Top 5 and Bottom 5

The current Beta of EFE has come a long way.   In my opinion the unfinished game is already a lot of fun.     To be a bit more detailed here are the top 5 things I like about EFE today:

 

1. The current level up systems for heros, trained soldiers, and cities

This not only creates attachment to the unit but it adds a great deal of replayability. 

2. The current magic system.    

This is far, far better than the original.  It works smoothly, its understandable, and there are a number of great spells.

3. Combat, with a few minor issues, is excellent.  

Its better than combat in MOM.  (And I like the game MOM a lot).

4. Stability is great.

For a game still in the beta stage it is rock solid.

5.   EFE has the "just one more turn" fun factor because the current feature blend is so good.

One example is when the random event system was added it was done really well.     Meteors.   Monsters growing two levels, etc. can really change the players next actions in the game.      

 

To be fair, here are the things that I would most like to have changed.   I doubt if anything here is new in the forums.  However, I make no claim other than this is my personal opinion.   I also want to note that the game is very, very good as it is - these suggestions are offered in the spirit of how can we make it better.

1. The ability to level up the size of units when the technology is researched.

I don't want to give up using a great unit just because its size is no longer competitive.   Of course this upgrade should cost in time and gold.

2. I would like to see the royal marriage and children put back into the game.

This added a lot of uniqueness to game play.

3. I would like to be able to build roads whereever I want - in addition to the current city and outpost links.

This is necessary for effective empire defense and to reduce the lack of fun involved in many slow trips over the same territory.

4. The game needs a few flying units.

In other games (AOWSM, MOM, etc) this has added another whole dimension. 

5. More differentiation in loot.

The current loot system is good.    A bit more variety would add to the driving force for exploring and fighting monsters.

Stardock, thanks for all the hard work.

5,830 views 14 replies
Reply #1 Top

I'll second the suggestion for considering putting the dynasty system back into the game.  I though this was a really great idea, and was disappointed that it never worked very well in WOM.

 

Cheers,

 

-tid242

Reply #2 Top

  I would like to see an expansion to the game cover the dynasty system in great depth rather than just add a little bit. There is the potential there for an entire game/campaign alone. I'm thinking larger in size than the homm expansions, perhaps with the planning of zerg and toss expansions for starcraft 2. (meaning they took about a year and a bit to work on each one

 

 :wulf:  


 

Reply #3 Top

I can do without the Dynasty system (at this point), and think that magic still needs piles of work to be at all interesting (It is *better* than it used to be, yes), but otherwise, yeah, this is a pretty accurate assessment of the state so far.

Reply #4 Top


Agreed that magic system needs a overhaul. The spells and effects are fine but the paths are too easily attained. Having one element path per 10 levels or no opposite paths (no fire and water etc) might help this. Also damage spells should be accuracy based to hit with wands/staffs etc giving bonuses.

Reply #5 Top

I don't agree with your number 4.  I really don't want flying units, they usually end up gamebreakers.

 

 

Reply #6 Top

 

Flying units can be a problem but it depends on how they are implemented.   I certainly respect your thoughts on this but I would still like to see flying units - at least as an option that could be chosen before the start of the game.

Reply #7 Top

Top 5

1.  Champions (who doesn't like roleplaying their own heroes, traits still need some work)

2.  Weapons/Armor/Items (good balance, good variety)

3.  Quests (fun, good choices)

4.  Faction Differentiation (go big or go home)

5.  AI (getting better every release)

Bottom 5

1. City Management (need better building choices and more specialization)

2. UI (need more info, less clicks)

3. Stability (the game should never crash)

4. World (more interesting/interactive terrain)

5. Tech Tree (Civ tree needs help to be a viable strategy)

Reply #8 Top

I think adding a dynasty system to FE would just be a distraction at this point, there is still a lot of work that can be done to tighten up the core mechanics and continue to add more interesting fluff. And even once everything else is finished I question whether FE should be about children when your main starting character is so central to the story.

BTW, for those of you who who like the idea of building up a dynasty you really, really should try Crusader Kings 2 if you haven't yet. It is a strategy game but the core of the game is about managing your dynasty and heirs. I think it is a really awesome game and shows that it is possible to build a great game around dynasties... I just don't think FE is that game.

 

BTW I largely agree with Trojasmic about the current state of FE's development.

Reply #9 Top

Agree with being able to upgrade old units into larger sizes. Don't care about dynasty system either way. No flying creatures, please.  |-)

Reply #10 Top

* The ability to level up the size of units when the technology is researched.

yes pleas

 

* dynasty system, I didn't play the original, only the beta so far, so maybe I don't know what I'm missing,

but seems like a distraction to me as there are so many other things to work on

 

 

* roads, yeah feels like something needs to be done about them spawning all over the place and inadvertently waking monsters and inciting powerful monsters into my kingdom

(honestly I think they favor my aggressive style of play way too much)

 

* The game needs a few flying units.

also feels like a distraction at this point, I'm sure it would add to the game if done well, but I'm also sure doing it well (with ai understanding and proper balance) is hard.

 

* city management- agree (cities are a bit booring)

 

* UI- agree

- lots can be done in this regard

 

* stability: should never crash

should never lag so much it needs to be restarted either

 

* Tech Tree

- hrm 0.913 & 0.914 are all I've played and civ tree seems very important economy and city dev,

but I guess the only thing that really matters to winning is leveling/gearing up my hero to an unstoppable force of doom

 

* World (more interesting/interactive terrain)

Seems cool I'd love to see events and such but I think mostly a distraction at this point when they need to beef up core AI, polish game play, and figure out proper balance.

 

*  Faction Differentiation (go big or go home)

- imho still needs balancing, but cool

- it would also be cool if different faction's rejuvenated land looked different and cities more different

Reply #11 Top

* More differentiation in loot

some ideas: (rarity needs to be balanced such that I can still get cool weapons)

- free outpost with some cool resource

- ability to make certain items to buy/equip troops with (just don't make it overpowering)

- summoner mage items (they seem a bit lacking in the game as well as in spells)

- fertilize immediate area for settlement with large, or at least never sucky, bonus (rare / high level)

  - this could also be a 1 use potion

- eleven cloak / boots (unit is invisible to monster agro), change actual item to be lore appropriate

- special no movement penalty spells (forest only, river only, everything)

- special magic shop, only sells items to heroes, sells stuff not normally available or at a discount or both

- something that spawns a river next to your city(allowing you to build the city next to a river improvements)

- free monster guardian (guardian statue would be easy as it is already coded), but could also be a troop of wildlings who take residence in your city

- hidden city, city free of monster 

- some quests really should alter the map: volcano, small chasm, rivers (be cool if they could pull off a city on a hill while leaving room for expansion)

- trait emulating affects on items would add some more differentiation if done judiciously,  (I'm thinking bood thirsty, impulsive, clumsy, among others would work well)

Reply #12 Top

I would love to see the return of the Dynasty system but it does need some work.  I’m hoping they release it as DLC after FE ships.  I also hope that they add sea, flying and subterranean units in another DLC pack. 

Reply #13 Top

Not only do they need Flying units but they need sea units as well as other terrain type creatures and movements.  For example: Lava, Snow, plains ext.

Also the TC is still not up to snuff yet but it is getting there.

Reply #14 Top


Agree with everything very strongly except the flying units, I don't miss them at all.