danieljones080208 danieljones080208

[Thoughts and Impressions] Disappointment, Part 2

[Thoughts and Impressions] Disappointment, Part 2

Putting It in Terms of Other Games I've Played

So, I confess that it's pretty hard to get excited about FE.  The game suffers from the same trouble elemental did:  it's boring.  Every game I start, aside from happening on a random map, is pretty much the same.

This is a pretty stark difference from GalCiv, which always feels fresh and exciting.

Troubles:

  1. All the races are the same.  They look the same, but even worse, they play the same.
  2. All the armies are the same.  If I wanted to micromanage a horde of identical peasants, I'd play one of the Total War games.
  3. There are too few techs, which matter too little and too much at the same time.  I have to research the ability to use swords, really?
  4. There are no significant options when designing units.  "Identical or helpless" is not a choice.  Minor stat bumps are not a choice.
  5. The sovereign has too many abilities that don't matter.  Or rather, no abilities that do matter.  My sovereign isn't so much a sovereign as a militiaman with delusions of grandeur.
  6. The world is ugly and drab.  It may be relevant to the story, but that just means you need a better story, or better vision of it.  Enslaved, for example, had a vibrant post-apocalyptic world, one that would have been more interesting to try to save.
  7. Oh, yeah, and I don't care about the story, I just want a fun re-playable turn based strategy.  People don't play Civilization for the story.

Solutions:

  1. Dynasties like in Crusader Kings II, because family trees and intrigue make everything more interesting, and then heroes would important even if they still had no useful role in combat.
  2. A Sovereign that matters like in Master of Magic.  If I'm going to lead a people back from chaos to conquest, I ought to be playing as someone who is at least interesting.
  3. Diverse races, like in GalCiv II.  I can't say this enough, diverse races are half of what makes these games replayable.
  4. Colors, like in Heroes of Might and Magic.  The world is prettier in color.
  5. Actually, tactical combat that's engaging, like in HoMM.  While FE is an improvement over WoM, the combat still drags because it's a line of identical units versus enemies that have varied appearances, but are mostly just jars of increasing hitpoints with unreasonable damage.  Except bears, that apparently get unlimited attacks.  
  6. Oh, and buildings that are important and interesting, like in HoMM, or even slightly more interesting, like in GalCiv.  I spend a lot of time building things that don't seem to matter much, aside from increasing the oddity and inconvenience of my city shape.
  7. Useful spells that can be practically employed, like in every other game that involves magic.  Underpowered, overpriced spells with boring effects...  These are not fun to use.
19,950 views 45 replies
Reply #26 Top

Quoting Frogboy, reply 14
It is possible that this just isn't the game for you. I hate saying that but some of the comments here tell me that some people just are looking for a different game.
End of Frogboy's quote

I know, it IS possible. Maybe even probable.

Yet there are not many games of this kind being produced, and Stardock has decided to try and fill the vacuum (and for that, I salute the company). Also there was the famous "MoM's successor" thing that gave me even more reasons to hope, at least initially. Also, the game is being worked on, and many are voicing similar comments about the tech tree and other things, so maybe things in these areas could be "mitigated" if not fixed. There ARE things that I like about the game already. Also, there are modders, who can do amazing things nowadays, so I try to help by trying to focus on the things that feel wrong to me. If none of this works when all is said and done, then I'll finally move on, but it'll be a pity :)

P.S.: with "senseless" in my previous post I meant "meaningless". Sorry for my bad english. Please disregard that and all my other mistakes :)

Reply #27 Top

Quoting seanw3, reply 25
A quick start feature will likely be available to those that really don't want to research basic techs. Not really an issue as far as I can tell. You can very easily make a mod that does this. I believe "IsStartingTech" is what you want to add to the techs you feel entitled to. The rest seems like it is already being addressed. I would feel as if the lore was being thrown out the window if we started the game at an early medieval tech level. But we all have different perspectives I guess. 
End of seanw3's quote

How can the lore justify losing the knowledge of spear-making and still make sense, though? It is something that existed a few hundred thousands years even before the middle age. Even some Chimpanzees have been reported to craft wooden spears and use them to hunt. You can convey the feel of rediscovering lost technologies without getting overboard with it. Leather working too, is something that can hardly have been totally lost as it dates from a few millenias before the middle age. As someone else suggested, it is a bit wasted that leather armor is the best light armor we can get when there are drakes and dragons to skin.

 

The problem with just having a quickstart option, instead of having more techs unlocked from the start, is that the game won't be balanced around that, and it would make the tech tree a bit too small, as these techs won't be replaced by others (as the default game would not have these techs researched). I would much prefer giving each faction 10 starting techs (that would not be the same for each faction). That would help make these starting techs significant in the gameplay of the faction, which cannot be achieved with a single starting tech.  

