Would be best if the owner of the lair always stayed on the lair tile no matter what, and only additional spawns from that lair would wander about. Like barbarians in Civ V.
LNQ
I think this here is just a case of a minor burnout with regards of Elemental. It's good to have at least a short timeout on both sides. I myself will keep feedback to a minimum before the city management is overhauled.
City management is being overhauled in Beta 4, so it's kind of a moot topic at the moment. EDIT: ...but I do like the city levelup screen idea you have a lot.
[quote who="Frogboy" reply="185" id="3136929"]In the post I responded to, I also tried to be clear that I might be misinterpreting what some users are requesting. And before someone else tries to throw the WOM towel at me again (because that never gets old), it's important to realize that (a) I'm not the designer of FE, and ( this is one of 8 active projects that I'm involved in presently. I care about FE a great deal but at the end of the day, it's Kael's
Yep Brad's "not a game for you" comments to people who write constructive criticism with reasonable balancing ideas don't feel too good. Starts to feel a little like it was before WoM was released again. However FE is in a much, much better shape than WoM even though I agree with the balancing issues. Makes me think that the man might be exhausted from such a long and painful development process from pre-WoM to this day. Three years of dealing with the community about the same
Rockier mountains and cliffs: Buildings/ruins and other structures in forests / marshes Lakes in marshes
Without boundaries you don't have anything concrete. Smart thought, good to keep in mind when creating anything, be it games, music or pictures.
What makes you think Google will be the only one who gets into this market once the technology is out? The glasses will probably evolve into something safer than on the video. I expect to get such glasses that are relatively unintrusive. I consider the potential for these glasses to be like the dashboard of a car. Formula 1 drivers and fighter pilots already have a HUD projected into their helmet. Most of the time I would just expect to see a clock and maybe a small ca
Even better would be to have separate tile art for looted lairs.
On the other hand, Gilden seems to be run by a scared little boy clinching to his club.
Did you guys read the OP at all? "I even found a bug with regards to the AI going after "goodie huts” (which is ironic because the AI is supposed to look at whether there’s danger around it)." That's a comment about the way the AI acts against the drake in the vid.
[quote who="GavinHawk" reply="73" id="3119713"]Would be nice if we could connect a city over a river so that we can have a river through the center of it.[/quote] I'd just like that we were able to build a city on top of a river for some special bonuses and a different look to the city with a river going through it.
I like the art BTW
Also, separate city building screen allows for all sorts of modding opportunities, if you can have a tile placement system within the city screen. A real sim city minigame will be possible (via a mod only, of course).
I support 1-tile-cities. I would like it to be accompanied with a change to Zone of Control. If Zone of Control took into consideration the TYPE of terrain when spreading, it would allow for kingdoms to from in much more interesting ways: ZoC would spread at normal rate on hills and grassland ZoC wouldn't spread over impassable mountains ZoC would spread slower in forests, swamps etc ZoC wouldn't spread across water unless you have
I'm for 1-tile cities. In my opinion, cities look worse when you have to put improvements adjacent to each other without options to arrange them and build roads from one another. It's just a mish mash of random building crammet together. At least with city hubs that possibly grow larger as you level up, you can design the hubs to look interesting.
Just so nobody mistakes my first post, I really liked the intro video. And I wasn't saying the Sovereigns should be a lot more powerful, just they should somehow stand out from the ordinary hero. Heroes are fine just the way they are.
BoogieBac's animondays mana bubble graphic at 0:15. [e digicons]B)[/e] This intro does kind of make me feel like the Sovereigns are somewhat weaker in the game than they are in the intro. In the game they're just a hybrid of a pioneer and a hero, as we've stripped them from all the special stuff they had in WoM. Either they need something extra, or the narrative needs to say that they have been weakened for some reason and need to regain their strength.</p
Some things you haven't considered in the points you made: [quote who="feelotraveller" reply="33" id="3115120"] 1) Ability to create chokepoints (well not entirely, but largely so...). This can be worked around and is not crucial but IMO is worth keeping. [/quote] It would be incredibly difficult to make the AI be able to game the mechanic like a player can. Therefore it's a gamey mechanic that many don't like and gives an unfair edge to the player.
Well your time is probably best spent if you wait for the next beta.
I wouldn't mind some small buildings appearing outside the city tile when the city grows, in a purely cosmetic fashion.
I hope you do realize that as they write new code and implement new features, they need to do stability testing all over again. They can't just make the game stable now and then have it stay as stable until the end of development. They're going to make the game plenty stable before it is released, don't worry.
Not a lot of strategic potential in the current system unless the placement of buildings was made to matter a whole lot more. That would've been just as big of a change (even bigger, actually, and a lot riskier) than what Frogboy talked about. The tile placement system will surely be possible to be unlocked by modders.
Trojasmic, why do you mess up with people's heads like that? Some people might take you for serious.
Great post, lots of good points that any one of us can only give on first impressions. Valuable stuff for devs!