What do you feel is the most needed Change/Fix right Now?

By on August 31, 2010 3:03:07 PM from Elemental Forums Elemental Forums

Lfseeney

Join Date 08/2010
+2

I am hoping this thread can be used by the Devs to see quickly what the members here feel is most needed.
There are many great Ideas on this list, some are almost must haves others are that would be really nice to have at some point.

I was thinking in this Thread we each could list the ONE, Please only One, thing we would like fixed as soon as they can.

Please keep Talk of which Idea is better and such in other areas,
Just State Your Opinion and let others do the same.

The Devs have to look at all things as a whole, some things they fix early way seem odd choices to us, but fall into
the "Low Hanging Fruit" side of things, these are quick and easy fixes.
Other things take alot more time and testing, these are what many folks want the quickest.

So if you have the time, Please add to the List the One Area or Item you would like to see worked on first.

Thanks

Lee

 

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August 31, 2010 3:06:27 PM from Elemental Forums Elemental Forums

I will go first, If I type quick enough

How Combat Rolls are done, from 1v1, to Squad.

Please see this thread for ideas and worries.

http://forums.elementalgame.com/392880

Thank You for Looking
Lee

 

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August 31, 2010 3:15:42 PM from Elemental Forums Elemental Forums

CTD when alt-tabbing.

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August 31, 2010 3:23:25 PM from Elemental Forums Elemental Forums

I say combat in general.  For me combat rolls are part of the problem.  The rest is combat is boring as all get out.  There isn't any give or take, real tactical actions or effects.  There's no flanking, withdrawals, or any maneuvering.  I was surprised there wasn't any tech in the combat tree for tactics.  It's all splat or be splat, round one.  Armor doesn't protect or act like armor.  I would have thought you'd need to hit a target and then see if you can actually hurt it.  But nope, it's just smack, or splat.  The 1N die roll is just as symptom of this.  The way they over simplified combat for, well never mind, I was going to get snarking.  Boils down to over simplification of what I thoughth was a strategy.  The result is they haven't left any room for specialties or tactics.

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August 31, 2010 3:24:22 PM from Elemental Forums Elemental Forums

UI.  There is a great post floating around that details everything that needs to be changed.  Its amazing and so good that Stardock could use it as a design document, half their work here is already done.

 

edit: here is the UI post I was referring to http://forums.elementalgame.com/393693

 

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August 31, 2010 5:57:57 PM from Elemental Forums Elemental Forums

That's my order of fixes:

1. Balance!

Make this game worth exploring and researching powerful magic. Limit rush and city spam strategies especially for Empire. Add more useful high lvl buildings, make offensive spellcasting worthwhile etc.

2. Bugs and exploits:

There are too many and too obvious (I can accidentally use one of exploits while building city) to make a list. You had the worst beta testers a game could have.

3. Optimization:

Zoom dependent level of details. Level of visible distance for horizontal camera angles.

4. UI:

I can live with small buttons and icons, but this game needs better cities/units list: Add messages popups when something is built or produced (just like in Gal Civ 2)

I love this game for its potential and hate for current state

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August 31, 2010 5:59:21 PM from Elemental Forums Elemental Forums

Better AI. In particular getting rid of the sovereign death = empire death mechanic or at least force AI sovereigns to stay in their turf and stop suiciding themselves against my cities.

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August 31, 2010 6:05:54 PM from Elemental Forums Elemental Forums

Quoting valdr666,

You had the worst beta testers a game could have.

That's really unfair. The beta testers never got to test a real gameplay version similar to release, only pared down versions of the game with only limited features enabled at any one time to test them (e.g. only one tech tree at a time). And of the content they did get to test, most of the current issues were reported. However, not all of the issues reported got fixed on time for launch.

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August 31, 2010 6:36:11 PM from Elemental Forums Elemental Forums

Please just list your Top thing, link back to posts if you need, but no sniping please.

