[4v2; comments on balance/fun factor]

I've played a couple of games (mostly on default hardness less) and generally I find the early game can be difficult (esp if you get boxed in early) but the late game becomes trivial easy. I also find that the opponents tend to surrender easy (whigh gives you access to a great champion).

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I think the game would be a bit more enjoyable if:

a) More items (and items diversity); I just love finding treasures; but a bit of diversity could help here

b) The early game toned down just a little - not too sure of a good way to address this issue; maybe placement not in a corner  or something.

c) Late game needs to be a bit tougher; the last game I won via quest; but it only took 3 (or 4) rounds to kill the critter; and I only took 10 damage.

 

d) More and longer quests :) Mega more :)

 

 


The battles leading up to the final fight were marginally more difficult - but I think what made this such an easy fight was the surrender of the oposition which allowed me to obtain a champion that could do 100 damage via bow.

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Reply #1 Top

a) More items (and items diversity); I just love finding treasures; but a bit of diversity could help here
End of quote

this I can agree with

b) The early game toned down just a little - not too sure of a good way to address this issue; maybe placement not in a corner  or something.
End of quote

my experiences are different - if you start in a good spot (=at least 3/4/2), the early critters are a cakewalk, and with leveling as quick as it is, you breeze through the beginning. What I'd do really is toughen the trash mobs like mites, darklings, black widows and bear cubs.

c) Late game needs to be a bit tougher; the last game I won via quest; but it only took 3 (or 4) rounds to kill the critter; and I only took 10 damage.
End of quote

This is of course true. High-end levelling should be much, much slower, while the effects of armor lessened. And the big baddies toughened, too.

Reply #2 Top

Yup, the way the AI calculates the value of surrender is broken.  Roughly, it seems like if you're at war and have a significantly higher power rating the AI will happily surrender.  They wont make take a cease fire for all the gold in the world, but they'll surrender at the drop of a hat.  It's been broken for quite a while, which suggests that Stardock's planning a significant revision to diplomacy in the next round of betas.  (I hope, it's possible that they're oblivious or being intentionally obtuse about bugs in diplomacy like they've been with the 3-turn minimum build time silliness.)

Reply #3 Top

Nehanski -- My comment on early game (early here is relative) is not with the mobs; but with the computer getting you boxed in and yes placement is a difference between an easy game and hard game. Not just the tile of the city; but placement relative to the computer opponents. If they manage to box you in quickly so you can't expand then they are quite aggressive. However, your starting location is in a more open area where you can expand then over time you can manhandle the computer easily (as of beta 4 version 2); at least that is my findigns so far. I.e, placement relative to the computer seems more important than tile resources and the part I think needs ot be adjusted a little.

 

I never had an issue with the early mobs; if anything most of the aggressive ones are too weak but not excessively weak.