where a full stack of 9 units is unable to move through a city if any units are stationed there already, more than once I've gotten an annoying surprise when what should be a direct move sent units circling around the map as they couldn't pass through a city on the route. Also a bit annoying when altering the landscape, say lowering land to create a path through some mountains, sometimes it looks passable and by the time I realize it isn't, units are moving off in another direction.
I voted good for this patch, but it still needs a little bit more to go for excellent.
There are a few bugs such as Turns sticking, and the occasional crash and the laggy gameplay as you get further into the game.
But my biggest gripe is that with each new patch we lose more and more spells.... DOH... isnt this game about a war of magic?
So I suggest that the next patch be based upon fleshing out the spell books. We need alot of global spells to be added to the spellbook that take multiple turns to cast, and we need some way to protect our npc's, cities and realms from spells. i.e. Wards, Disjuntions, shields that you cast on your cities etc...
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