Reply #28 Top

Regarding the opening post: Neither Beta1 nor Beta2 have been released as content-promotion - StarDock is aiming to get the basic gameplay and major bugs sorted out of the game. There's heaps of content, quests, spells, gfx and the like that are/will be added to the game. Not all of that is committed to the Beta we have right now.

 

Reply #29 Top

I agree with some of the troubles, but disagree with the solutions. Nothing as drastic as dynasties or an overhaul of tactical battles is required. I'm confident with FE.

Reply #30 Top

Quoting DarkGaldred, reply 27

How can the lore justify losing the knowledge of spear-making and still make sense, though? It is something that existed a few hundred thousands years even before the middle age. Even some Chimpanzees have been reported to craft wooden spears and use them to hunt. You can convey the feel of rediscovering lost technologies without getting overboard with it. Leather working too, is something that can hardly have been totally lost as it dates from a few millenias before the middle age. As someone else suggested, it is a bit wasted that leather armor is the best light armor we can get when there are drakes and dragons to skin.
 
End of DarkGaldred's quote

You're point makes sense for the most basic spears (and only those), but I think you underestimate just how much knowledge goes into proper tanning to produce armor quality leather.  

Reply #31 Top

Quoting DarkGaldred, reply 3

Overall, I don't really find the game boring, as I like exploring and adventuring with my sovereign while my backwater nations does nothing of consequence. It reminds me a bit of Birthright, which was quite a mess too, but a pretty enjoyable one. It would be a shame not to rework the broken aspects of the game though.
End of DarkGaldred's quote

 

Ah Birthright liked the PC game and the D&D PnP version. It is too bad it was very buggy. I also miss the old Dragonlance TBS game as well I think it was called War of the Lance.

Reply #32 Top

I think FE will succeed. The leap in quality made from the first beta to the current one indicates that there is a vision and a drive for this game to become far more than WoM ever was.

But while I am sure there will be a lot of content added and faction and location differentiations made, I think the general fear is that FE will be bland. This may be all wrong, since we don't know what will get added in future updates, but I worry about that aspect most of all.

The longevity of MoM is not due to it being somehow better than all others forever, but the fact that there were some significant faction differences beyond being gray and tan men, a wealth of options for item creation, heroes and spells, and a very accessible city system which simply made sense.

Reply #33 Top

Quoting Kantok, reply 30



You're point makes sense for the most basic spears (and only those), but I think you underestimate just how much knowledge goes into proper tanning to produce armor quality leather.  
End of Kantok's quote

 

I wouldn't mind having much cruder versions of everything in the beginning. That is my point exactly. The reason why I hate having only clubs is that it reduces your troop selection choice to nothing for half of the relevant part of the game. I'd be content with bronze spears, hide armor, and bronze breastplate, as long as it allowed me to field an army that would not entirely consist of clubmen and then spearmen for half of the game.

Reply #34 Top

Quoting HenriHakl, reply 28
Regarding the opening post: Neither Beta1 nor Beta2 have been released as content-promotion - StarDock is aiming to get the basic gameplay and major bugs sorted out of the game. There's heaps of content, quests, spells, gfx and the like that are/will be added to the game. Not all of that is committed to the Beta we have right now.

 
End of HenriHakl's quote

 

THIS!

 Jesuz christ guys, this is the first beta, ...

and about the: ARGH i dont want to research spears and swords debate... The Opening post creator mentions that people play civ, but seems to forget how long it takes to build swords in civ. And i too, really like the idea of not being able to build swords from the start.

so thats that, and pls guys, stop complaining about lack of features when we are in beta 0.8 :D

Reply #35 Top

Quoting BlueInstinct, reply 34
THIS!

 and about the: ARGH i dont want to research spears and swords debate... The Opening post creator mentions that people play civ, but seems to forget how long it takes to build swords in civ. And i too, really like the idea of not being able to build swords from the start. 
End of BlueInstinct's quote

Civ allows to start a more tech advanced game but... yeah, people that starts in the most ancient time in Civ (I play that way always!), seem to naturally accept (and have fun!!!) that they have to research even the most "simple" stuff every single time. Yet, in FE, it seems to be an abomination just because "they come from an apocalypse only 150 years ago" and therefore it becomes unfun to research basic stuff.

Reply #36 Top

Because warfare in civ has always been boring and broken, so I as least personnaly don't mind that much not to have options in this department. FE warfare has the potential to be much better, but the lack of options hinders it greatly in my opinion.

Reply #37 Top

So you essentially just want "Crude Weapons" unlocked at the start? I could see that happening. Since Metal can be earned from turn one, there are alot more possibilities. 

