Most/Least Favorite Concepts of FE


Good Morning

Recent threads have had me grinding my gears as to what are the most admirable concepts FE has to offer so far: I propose the following:

List the 3 best and the 3 worst concepts you find about FE to date. I'll go first:

Top 3

  1. Shards: Love how they're impact scales spells and abilities. Love the variety available. Kinda miss how spells could 'fizzle' when in proximity to certain shards. (thinking back to MoM)
  2. Cities: Love the level up mechanic, the city specialization, and the multi-tile expansion with same-site improvements. Simply put, the best city mechanic I have EVER seen in a game. Don't like how 'build' auto-highlights for the item on the list as it makes for accidental builds.
  3. Essence: Love how they're impact scales enchantments and allows your cities to specialize. Really makes your nation dependant on magic to survive. Would be nice if 'corruption' enchantments could be placed on opponents enchantments that can make them hinder instead of enhance. Naturally, there would also have to be 'cancellation' spells to cast so that you can restore your buff enchantment.

Bottom 3

  1. Wildlands: Currently no need to ever enter one. It's currently a 'time filler' mechanic. Needs to be an RPG drive for you to WANT to complete them.
  2. Campaign: For a TBS game, this is a gimmick, imo. Campaign/story elementa should be loosely intergrated into the sandbox mode so that each empire building experiance is an adventure aswell.
  3. The Store: This is just missing so much. Don't like how you can buy in other faction territory (or at least, don't like how you can buy for the same price). Don't like how it's not organized. Don't like how there is no vault or way to transporting items to other heros. Don't like how you can tech and KNOW what's in your store. There should be a bit of a random element too (the wandering merchant) experiance.
5,859 views 22 replies
Reply #1 Top

i love

 

-champions/sovereign development

-bosses and their lands (as a concept more than as a function)

- cities when they get reduced in number and balanced in their improvements

 

i hate

- magic, sovereign magic is improved but still lacking a bit of balance and coolness, but monster magic is just bad and boring, i want a world alive and magically scaring, i need to fear to face a shaman, an elemental, a dragon, i want them to cast astonishing and powerful spells

-spam , everything that is too much happening is so annoying, too many cities, too many pioneers, too many units sometimes

-itemization is not satisfying

 

Reply #2 Top


I have to disagree about the campaign comment.  Cause someone or a lot of someones are working hard on this.   I for one am looking forward to it.  I love campaigns more in games like HOMM and the like than just playing sandbox. 

 

Reply #3 Top

Quoting Supreme, reply 2

I have to disagree about the campaign comment.  Cause someone or a lot of someones are working hard on this.   I for one am looking forward to it.  I love campaigns more in games like HOMM and the like than just playing sandbox. 
End of Supreme's quote

Fair enough to disagree. This is an opinion thread afterall. I've just never considered FE to be a 'campaign' game. Everything shown to us so far indicates that the sandbox mode should be focused on.

Reply #4 Top

Quoting GFireflyE, reply 3
Fair enough to disagree. This is an opinion thread afterall. I've just never considered FE to be a 'campaign' game. Everything shown to us so far indicates that the sandbox mode should be focused on.
End of GFireflyE's quote

It is focused on (I think, that is how it looks from my screen), the campaign is an extra hook to gain in more points ;) I bet it will be interesting to see what they have cooked up reading the bits about it I have, I hope you are surprised by the campaign :D.

Boy this list thing is hard, I can't promise its 100% accurate.

Top 3

best 1
I really love the theme, the aura of the game, the world filled with dangerous (well, they used to be dangerous :)) monsters, magic runs through the land vividly, the elemental shards stream upwards from the ground, being the focus of magic.

2
I was a big fan of Master of Magic, and this game looks pretty much the same, I like the magic + civ parts, enchanting my cities and units, training new armies of units, coordinating a proper unit tactics etc.

