Alterson

Alterson

Joined Member # 1453993
1 Posts 6 Replies 580 Reputation

[quote who="Pyrkaige" reply="4" id="3097478"]So far, most of the areas mentioned in the poll are getting better with each patch, which is great to see. One area that hasn't gotten a lot of attention: making the cities individually interesting, and overall joined as a culture. Having a lot of cities spammed all across the map, with even more area taken up by outposts, feels like a weak area of the game. As has been discussed elsewhere, individual cities should be give

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[quote who="Stupidity10" reply="6" id="3075073"]Why would you want to create a system where you limit yourself so abstractly. [/quote] How is this system abstractly limited? It is naturally intuitive that 1 person cannot overcome an army of men in hand-to-hand combat in the same amount of time that they can overcome 1 other person. As heroes level up and acquire more powerful skills, loot, and weapons they could be customized to be army killers or hero killers.&n

7 Replies 5,938 Views

[quote who="CdrRogdan" reply="2" id="3074795"]In anycase this is a horrible idea, and is a band-aid over the regular units being sucky vs champions. Not to mention units would suddenly become godlike versus all monsters (unless for some reason those don't recieve the same non-group attack penalties).[/quote] "Group" and "un-group" would be a simple yes/no flag. Flag all monsters as "yes" to "group damage" and this feature would only influence hero/common unit interactio

7 Replies 5,938 Views

Overpowered heroes seems to be a popular topic on the message boards. Hand-in-hand with overpowered heroes is “worthless” common units. In the current game state, a hero can wipe out an entire squad of soldiers with one swipe of his weapon as long as his damage rating is high enough. What happens then, is a single hero (or small group) of heroes is able to smash entire armies single-handedly. Here is a multi-part solution: Track the numbe

7 Replies 5,938 Views

Here’s my opinion on several key issues: Randomization vs. Richness Both. For battles in the general open world randomization should be used with the caveat that once a battle occurs on a tile or area that map is permanently assigned to the area for the remainder of the game. Assuming there are unique landmarks or regions in the game, ala Mirkwood, Lonely Mountain, Mount Doom, (and if there aren’t, there should be!) hand designed maps

469 Replies 1,482,782 Views