So the game has been out for nearly a week! Some love the game, some hate it. But one thing that everyone seems to agree on is that there is both a need and want to see more added to Elemental.
As most of us are aware, Stardock is one of the few developers out there who participate with their clientele in designing their games - They will probably read and possibly might even contribute to this thread. As such, that gives us a great opportunity to see our ideas implemented into the game - pretty cool and quite an honor, given today's impersonal society.
Why make a thread focused on this? Even though our ideas are being placed all over the forums, I'm not sure if there is one central location for Gamer Suggestions - if there is, then this thread will disappear real quick!
But beyond this, its a place to throw down ideas to be heard and receive constructive criticism. Yes, I said it - Constructive Criticism! As with any concept, there will always be some flaw or issue in terms of its implementation. With that said, whenever a noted issue comes up that you observe, offer up a solution that can help resolve the problem you noted. Trust me, though you think your contributing, simply saying "No, no, no" ten different ways does not mean you are being Constructive!
With that said!
I had posted this in another article a little bit ago regarding the Tech trees. Someone began the thread by noting the heavy imbalance within the tech trees (It can be noticed that there is at least some correlation between between the types of imbalance in the game and the imbalance of the tech trees).
-- "Since Magic will need a good overhaul in some form, perhaps combining that into the tech tree would be somehow beneficial. Ex: Having landmass formation needing researched in magic branch before being studied as a spell. Now before anyone says it! I know that the spells currently are in a debatable situation, and my aim here isn't to branch down that road. Rather this is a concept for post "spell-fix" when there are both vast number and variety of spells.
Now this is simply my own opinion, but I feel such a dreadful lack of magic in the world. Beyond equipment and spells via channelers, an interesting proposition would be a tech allowing for a channeler stationed within a city to teach an individual spell or two to student mages/ soldiers. Of course they shouldnt have large selection or possibly even access to powerful spells, otherwise that would defeat purpose and meaning of the channelers within the world. But having "soldiers" and possibly even champions learn a firebolt or endurance would give incentive for putting points into intelligence. Doing so for non channeling champions at the very least would quell the argument of over their lack of usefulness in the world ( I remain impartial to that debate).
Earlier I was thinking of the adventurers walking the lands, and how I felt they were more like semi-neutral parties who kinda stood around. In terms the tech tree, it would be cool to "research" a way where adventurers had more incentive to explore regions, maybe even be able to buy and sell items they've obtained on the way (just like we do in any rpg). Stuff would show up in the stores not normally made, and we have adventurers possibly taking on monsters in countryside (esp if they were to creature level appropriate items certain percentage of time).
With brad giving AI attention for awhile, I'm certain that the diplomacy section will get a nice boost. Wouldn't make sense for it not to."
Plenty more ideas to come!