3
I must say I am in favour of this game supporting modding in the extend they do, because it will open up new adventures due to opening other peoples mods, it will be grand to see what people cooked up, and to know that if I am disappointed in the something, I can make a personal mod to try and fix it afterwards, so I at least get some moneys worth :D

Bottom 3

3
The Coding of the AI and the Animals is not quite what I would prefer in the final product, I see the critters of the world running past an undefended outpost to go drink from a lake over there, stuff like that.

2
I have some issues with the map setup, the wildlands seems very end-game, I could rush the maps faster than I could ever gather power to tame the wildlands (if playing optimally), and poor starting locations ruins my fun. (I hate having to click ctrl+n because I know if I start with a 4/2/nothing I will be like a dog-treat to some rampaging faction that will plain look at me hungrily.

worst 1
The scaling in this game is way off, the balance is whack between both grain/material/essence, and the balance between units/armour/hp/accuracy/dodge currently doesn't seem like its going to be anywhere near awesome at release
(I might just be looking at it pessimisticly though).

Sincerely
~ Kongdej

Reply #5 Top

Hey,  I will say this though.  All the bugs that need fixing, tweaks, balances, suggestions, frustrations..  Those apply to how a campaign game and mechanics would work also.  So it make sense to keep campaign under wraps - cause campaigns and story are not different every time, once the campaign is in, there's no going back.  If we had the campaign already while we were bug testing in the betas it'd be much like the quests we see everytime. game after game of the same.  Boring.  So I wouldn't expect to see a campaign at least until release day.

Reply #6 Top

Like:

 

1. The mix between RPG and Grand Strategy

2. Being able to customize pretty much everything

3. Resources and world map improvements

 

Dislike:

1. The balance of armies such as between Soldier and Champion. Multiplying attack means late game armies are extremely lethal but early game they're almost entirely useless compared to heroes. Monsters from the later techs are also rather useless once you obtain them.

2. Monsters aren't monstery enough. The RPG elements in general are too passive or random and need tighter behavior (bandits raid trade routes, creatures protect their lairs instead of walking off when ZoC pops over them, dragons occasionally go around razing outposts/resources, etc).

3. Lack of sieges, walls, and other things which make assaulting a city special as opposed to the blank tactical map we get now.

Reply #7 Top

Like:

1. Lore, it's deep and interesting.

2. Customization and Moddibility, you get to write your own story.

3. The whole concept

 

Dislike:

1. Pacing. All the fun stuff happens early game and a lot of things don't scale over time well.

2. The unit design system is really awkward and units don't upgrade easily or cleanly.

3.  Lack of terrain variety. Once you have explored around your start it gets boring because everything is the same. Fertile and unfertile land broken up by swamps and deserts, and bordered by coast that all looks freakishly similar. All arranged randomly without environments or climates. Deserts and swamps also do nothing. You simply can't build there.

Reply #8 Top


Cool lists so far.

I've never been much of a modder myself (always took what the develper gave me). Great to see that Stardock is entertaining modding interests aswell....and from the simplicity shown in the examples...I may just give FE some tweaks of my own. XD

Reply #9 Top

Like:

 

1. Cloth map

2. tactical combat

3. very customizable heros

 

Dislike:

1. Lack of Dynasty option

2. Monster lairs do not have a visible ZoC

3. Nothing going on in late game other than mop up

Reply #10 Top

Quoting GFireflyE, reply 9

Cool lists so far.

I've never been much of a modder myself (always took what the develper gave me). Great to see that Stardock is entertaining modding interests aswell....and from the simplicity shown in the examples...I may just give FE some tweaks of my own.
End of GFireflyE's quote

The best thing about easily moddable games are the 100's of different mods you will be able to find, and try out, if there are 100 mods, atleast one of them will get some cool ideas :D

Sincerely
~ Kongdej

Reply #11 Top

Best three:

1. Theme and game-style: turn-based fantasy strategy game.  Enough said.

2.  Lore.  There is potential here, hopefully the campaign (and Brad's book that I haven't read yet) will flesh it out.

3.  Settlement leveling and specialization.  Brilliant!

 

Bottom three:

1.  Unit design.  There's not enough variation (in my opinion) to warrant a lot of unit specialization.

2.  Unit stacks.  I hate them.  Always have.  Hasn't stopped me from playing TBS games mind you.

3....there's probably a third, just can't think of it right now.

