[Bugs + Suggestions] You and Your Monsters

First of all ive played a lot of games as Umber and I have too say that monsters are completly underwhelming. So ive got some suggestions about monsters found in the wild and ones that you build and command.

Monsters in the wild come in two extremes it seems. 1 basic guy champions can solo and a 3-5 guys led by a tougher guy that generally just sits on a lair in a pile. I HATE this sooooo much. It makes no sense to do this at all. Lairs should spawn slowly but consistantly and get incremently tougher over the game.Also new lairs should spawn rarely mid and late game outside of owned territory to keep people on their toes.

Monsters that you control for some reason seem to have their hitpoints brutalized just for owning them. My sand golem in no way matches the quest one and my drakes and forest drakes have 11 hp? My umberwolves I got as a quest reward had a whopping 6 hp. Also creatures like the dog, sand golems and umberwolves quickly become underpowered even when you level them. I destinctly remember Frogboy saying monsters would grow more powerful and unlock abilities in the wild. Does this just not happen to our monsters or something? COPY POKEMON. If I level a sand golem too lv 6 than reward me with a stone golem, you could make it a way to unlock a quest (Oh hey there, bring me the heart of a ogre and il upgrade your golem.)

Finally please change the tech around so that darklings arent mid to late game tech. Makes no sense to unlock heavy armor before primtive spearmen either gameplay wise or realistically.

 

 

 

3,588 views 7 replies
Reply #1 Top

Trained creatures need an overhaul to be sure. Giving them more hp to start and some bonuses to attributes per level would be appropriate. There also needs to be many more creature types for us to train. It should really be it's own offshoot of the diplomacy section. It needs to start at tier two research. There also needs to be more resources lairs spawned. I don't research a tech that only gives me 10 unique units when I control the whole map. You could also just increase the number of creatures I can train to around 20. It should be something balanced against what I could be training if I were focusing on warfare instead. 

Reply #2 Top

Why was the adventure tree axed again? It was the Captain Kirk tree. Run around, punch bad guys, save damsels, make allies with foreign populations.. That tree is almost exactly what's called for here. Trained creature level-based bonuses, unit sizes, costs, availability, and new abilities in addition to what we already associate with quest-tech (max quest level and recruiting champions) would make for a worthwhile investment. Wasn't there a tech in WoM that spawned additional lairs, too? Make things harder on everybody. There isn't anything in FE that does that yet as far as I know. I suppose that might leave magic a little light.

Reply #3 Top

@ Garisi: Cause it was included in the magic tree (a good idea imo) and implemented in the game way better than it ever was in Wom. Cutting needless complexity while at the same time making more ineresting features is a good thing not a bad one... :)

Also not much in favor of spawning new lairs / quest locations by tech. Then I'd rather be in favor of events. To much world-stuff determined by the players action is not something I would look forward to.

Actually quite on the contrary the "Kirk Way" of playing the game seems the most powerful right now and is imo the most engaging currently. So heads above WoM already in that respect... :)

There is no reason I can spot why this issue couldn't be fixed in the frame of the existing beta in much more simpler and fun ways...



Just have experience about the issue in this thread with summons from items but can agree with the criticism. Lairs are rather hard to get. Maybe just axe the tech requirement completely but up the cost for the hirings? No reaon why monsters shouldn't be hireable from the start... (that might also easy the necessity to buff them much and make them a worthy prize right from the start with diminishing value as the game progresses. Which seems more fun and reasonable than the current state :))

Reply #5 Top


The hp thing has to be a bug... It is too consistant to be otherwise. A love the idea of monsters evolving. Would really encourage people to treat monsters gained from quests as pets instead of cannon fodder. I would love for the dog you can get to actually grow tougher and remain useful the entire game, instead of being absolutly useless.

Reply #6 Top

Didn't really like the new monster tech in WOM Garisi. Just a natural or random event lair creation would be fine. Always felt weird that a tech could control monsters.

No reason that Darkling warriors would require anything beyond Training. Rushing Wild/Darklings should be a legitimate strategy, with shamans and Warg riders unlocked later.. Keep them options open.

@BeardyDan: That's a great post! Agree with everything, especially customizing darklings/humanoids and  the need for new monster traits and abilities.

@DsRaider: Ya the evolving thing is awesome because it could make quests more dynamic and interesting, if every quest starts when you walk into a cave or hut it feels forced and less like a breathing world. + we should be rewarded for taking care of dubious quest reward monsters.

Reply #7 Top

 

Quoting Stupidity10, reply 6
Didn't really like the new monster tech in WOM Garisi. Just a natural or random event lair creation would be fine. Always felt weird that a tech could control monsters.
End of Stupidity10's quote

 

Research is something that should find a new name. Mastery or Focus would be better. The contemporary meaning for research makes most people think of labs and scientists, not conducive to what is happening in this game. Here we are moreso shaping how our people focus their efforts. Some of this is done by pages in libraries, searching for clues to how the world was before the Cataclysm. Some of it is the Sov decreeing that more people work towards learning a skill. The end result, in a few years, is a trade called blacksmithing and an opportunity for the Sov to fund such a trade in cities that have enough people to allow it. 

So learning to train wild beasts would stem from a focus in domestication. This is how we "research" animal husbandry or horse training. Also, learning how to interact with a new culture requires effort in learning their customs and how to persuade them to trade to you warriors. It makes sense in this light, but the word research doesn't fit it. 

Research should be the name of a tech IMHO. Knowledge-->Education-->University-->Research. That is pretty much how it happened in our history.