Thanks

Lee

 

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August 31, 2010 6:43:25 PM from Elemental Forums Elemental Forums

Tactical Battle (Combat Rolls, Damage, Tactical Spells, Group vs Champion, etc)

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August 31, 2010 6:43:34 PM from Elemental Forums Elemental Forums

Excellent idea for a thread. I actually had a thread like this in mind but I was going to cross-post it here and in the Elemental General section. I read one of the Devs say they are compiling a list themselves of things to work on in order of importance. The way they decide what to work on first goes by How Many Posts they see on a particular subject on the forums here and on other forums around the Internet. If they see 20 posts on "We Want Multiplayer" and only 10 posts on "Dragons are OP!!!" they are going to fix the Multiplayer first. Compiling all our wants and desires as far as patches and fixes go into one list is good, but, by doing it this way they overlook a problem the community wants fixed before something else gets fixed simply because there are more posts about the less important issue. In that sense, compiling our desired fixes in one place "could" be a bad idea because they won't have multiple threads to count. Either way, it's definitely a good idea that we make a list. I have quite a long list written down of tweaks and fixes, so I'll list a few here.

1. Making Factions Play Differently / Uniqueness:

I really don't know HOW this was overlooked and not implemented. Those new forum members who have only been here since launch wouldn't know it, but the Beta Testers and the SD Team had MANY MANY talks about what could be done to make all the factions play in a unique way while still keeping them balanced against one another. Frogboy and the Team stated Multiple Times that this was a primary goal, and even though the factions may look similar, having them Really be Different in terms of Game-Play Style was very important to them internally.

I can really only think of two reasons why this wasn't done as was planned. These two reasons being Lack of Time to implement, or to Keep the Balance Simple. Up until the last few months everyone (including the guys in house) thought they were going to have another 6 months to work on this. With that 6 months gone and release being moved up to make this years window a lot of things that were originally planned and in the works had to be put on the back burner so that they could concentrate on making release with as stable a version as possible. I know for a FACT there's no way this was overlooked intentionally so I blame this solely on them not having enough time to get it added and properly balanced in time before launch. I don't think they would not do it simply to keep balance "simple" as that would point to them being lazy and we all know for a FACT they Are Not lazy. The crazy amount of hours they put in before release should be proof enough of that.

While this is something the community as a whole wants eagerly and was planned from inception, I can all but guarantee this is something we'll see added in a Free content update in the next few months. Seeing as now the team has time to really play with this, if the community has suggestions and input about this putting it out there NOW is exactly the right time for it and not just in the Ideas section. This, as well as other major talks on content addition and balancing, should be double posted in the General section of the forums to maximize visibility.

2. Using Buildings, Land Objects, and City Walls in Tactical Combat:

This too was something the Beta Community and the SD Team discussed at Length here on the forums. This was brought up as being Very Important almost every time the topic of Tactical Combat was brought up. This is a feature of Age of Wonders and it's expansions, as well as many other more traditional strategy games such as the Total War series.

Right now Sieging settlements in Elemental seems very bland and anti-climactic. We have Siege Equipment such as catapults, but no real use for them other than taking on large creatures such as Dragons, or dealing heavy damage to a group of units. Catapults move very slowly though as they should, and aren't really viable for taking along in an army that's going to fight other armies and do quests. They are a Siege Engine but without a proper use for them they seem pretty useless IMO.

I think this too is something we'll be seeing with a Free content expansion. Still how-ever I recommend that if the community has thoughts and ideas about this they need to be Very Vocal in Multiple Threads about it. The more individual threads they see on this matter, the higher up the "priority list" this will go.

3. Magical Items, Item Creation, Skills and Abilities:

Magical Item creation was a key feature in MoM and something that has also been planned for Elemental from the start. Again Time Constraints led to this not being ready in time for launch. Stardock has already stated a Item Creator is in the works and pending with a content update, so we don't have anything to worry about here. There are also already assets in game that allow custom creation of items through modding and modders have already begun work on packs of these for the game.

There are many skills and abilities in game right now that don't work entirely as functioned. Modders are working hard to correct this and to add new skills and abilities as well, but ideally we'll be seeing a balance fix from SD officially in an upcoming patch.

4. Spells and Magic in General:

Many of the spells in the game simply don't seem "Magical" enough. Needed are more interesting and meaningful World Enchantments that are faction specific, alignment specific, and even quest specific that can only be gained through quests that may or may not appear randomly in your game. Combat and Strategic spells need to be added with varied effects, buffs, de-buffs, and varying damage types. Frogboy has already stated that the Magic system would be getting a "Overhaul" with a upcoming update but the community should also spread it's ideas here as well. Frogboy mentioned something about "Mana Pools" which I don't think I like the sound of because it would take away from the "Uniqueness" of particular champions. If all your champions are drawing from the same mana source then this means they would have the same power levels and hence one champion wouldn't be better or worse then another when it came to who had the large mana casting ability. I think this actually takes away from the strategic depth and in fact doesn't add to it. This of course Can Be Avoided if other factors of the champions are still kept separate. If one champion has a higher intelligence than another then his/her spells should do more damage than another champion who has less intelligence.

