Johnius5 Johnius5

[Suggestions] Barriers to my Enjoyment

[Suggestions] Barriers to my Enjoyment

I really do appreciate and wish to give my congratulations on the progress and improvements made to this game.  Although I'm sure many will disagree with me (hey...can't please everyone) I still have some fundamental core issues with the game.  I'm going to discuss some major design choices that just don't work for me.

1)Unit Stats - There are just too many (needlessly detailed for the scale of the game), and in too high a quantity (an individual point doesn't feel relevant) .  Character leveling just feels like "clumping points into a pile" and while you do see improvement... I feel ultimately equipment trumps even the most careful leveling bonus selection.

*** I think you really just need to boil it down to even more basic levels like move,attack,defense,hitpoints and resistance/magic and have the perks/abilities add more flavor.***

2) Heroes as Gods - Totally unbalanced  with equipment and a few levels.  I haven't felt much need to train almost any units when the heroes can do pretty much everything much sooner because it takes a while to research good equipment for units.  Its nice for them to get super powerful...but it just feels too easy almost like I'm using an exploit.

***They should be more like a general with majority of the benefits coming from bonuses given to other units perhaps even attaching them to other units, right now they feel like uber powered monsters***

3) City development still feels like busy work.  Building up a city just feels like a matter of time and mouse clicks and at no time do I feel like my choices and the order I build things have much impact on the overall game.  Also I don't feel any major advantages or disadvantages to where I place my city down, terrain isn't relevant for the most part.

4) Quests as hero busy work - really just there for heroes to run around and get a few items.  Don't feel that killing a bunch of wolves and getting a leather helmet as a priority for my entire kingdom.

***having monster guarding bonuses is great, just they should be guarding things that have relevance to a kingdom and not just a neat toy for a hero***

5) Races/factions don't feel like they have any differing characteristics or styles other than a few bonuses.  Ideally they should each play slightly different otherwise might as well just have humans vs. fallen.

***I would be hoping for unique techs and units along with skills and city bonuses.***

6) Tactical combat doesn't feel very tactical.  After a game or two I just pretty much auto-resolved everything.  With units being relatively generic in function its always just a matter of slugging it out.  Only times I don't auto-resolve is because i need to finesse the battle with magic.

7) Research!  - its just there... sure it unlocks weapons and buildings and increases your effectiveness; but I still don't feel that the order in which I research techs matter much and some techs still a little too detailed...really just feels like a series of speed bumps in order to keep the game going at a particular rate of progression.

I've been a fan of Stardock since you've started making games.  I want this to be looked at as just critical opinions and given in the most constructive of spirits.  Right now it feels like the game has an identity crisis between CIV, MOM, and Heroes of Might and Magic; combined with some overly simplistic & overly complex systems the game is still all grind and no glory for my tastes.

16,467 views 29 replies
Reply #26 Top

Quoting StevenAus, reply 21
And I will third it.   Having all surviving winners being able to get full experience for just being present on a battlefield is a big part of why heroes gain levels so quickly when they are in groups.
End of StevenAus's quote

I will (fourth?) this.

Although worth pointing out that death during battle does prevent XP gain (which is correct imo).

Reply #27 Top



4) Quests as hero busy work - really just there for heroes to run around and get a few items.  Don't feel that killing a bunch of wolves and getting a leather helmet as a priority for my entire kingdom.

***having monster guarding bonuses is great, just they should be guarding things that have relevance to a kingdom and not just a neat toy for a hero***

End of quote

Quests right now are clunky.

Why is there no "Quest Log" to allow us to track objectives and progress?

Why when attacked during a quest's scripted sequences is there no indication of power level of the enemy (to allow us to decline), as there is during a normal battle?

Some work to do here.

Reply #28 Top

Quoting Ratatosk7, reply 25

Quoting StevenAus, reply 9It seems that after the initial positive reaction, things have cooled a bit.  What can be done now to significantly change FE into a better game?

 

I think for the most part we can all agree that FE is going to be better than WoM in many fundamental ways. Some people may seem overly critical but its mostly because we all want to make sure various things are brought up and pointed out while the game is still in beta and significant changes can still be made
End of Ratatosk7's quote

We can't compare FE with WoM if we want it to be a success. Everything is better than WoM. Brad was going for 90+ metacritic with FE, that is what we should aim for. Right now it is not even close, and I'm worried that FE will be surprise-released like WoM with tons of bugs and stuff left to do.

Reply #29 Top

Quoting Thormodr, reply 17

Keep in mind what Frogboy said:

Content

DO NOT judge the final game based on the content of the beta.  New spells, monsters, goodie huts and quests get added in every day.

However: We absolutely want to reduce the number of city improvements in the game. Fewer, more interesting city improvements is the goal so feel free to suggest how we can consolidate what we have to improve on city differentiation.


So, it seems more quests are coming. I am not sure if there will be 40, 50 or 60 level one quests though.

 
End of Thormodr's quote

Yeah, I wasn't going to be a dick about it when he posted that, but he has said that before, and it didn't excactly pan out that way.

Anyway, I agree with the gist of the OP. About the stats part (and leveling); I don't agree that there are too many stats, but their numbers are pretty meaningless most of the time. Equipment dwarfs them most of the time, and through (the far to quick) leveling units and heroes gain a bunch of hitpoints that allow them to soak up a lot of damage, so having terrible dodge skills doesn't matter that much.

Compare this to Age of Wonders. Having one or two points more in a stat could make a huge difference. Also leveling was slower and didn't make units become way overpowered instantly.