Reply #12 Top

Some wildlands are useful- it's a great way to level up heroes.  So I wouldn't call them useless, except for fighting guardians.

 

Right now- I feel essence is OP, especially early game.   Grain is underpowered.  I'd rather have a 2/4/3 early game over a 5/2/1.

 

 

Reply #13 Top

I do agree on the Campaign point, I'm more a fan of the campaign being built into the universe and being told throughout the game, like Master of Orion 2 and the Antarans, or Distant Words with the Shakturi. FE sort of has this with the master quest, but it's not quite the same.

 

This doesn't mean the campaign they're adding will be bad, of course, not at all. But for a TBS it's not something that factors into the appeal of the game for me.

Reply #14 Top

Best

1. Modding is insanely easy on the surface

2. I love the wildlands and the monsters roaming the wastes

3. I love the unit designer that allows me to customize units down to their bracers

 

Worst

1. Lots of bad UI issues https://forums.elementalgame.com/430530

2. I wanted sieges, got something half-assed instead

3. No scripting for modding

 

Reply #15 Top

Best

1) Heroes/Cities/Items diversity. Lots of choices, nice hero skills and leveling is getting balanced from patch to patch. Cities are far more interesting to develop in beta 4.

2) Modding

3) Wildlands and lore. I would like to see more monsters/quests/random event but the fact is FE already has a rich lore right now. I love the wildland areas, they a nice additions to the game.

 

Worst

 

1) Factions look the same, build the same. I would love to see more differences between factions (like many unique units), more unit skills and more items customization. Diplomacy is very bad right now. I can still live with this though, this ain't the major drawback for me.

2) No siege possibilities. Cities should be major strongholds. Now, it's a cat and mouse game where AI backdoors my low garrisonned city with a small army until I send one hero to solve the problem and retake 2-3 cities without opposition. This looks more like blitzkrieg then fantasy medieval where castles and cities could resist major assaults because of walls/ballistas etc... this is the major drawback for me. In civ, a major army is needed to seize a city, in AoW, an army of lv 3 units could be broken by a small group of ranged units behind a wall and in pretty much all medieval time strategy games, taking a city is hard without a huge army. If you don't want to add walls, maybe there could be some time limit before assaulting a city (like u need to seige it for 3 turns before doing the tactical battle). That time limit could progress with buildings (5-7 turns). Same with outposts (1 turn wait). The wait would turn cities in chokepoints for major battles, like they should be, and no small one man army could resist that wait (player like AI)!

3) Balance/AI. Heroes stomp troops like insects until very late game. Even then, no troops can really resist a 2-3 lv 12+ hero army. AI is getting better from patch to patch and I am sure the balance/AI issue will be solved in the next months seing how it progressed since beta 1!

 

Anyways, beta 4 sound great

Reply #16 Top

Quoting Heavenfall, reply 15
3. No scripting for modding
End of Heavenfall's quote

 

I might need to make room on my list for this one. It's a rather glaring gap in FE's modding capabilities.

Reply #17 Top

Like

1. The variation between the factions. Now I am hooked on Resoln, later I will find another good faction

2. Special spells like Shadow world (or was it rift) that makes a spawning place for cool monsters

3. Every unit levels

 

Dislike

1. The monster behaviour is dependent on some triggers that does not work properly. Allowing the AI to settle next to dangerous stuff, but if you take the city then the monsters attack

2. The world is too tame. Spamming should be stopped by aggressive monsters.

3. Why cant I upgrade a unit from 3 to 5 members when I get the tech. Should have been fixed months ago. Just cut the units level in half to simulate the new rookies.