Either way, the SD Team has a lot in store here in as far as long term plans. The Beta Testers submitted a MASSIVE LIST of spell ideas so Stardock doesn't have any excuses as to a "lack of creative ideas" being the reason why spells aren't very varied or meaningful.


These are just a few of the things that need to be tweaked and adjusted. Notice I didn't list any Bug Fixes or General Balance passes here. Why? Because those should be kept as a separate entity from content design and implementation. Though we'll get bug fixes at the same time we receive new content, mixing posts on the forums that suggest new content and bug fixes can lessen the chance of the new content ideas being counted separately as the bug fixes take priority from a developer standpoint.

 

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August 31, 2010 6:48:15 PM from Elemental Forums Elemental Forums

They need to enable multiplayer. 

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August 31, 2010 6:50:41 PM from Elemental Forums Elemental Forums

Oh yes, combat thing is also urgent especially: units placement and faster animations.

Quoting cwg009,

That's really unfair. The beta testers never got to test a real gameplay version similar to release, only pared down versions of the game with only limited features enabled at any one time to test them (e.g. only one tech tree at a time). And of the content they did get to test, most of the current issues were reported. However, not all of the issues reported got fixed on time for launch.

So I rushed  with my opinion and am sorry, seems like the whole testing thing was a mess. Beta testers should have access to all aspects of the game on one predefined map.

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August 31, 2010 6:52:50 PM from Elemental Forums Elemental Forums

1. Improve tactical battles with

  • Improve tactical AI
  • Greater variety of tactical maps - maps with ruins, others with swamps, giant boulders, ravines, ramparts, bridge over a river, occassional large tactical map
  • Greater variety of starting locations on these maps for both sides (including starting battle surrounded by the enemy)
  • Line of Sight - so can't see enemy units behind blocking terrain or at a distance. Enemy units can't target un-seen units.
  • Attack bonus for attacking the flank or rear of enemy units
  • Unit initiative - so movement can alternate between friendly and enemy units - (d20 + Experience Factor + Weapon Factor + Armor Factor)
  • Weather (fog, rain) - reduces line of sight, affects terrain (some tiles turn to mud in rain), affects magic (water magic stronger during rain, fire magic weaker)
  • Unit tactical orders (shield wall, opportunity fire, etc.)
  • Faster
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August 31, 2010 7:01:06 PM from Elemental Forums Elemental Forums

game needs multiplayer  (real LAN not WAN)  (also HOTSEAT)

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August 31, 2010 8:38:46 PM from Elemental Forums Elemental Forums

MOAR DEPTH!! For real, this game needs more depth. Combat is stupid with the serious lack of weapons and their distinct differences and base building is super lame.

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August 31, 2010 8:51:14 PM from Elemental Forums Elemental Forums

it's great as it is.

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September 1, 2010 1:32:26 AM from Elemental Forums Elemental Forums

Obviously all the CTD and other Performance issues that players are having need to be addressed first.

As for what comes 2nd I think a major overhaul to the way combat works and the stat system in general.

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September 1, 2010 7:43:13 AM from Elemental Forums Elemental Forums

In order of priority:

1. Bugs and CTD for those who experience them.

1. Performance for those who suffer from it

1. Balance and gameplay for those who suffer neither from 1. or 1.

1. UI for all of them

1. Story and background for those who have nothing else to complain about

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September 1, 2010 7:55:01 AM from Elemental Forums Elemental Forums

The CTD when alt+tab'ing,and the OOM that leads to that Elemental stops responding.

In one word,Stabilty.

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September 1, 2010 12:10:13 PM from Elemental Forums Elemental Forums

Combat overhaul, including the squad bug and making it so bears can't cast fireball.  Maybe a new stat should be introduced, that is only used for special abilities and isn't used in casting spells.  Instead of giving units 'essence', give them some 'battle energy' or some shit.  Let magic-wielding summons like imps, demons, and elementals come with their own repertoire of spells.  The spells a demon can wield shouldn't be dependant on what I can cast.  They should have their own.

 

 

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