Reply #38 Top

Quoting Frogboy, reply 14
It is possible that this just isn't the game for you. I hate saying that but some of the comments here tell me that some people just are looking for a different game.
End of Frogboy's quote

 

Hmm wasnt the problem with the first release that you didnt listen to people when they gave feedback? Telling folks who dont share your "vision" to go somewhere else might not be the best response. At least address the points of the OP before dismissing him/her.

Reply #39 Top

Well, we also don't want "too many cooks in the kitchen" either.  No, I don't think Brad saying this isn't the game for you is the best response, but I also don't think that Elemental's big flaw was that they didn't listen to the fans...it was that there really wan't a someone to steer the ship.  Kael is doing that for FE.

Reply #40 Top

Quoting enoeraew37, reply 38


Hmm wasnt the problem with the first release that you didnt listen to people when they gave feedback? Telling folks who dont share your "vision" to go somewhere else might not be the best response.
End of enoeraew37's quote

 

No that was not the problem with the first release. The problem with the first release was that they didn't stick to any kind of vision and made too many fundamental dramatic changes up to the very end resulting in a confused game with identity issues and an unfinished product.

Reply #41 Top

At some point though, if you don't like the art, don't like the tactics, don't like the strategy, you might want a different game or to make a total conversion mod. 

Reply #42 Top

Being a whiny cry baby of sorts (overstated for emphasis), I do know that there were a lot of changes made to Elemental based on fan feedback, after the initial release proved to have some crash issues, which really changed the initial design, after the initial design proved buggier than expected.

Brad and the team have already apologized profusely many times for this.  It worked fine in the lab, but didn't survive contact with the huge number of variations with various graphics cards and such.  They had egg on their face, but soldiered through it, very admirably I might add.  Many other companies would have tossed the product to the curb instead, after the first patch or two.

Unfortunately, we can be a very vocal group here, and in the quest to make some more happy with the design, some features others of us really liked were changed or removed.  Game design by committee has upsides as well as downsides.

I personally regret that the original design did not survive contact as a result.  The original game I found very enjoyable, and while I am warming to E:FE, as I've posted elsewhere, I miss the vanilla E:WOM.

As we are still very much in beta mode with E:FE, we should expect that a lot of the things we would like to see aren't implemented yet, and some may never be implemented if they don't mesh with the design that the current team is putting together.

That being said, the best thing we can do for E:FE right now is to continue to point out crashes/bugs, and continue to suggest modifications to future versions, with the goal of making a really cool game.

I'd like to see things a little more structured, while there are others that like things a little more random, and such differing points of view are to be expected.  But if we can help the team truly flesh out the various factions, better balance the spells, mana pools, weapons and such, E:FE will continue to become a more enjoyable experience.

Myself, I'm not really looking for Elemental: Civilization or Elemental: Galactic Civilizations as our model.  But I think that there are some concepts from both games that are valid here.  Other games (MoM, etc) also have some good ideas that apply here.  I do think Elemental eventualy needs to decide if it's more of a wargame or more of a fantasy adventure game, as we seem to have an identity crisis of sorts currently.  But if we can eventually hit on a more or less perfect balance between these, E:FE will be worth the effort.

Reply #43 Top

Quoting tjashen, reply 42
Being a whiny cry baby of sorts (overstated for emphasis), I do know that there were a lot of changes made to Elemental based on fan feedback, after the initial release proved to have some crash issues, which really changed the initial design, after the initial design proved buggier than expected.
End of tjashen's quote

 

That's why I think it's best to only read the problem descriptions and not the proposed solution, as we the testers cannot have the complete vision of the game in mind. More often than not, the reported issues, if real, should be corrected with the designer's solution that would fit with their vision of the game, not the solution proposed by the testers.

Reply #44 Top

Quoting DarkGaldred, reply 3
no more diagonal attacks
End of DarkGaldred's quote

I TOTALLY disagree with this statement!  I very much like diagonal attacks!

 

I, personally, have no problems with the tech tree.  I actually LIKE that some things on the magic tree require items on the other trees first, and vice versa.  It can, perhaps, use some tweaking here and there, but overall, I have liked moving up the tech tree.  Some of the earlier techs could maybe be made less expensive, especially given the back story, but I don't think eliminating them is a good idea.  And, oh yeah, there is a difference between a good spear and a sharpened stick.  The Roman troops had two different types of spears that they carried into battle.  Just because you can whittle a sharp stick and harden it in fire doesn't mean you can attach a sharp iron end to a wooden shaft.  Or that the end will be able to do much damage.  Or that it will be balanced.  Or that it will throw well.  Does it have 2, 3 or 4 edges?  Blood grooves?  Barbs to rip on the way out?  A good spear is way more than a sharpened stick.

