My definitive BetaC game-friendliness issue and buglist

Hey Brad and Derek,

So I've been playing FE from the start, and have spent more than 10 hours with this new beta, and I wanted, for the record, to give you what is my definitive and complete feedback of issues that absolutely need to be addressed in order for this game to be close to perfect.

I realise some of these may not be possible before release, but I would really like to see them scheduled for a patch or expansion if that is the case, as I feel that ALL of my proposals would seriously improve gameplay and game-friendliness.

I have deliberately tried to stay away from new content and balance issues, since I understand that these will be moddable and I trust the small but very capable modding community (including my own limited skills) to add more content or redress any remaining balance issues. I have also avoided crash / stability issues because to be honest I have not experienced any in a long time...

So here we are:

1. MAJOR BUG : the first and most critical issue that has to be fixed before release is the inability to use magic by either side in auto-resolved battles. Since the AI uses auto-resolve for all its battles with other AIs and with monsters, this generates a HUGE inequality against the more magic-focused AIs and monsters; please see link (https://forums.elementalgame.com/433204) for a more detailed discussion

2. SMALLER BUT ANNOYING GRAPHICAL GLITCHES:

- the floating waterfall issue mentioned by parrotmath in https://forums.elementalgame.com/430026

- the issue with champions riding wargs becoming tiny in cloth map mode, see https://forums.elementalgame.com/433212

3. ABSOLUTELY NECESSARY UI / FUNCTIONALITY TWEAKS

- a "go there" button to transport the view to resource improvements that are destroyed

- an item vault or an item teleport spell to move items between heroes (even at a gildar or mana cost)

- an "auto-resolve without mana" tactical option/button for easy battles (see also point 1 above)

- an "open/close borders" diplomatic option with appropriate influence bonuses or penalties

- an indicator in the empire tree for units that are in automovement (purple border?) or exploring (yellow border?)

- a button/option to attack heroes instead of recruiting them, even if they are friendly, perhaps with an influence penalty (EDIT: or even better a faction prestige penalty and/or a large increase in the cost of recruiting future heroes...)

- the ability to build piers and logging camps (and their advanced versions) if a city reaches a river / forest by snaking (as in older betas)

 

Hopefully some of this feedback will prove useful, and some of my suggestions will be implemented before release as well.

Best, bendiwolf

 

 

5,543 views 7 replies
Reply #1 Top

- a button/option to attack heroes instead of recruiting them, even if they are friendly, perhaps with an influence penalty
End of quote

May I suggest a faction prestige penalty instead? And/or a large increase in recruiting heroes in the future.

Reply #2 Top

Quoting Heavenfall, reply 1

- a button/option to attack heroes instead of recruiting them, even if they are friendly, perhaps with an influence penalty


May I suggest a faction prestige penalty instead? And/or a large increase in recruiting heroes in the future.
End of Heavenfall's quote

Excellent comment :) thank you Heavenfall !

Reply #3 Top

im still pretty disappointed by champions recruiting at all

 

it depends on factors you cant control, also the whole idea of different faction of champions make them unreliable, how many times you research to hire someone and then go there and some ai passed and wiped out everything?

 

its pointless to add guardians too becuase if you make champions so hard to kill then why not make them unkillable in the first place?

dunno this whole system is messy, i wouldnt know how to solve it anyway, unkillable champions maybe would be the easy fix but i like them not being guaranteed, it makes them feel more unique and precious

 

also another big flaw is that champions are immortal... but why b4 recruiting they can die? doesnt make much sense, maybe killing them should just add a injury and make them respawn after 20 30 turns?

Reply #4 Top

Well the sov grants them immortality I suppose. Part of the deal when they sign up. 

ThoughI would be okay with champs respawning though maybe elsewhere on the map.

 

The op'suggestions are terrific! 

Reply #5 Top

Quoting sweatyboatman, reply 5
Well the sov grants them immortality I suppose. Part of the deal when they sign up. 

ThoughI would be okay with champs respawning though maybe elsewhere on the map.

 

The op'suggestions are terrific! 
End of sweatyboatman's quote

 

yes true, they die, get a injury and respawn elsewhere (to prevent camping)

 

and yes op suggestions are a must!

Reply #6 Top

About Champion recruiting, I really miss a random component like those who sometimes were wandering through the realm borders... And another way of recruiting like an spell of Hero Calling

I don't like the idea of immortality for champs. As said, they are precious and should be protected. Although the idea of injuries is very nice, there should be a chance of total death....so taking an injury could be like...oh, thanks for it, at least he/she is still alive...

Reply #7 Top

Some great suggestions for improvements, many of which should be addressed before 1.0.