 

AND BRING UMBER BACK!!! 

Reply #18 Top


Still coming with excellant top/bottom concept! Solid!

I smile inside when I see a concept  on someone's top list, but that very same concept on someone else's bottom list. Show's that a ) you can't please everybody, and b ) different people are looking for different things in the game.

To summerize, here are the concepts mentioned so far:

Top List: Shards, Cities, Essence, Sovereigns, Wildlands, Cities, Campaign, Theme, MoM, Modding, Concept, Customizable, Improvements, Lore, Modding, Theme, Cloth Map, Tatical Combat, Customizable, Theme, Lore, Cities, Modding, Wildlands, Unit Design System, Diversity, Modding, Wildlands, Lore, Faction Variation, Special Spells, Leveling,

Bottom List: Wildlands, Campaign, Store, Magic Balance, Pioneer Spam, Store, AI, Map Generation, Balance Issues, Soldier/Champion Balance, Tame Monsters, Sieges, Early-Late Game Scaling, Unit Design System, Terrain Variety, No Dynasty, Monster Lair ZoC, Early-Late Game Scaling, Unit Design System, Unit Stacks, Essence, Grain, Campaign, UI Issues, Sieges, Scripts for Modding, Faction Variation, Sieges, Soldier/Champion Balance, Monster Behaviour, Tame Monsters, Unit Upgrades,

Putting together a tally, here are the number of times the following concepts have been mentioned (for better or for worse):

  • Shards:                 1 / 0
  • Cities:                   3 / 0
  • Essence:               1 / 1
  • Sovereigns:           1 / 0
  • Wildlands:             3 / 1
  • Campaign:            1 / 2
  • Theme:                 3 / 0
  • MoM:                     1 / 0
  • Modding:               4 / 0
  • Concept:               1 / 0
  • Customizable:       2 / 0
  • Improvements:     1 / 0
  • Lore:                     3 / 0
  • Cloth Map:            1 / 0
  • Tatical Combat:    1 / 0
  • Unit Design:         1 / 2
  • Diversity:              1 / 0
  • Faction Variation: 1 / 1
  • Special Spells:      1 / 0
  • Leveling:              1 / 0
  • Store:                   0 / 2
  • Balance (all types): 0 / 5
  • Pioneer Spam:      0 / 1
  • AI:                        0 / 1
  • Map Generation:  0 / 1
  • Tame Monsters:   0 / 2
  • Sieges:                0 / 3
  • Game Scaling:      0 / 2
  • Terrian Variety:    0 / 1
  • No Dynasty:         0 / 1
  • Monster Lair ZoC: 0 / 1
  • Unit Stacks:          0 / 1
  • Grain:                   0 / 1
  • UI Issues:            0 / 1
  • Scripts:                 0 / 1

Let's keep 'em coming!

Reply #19 Top

The Best:

  • The concept of a fantasy TBS game - every geek's dream. You go into it dreamy-eyed, overlooking a lot of flaws just because a fantasy TBS is exactly what you want.
  • Cities, Shards, Outposts: This is already fun and - while some additional polish and adjustments is required - is well done and compares favourably with other games of the genre.
  • The early phase of the game, pending balance issues, is great. Exploring, expanding and exploiting what you find, this is where this game shines.

The not so great:

  • The magic system feels half-baked at the moment, and I am not just talking about the selection of available spells but also about how you get them, how they are implemented and the addition of casting times to balance them. Other games of the genre do all of this more elegantly.
  • Tactical combat is not very interesting. I love turn-based tactical combat in other games, not so much here.
  • The mid-late game from the point where your hero stack can't be stopped. Nothing to see here, just start a new game.
Reply #20 Top

Best:

1. Modding is epic. The quest system allows for real in depth storytelling. The xml is easy to read, change, balance to each person's preference.

