[0.914 - FEEDBACK] 15 more hours of playtime. Notes for the Devs.

So, over the last few days I've been able to put another 15 or so hours into the beta and have found some quirks and kinks that ought to be addressed. We have already hashed out larger fundamental concerns ad nauseum and until Beta 4 comes out, those can be set aside.

Before the following list of "stuff that's wrong", I just want to express gratitude yet again to FE's development team for the effort they are putting into FE and the degree to which they are interfacing with the community in its development. You already have a solid framework of an awesome game, and we appreciate the effort that each and every one of you are putting into it.

INTERFACE/HANDLING:

  • Strategic Map:
    • There is no good indicator of when a turn has passed or when a turn is going to pass. Because of this, you may unintentionally move the last unit before auto-turn and miss out on putting things into city queues, essentially losing production. Not a big deal in each individual instance, but over the course of a game, this could easily turn into entire units. We should have at least an indicator of the number of units left to move before the turn flips.
    • Frequently, when attacking a stack, the game will go ahead and highlight and center your screen on the next unit selected before opening the combat preface screen. The screen should center on the combat being fought when opening that screen
    • There is no "cancel orders" button. This causes unintentional moves to result in units moving way far out of position if the move orders are unable to be changed, which occurs frequently. With the number of strange move-to selections there needs to be an after-move way of indicating to the unit that you want it to stop what it is doing.
    • As above. There are still some very odd "Click here and the unit selects a space across the map and in the water" occurrences. They are relatively frequent, but I've not been able to isolate what it is that causes them. At least once I saw some bizarre behavior that I think was linked to accidentally pressing the "Explore" button.
  • Tactical Map/combat:
    • Groups of things with ranged weapons still seem to have strange little hangs and have their attack effect literally come flying out from the left side of the screen. It is odd, and nearly universal on my machine. Ultimately harmless but strange, and will be perceived poorly in a finished product.
    • Sometimes, when shifting a unit that is engaged with a unit 1 square so that it can attack a different target, the unit will move to the indicated square and automatically attack its previous target. Units should not assume what the player wants dead
    • Spells and abilities really ought to be grouped by type. Once warriors and casters have over 6 abilities, it gets more difficult to quickly find the types of abilities you want.
    • What is the purple squares you see when you go to attack things in combat? I assume they are the "This is where you assume this monster can attack this turn", but I have no idea for sure. Why do they appear when you mouse over and not when you actually select? It would clean up the interface a bit if they only popped when you clicked on a unit to see what it was all about.
    • Combats in the Fire Wildlands (The burning man place) have really busy terrain that is difficult to see clearly on during play. Especially when zoomed out.

OVERLAND, GAMEPLAY

  •  Roads, Zone of Control, Fog of War, Outposts, and Resources: <--- These represent a significant problem for the defensive aspect of the game. Both players and the AI will benefit from changes made
    • Enemies have way too much access to your empire once you have roads. The player has no control over where the roads go, or how many there are as a defensive choice, and enemy factions are not restricted in any way in using them. This allows them to sprint around Outpost defenders and engage more poorly defended cities.  Enemies should not be able to use the movement benefits of roads within your ZoC. Only friendly units.
    • As above, roads within your territory represent a far more significant threat to your own security than benefit most of the time. In addition to the above concern, without defenders patrolling, these roads allow enemy armies with 3 or more moves (see: "Tireless march") to come along a trade route from well outside your Fog of War and attack a city in one turn. How do we, as players, utilize our "In your ZoC only" spells if we are given absolutely no opportunity to do so. As above, Enemies should not be able to use roads in your ZoC
    • Similar to the above concerns, enemies simply pathing over resources that had roads spawn through them are automatically destroyed. There is no "I want to break that" and no penalty for choosing to do so. These represent a significant outlay of gold and time in player terms, and in conceptual terms these features would not be something you can drop a torch on to while you stroll past and expect that they be reduced to uselessness. Breaking resources and outposts needs to be a choice, and it needs to be a full turn action. Move on to resource space on turn 1, then the unit chooses to break it on turn two.
    • As a bug, there are many times where the Fog of War does not update. You will retain vision in places where you once owned a city beyond its ownership. Similarly, if there is a resource on the edge of another faction's ZoC, and you have a unit just outside of it, it does not always allow you to see what the unit should typically see.
  • Powerful Monster lairs.
    • I got to watch a Drake and two Packs circle one of Krax's cities for 30 turns without attacking the city. It's lair was built next to with only one space of grace between it and the city, and it was totally cool with it. If I took the city (3/3 tries), it attacked before I had the opportunity to Raze the thing and run away. At one point, it went after a caravan, Krax nabbed its lair. The following 30 turns it spent literally wandering in circles around the city. Yes it killed some UNITS, but it never attacked the city. I stopped paying attention after that. The city did disappear, but I have no idea if that was Guilden beating up on Krax or the Drake. I know that the 0915 patch notes says you guys have double check this but it really is uncanny.
    • There have been a few instances of lairs evaporating after killing the monster, but not yielding any loot. I'll pay more attention to this phenomenon in the next game and see if I can identify any similarities.

GENERAL BUG ISSUES

  • Magic:
    • Guardian Wind does not appear to work. In a recent game using Tarth, my Sov had a natural 5 dodge, and 2 Air shards (should have given me 30 dodge against ranged attacks). Looking at the character sheet in Tactical, it did not indicate that there was any change to the Dodge score, and the two Militia archers units I was in combat with (75 accuracy) didn't miss a single other hit. Could have been a poor set of RNG results, but it sure didn't look like a 45% chance to hit.
    • Titan's Breath gets cast and has no effect, visible or otherwise. It is supposed to knock down all units failing a resist.
  • Shops/Trading windows:
    • Trading windows allow you to drag/drop between characters. There is no drag/drop functionality when selling and buying from the shop. Is this intentional?

That's all I've got for now. More to come after the 0.915 patch.

2,653 views 5 replies
Reply #1 Top

Good post. Experienced many of these too. In particular I think roads in enemy territory should not be usable. It is really frustrating not seeing an attack coming and as the OP says, roads definitely work against you more than they do for you.

Reply #2 Top


I haven't noticed all of these things, such as i never ever use the exploration command, and i never looked closely at guardian wind to see if it was working, but the defensive issues he's mentioned about sight and zone of control and roads are major gamekillers for me. I don't want to have to place milita units on my borders to act as scouts for me.  Hopefully in the next version where cities and outposts are changed then this issue will be addressed but at the moment its a giant gamekiller for me.

 

I've had games tuined because i just unlocked the tech that gives you roads after i built my second settlement and an assassin demon comes running along my road, destroys three resources and the next turn razes my settlement, and then turns around and marches on my capitol - no way i had enough tech to deal with that ealry game and my heroes would only serve as a source of healing for it - restart new game. uhg. lol.

shrill lords, umber droths and assassin demons are the big three ealry game problems for these wandering monster. Those plague stalker things can be annoying too but don't show up as often.

Reply #3 Top

Quoting Glowing_Ember, reply 2

I've had games tuined because i just unlocked the tech that gives you roads after i built my second settlement and an assassin demon comes running along my road, destroys three resources and the next turn razes my settlement, and then turns around and marches on my capitol - no way i had enough tech to deal with that ealry game and my heroes would only serve as a source of healing for it - restart new game. uhg. lol.

shrill lords, umberdroths and assassin demons are the big three early game problems for these wandering monster. Those plague stalker things can be annoying too but don't show up as often.
End of Glowing_Ember's quote

 

The thing that actually prompted me to start taking notes was a pack of hoarder spiders spawned from a hoarder lair on the far side of a Resoln city screamed down one of Krax's old trade routes to a city 3 turns after I had built it. I believe that it was the construction of my city that prompted the attack. What's more, Hoarder spiders are utter weak sauce if you have even a point of armor. They are unavoidable death for a city with only two unarmored units, and no casters to bend the rules.

 

Yep. Those are the three. Shrill Lords in particular are infuriating for me, since they like to meander, and they run around with a group of creatures so very weak, and they are so very ridiculously strong. At least Umberdroths tend to be a bit further away from your city and a touch more avoidable until you can handle them.

Reply #4 Top

I think simply reducing the effectiveness of roads in enemy territory should do a pretty good job of addressing the road issue- something like 1/2 as effective as normal roads. Or adding the ability to put traps/ambushes on your roads, but this late in the beta that kind of defensive change may be too hard to balance. 

Reply #5 Top

I'm waiting for the city and outpost update to see what they come up with. hopefully they will have a solution in that package for the defense problem.