 

It might be nice if some of the techs were renamed.  Some of these complaints might go away.  It's funny how often simple semantics can be a stumbling block. 

 

I kind of liked the idea of researching leather armor, and then later drake armor.  Brigandine, and then later, plate.  That sort of thing sounds intriguing, but it would have to be done in a way that doesn't make the tech tree too large (larger than it already is), or unbalanced.  Also, I very much like the idea of having the option to have a more magic-heavy civ vs a more mundane-heavy civ.  I see hints of that in the beta (mage units are available if you specialize in that direction), so I think good things are in store.

 

I am not a pro-gamer (actually, I am a pro programmer, and have been for 15+ years now).  I have a wife and kids.  I don't spend every waking moment playing computer games.  For me, the depth of options and things to do in FE is staggering.  Every time I play it, I find some new little wrinkle in the game that I didn't know was there before.  It's like SkyRim - there's always something new!  Adding more layers of complexity would, very shortly, become a turn-off, as it would become overwhelming.  When you have to play the game for 40+ hours just to understand it, it is too complex for most game players.

 

I have very much enjoyed playing this game (up until it inevitably crashes), and look on it as a souped-up Civ (which I have played since v.1, and like a lot) that is more fun to play.  Civ was a graphical version of Empire.  This is a fantasy version of Civ, and I like what I am seeing.

 

I primarily play real-time-strategy (Thank goodness for StarDock!), turn-based-strategy (Civ's about it, anymore), and FRP's, like Oblivion and SkyRim.  Having an FRP TBS is pretty awesome, IMO!

Reply #45 Top

Quoting fisch050, reply 44

Quoting DarkGaldred, reply 3no more diagonal attacks

I TOTALLY disagree with this statement!  I very much like diagonal attacks!
End of fisch050's quote

 I don't like them not because diagonal is uncool, but because they make positioning irrelevant, as you cannot prevent one of your units being focused by the opponent, especially when combined with the lack of reduction from long range. 

 


Quoting fisch050, reply 44

I, personally, have no problems with the tech tree.  I actually LIKE that some things on the magic tree require items on the other trees first, and vice versa.  It can, perhaps, use some tweaking here and there, but overall, I have liked moving up the tech tree.  Some of the earlier techs could maybe be made less expensive, especially given the back story, but I don't think eliminating them is a good idea.  And, oh yeah, there is a difference between a good spear and a sharpened stick.  The Roman troops had two different types of spears that they carried into battle.  Just because you can whittle a sharp stick and harden it in fire doesn't mean you can attach a sharp iron end to a wooden shaft.  Or that the end will be able to do much damage.  Or that it will be balanced.  Or that it will throw well.  Does it have 2, 3 or 4 edges?  Blood grooves?  Barbs to rip on the way out?  A good spear is way more than a sharpened stick.

 

It might be nice if some of the techs were renamed.  Some of these complaints might go away.  It's funny how often simple semantics can be a stumbling block. 

End of fisch050's quote

Not at all, the problem would still be that there are zero options to outfit troops for the first part of the game, hence less non-obvious choice to make in the beginning. Renaming techs won't make it change.


 

Quoting fisch050, reply 44


I am not a pro-gamer (actually, I am a pro programmer, and have been for 15+ years now).  I have a wife and kids.  I don't spend every waking moment playing computer games.  For me, the depth of options and things to do in FE is staggering.  Every time I play it, I find some new little wrinkle in the game that I didn't know was there before.  It's like DragonBorn - there's always something new!  Adding more layers of complexity would, very shortly, become a turn-off, as it would become overwhelming.  When you have to play the game for 40+ hours just to understand it, it is too complex for most game players.

End of fisch050's quote

pro-gamers don't play solo games. It is hard to get paid for beating the AI... Anyway, I don't see how it is relevant. I have a baby that doesn't let me sleep, and I develop software for a living too: that's why I'd rather spend my limited gaming time taking interesting decisions instead of trivial ones. You don't have to play the game for 40 hours to understand what is broken (maintenance out of scale with buildings benefits, uselessness of troops because of low HP, uselessness of 95% of the hero progression). It's not about adding layers of complexity, but about adding options to the existing layers. Anyway, with better UI design, explaining the precise benefits of every statistic, it would take much less time to grasp.
 

Quoting fisch050, reply 44


I have very much enjoyed playing this game (up until it inevitably crashes), and look on it as a souped-up Civ (which I have played since v.1, and like a lot) that is more fun to play.  Civ was a graphical version of Empire.  This is a fantasy version of Civ, and I like what I am seeing.
End of fisch050's quote

 

If I spend so much time complaining, it is not because I don't have fun with the game, it is because there are many issues that makes it falls short of its potential in my eyes.