2. RPG in a TBS. Officially better than a Tur[turkey]key

3. Wildlands. Such a great concept. It brings alot of depth to each map.

 

Worst:

1. Balance is still way off. I have an entire mod of balance changes to keep playing the game. Not a good sign.

2. Potential of adding campaigns as sandbox quests is not fully realized. Jon Shafer should have been making an epic quest that blends right into the game. That should have been the Masterquest.

3. Pathing system for heroes is not fully realized. Why was Baldur's gate not copied verbatim into the leveling system? Huge mistake.

 

Rebuttal: 

The worst list for me is easily fixed by number 1 in the best list.

Reply #21 Top

Newbie (15 hours in) view:

Like:

1) Unit customization (want and axe or spear, greaves or helmet etc for your militia, design them in) Love it!

2) Rpg/strategy mix (the whole concept)

3) Quests, I like the way they are implemented

Dislike:

1) Building new cities. This is a no brainer; find a spot = build city as fast as possible. Why there isn't a game in this genre where building one huge city would be a viable strategy (at least for a part of the timespan of the game)

2) No random spawns of monsters

3) still in Beta :)

Reply #22 Top

My list (+/- 30 hours sofar so still rather freshfaced), also I will forgo the obvious one of idea/setup/theme, as its a foregone conclusion (why would I start playing it otherwise ;) )

Also listing is hard as there is a LOT I like, but these come to mind easiest:

1) Citybuilding, awesome setup, love the way u can specialise, and still have valid choices later on down the tree should it be required to switch focus  (like being able to build troops in research city with 25% extra xp gain - was I think choice on lvl 3 or 4) - even if I dislike some of the bugs like not being ablo to build a forrest lumber mill again once u have deleted it from buildingque, as forrest is suddenly not in direct contact with city anymore

2) Absolute freedom in customization, ranging from modding to troop design, love the absolute openess

3) The difference in race setup, most have a different theme (even if I think some of them arrive a bit late in the research tree to make them viable for the (atm at least) crucial early game (juggernauts I think arrive quite late for example, while abslute powerhouses they arrive only mid/late game) - but even that is ok, as it will have to be reflected in ur playstyle, turtle until u hit the tech and then boom)

Dislike:

1) Stupidity of AI is quite offputting (Several AI stacks (like 6 or 7 armies of 6 units each all on same spot) sitting still for rounds on end on same spot allowing my Sov to nuke one stack after the other - only with the last 2 AI starts to actually do something), which goes hand in hand with the terrible handling of monsters in the wilds (both of which I assume is on hold for improvement)

2) Documentation of what is what, I realize its Beta, but some list of for example keymapping in options or as an enclosed pdf would be  awesome, or the concept that some researches are random from the start, took me forever to figure out why I could not cast some spells, even if I had the req's)

3) Mid to late game becomes boring! As awesome as the beginning is, later on there is no more feeling of accomplishment, just disgust at stupidity of AI (am playing at ridiculous with research set to hard, and still my sov (custombuild with masterscout and able to arcane towers for rapid expansion) is mopping the floor with the AI, even though I'm at bottom of powertree - the only hard time was from the start, when my sov was lowlevel and one hit could kill him

Honorable mention to:

a) Finally a tactical combat again (even if its meh sofar - too much and too little mobility I think, standing still while hitting should make a difference, maybe better accuracy or hit 2x, so if u playing a mobile bow, u shoot with less acc once u move but u get hit less often if u do etc - if we forget for a sec about the stupid AI who only advances one spot per turn to keep defending until it can charge - that against a magic user where defense has no impact as far as I can see)

b)The concept of the dangerous wildlands, love that, but needs to be much more dangerous, no more juicy afternoon snack pioneer walking past dragon hoard without a care, both for AI and 'Masterscout' too

Will stop here but could go on, love the game as such, but still needs quite a bit of love :thumbsup: