This system should be inverted. It's silly that lowering the number increases the rarity; it puts pointless limitations to the system, as you have a distinct maximum rarity of Likelihood==1. If a high value meant a high rarity, you would have much better scalability with drops. Whenever I see stuff like this I wonder how something like this could've been overlooked.
LNQ
There must, MUST!, be a clear pop-up warning when a city queue becomes empty. I'm a relatively hardcore gamer and I miss the zzz signs often in the kingdom overview on the left. Imagine how many casual gamers will do the same mistake, even if you personally don't have this particular problem. I know that sometimes you want to leave the queue empty. When you don't want to build anything, there should be an ignore button when you get the "no queue" warning. But the game need
I don't feel the need... the need for dynasties. I feel the current gameplay systems are well enough for FE when done right.
I agree with Trojasmic, only minor changes please. My preference: - Three types of outposts: Watchtower, Defensive and Trading - No improvements to build in an Outpost. Once you have a trade outpost up and running, you're done with it unless it gets attacked. Same for all other types. Only thing you can do is destroy the outpost if you want. - You can only build an outpost X tiles away from a City or another Outpost, no matter if yours or opponents to prevent spam.
I like this.
I agree with the archetype thing. Path Of The ... traits should be rated "Special", only available once. I also want a couple of Unique and Epic traits. And I would hope that the UI made the rare traits more shiny so that you would feel cool when one of them appears. An Epic trait could then let you pick a second Path trait on the next level up; call it Dual Proficiency or something like that.
Hard to comment on the mana system as some spells (Haste) are way too effective.
A static -4 to accuracy is stupid. I want a percentage cut.
1) Citybuilding. There are plenty of threads about this so I won't say more. 2) More soul into the UI. I want to FEEL good when I find epic loot, finish a quest, kill a wildland boss, finish a building. Currently I don't feel anything when doing these. Champion and city level up gives me some joy, so they are alright (but they too could do with a bit more fanfare). I have forgiven many pretty poor games just because it felt so cool to get some special loot or whatever
It was hard to understand what tiles the frost Wildland boss was occupying. I would've wanted the game to clearly circle the tiles that it standed in, as it was really confusing to understand which tiles I could move to and where I had to move to attack.
I hate to admit that I share the feeling of the game feeling a bit boring. I mostly enjoy the gameplay mechanics (except for the city tile building), but many aspects of the game lack epicness: 1) Improvements are boring. I hate building up the cities because I don't really understand what is good and what is not. I hate that I get no message when an improvement is complete and I get no satisfaction for completing a building. For contrast, even building a granary in Civili
I too am used to Attack/Defense affecting to hit, not damage values. I would switch Attack/Defense to Damage/Armor.
Three swings max, first at 100% acc, second 50% acc, third 25% acc. Stop if miss.
Yep, you're not the only ones who agree, if you're wondering why this might not get that much attention: https://forums.elementalgame.com/415533 [e digicons]:digichet:[/e]
This conversation was had during the weekend so it might've slipped past the devs. Therefore I make on after-weekend bump, even though it's probably unnecessary.
For me it got moved to the bottom. It's still there: Other Elemental - Fallen Enchantress Upgrade (Digital) [PO] Version: 0.75.001
I feel there should also be a limit to how many heroes you can have in an army, starting at one. Being able to group four heroes together is always going to be hard to balance.
I was able to install on two different computers as well.
I'm actually quite surprised, but happy that there are a lot of people voicing their opinion against the tile system. Everybody seems to at least agree that it needs some kind of improvement to be kept in. I'm beginning to be a big supporter for the 1-tile-per-city-level idea.
I second the notion that champions who fall in battle should sustain injuries regardless of whether you win or lose the battle. Also champions heal way too fast on the strategic map, regardless of whether they move or not.
[quote who="Heavenfall" reply="29" id="3060671"]The largest problem, imho, is the sprawl and that you can enter it at any point. Perhaps we should only be able to enter the city in the middle tile. Or, if that is surrounded, one of the 3x3 tiles around the original tile. The other tiles would either be blocked completely from passing, or they'd just be "decoration", you can stand on them but that's it, it won't make you enter the town. Enemies attacking the city would be able to a
I just think that a whole gameplay feature that has no other puprose than aesthetics and a side-effect of being a gamey shortcut system and an unnecessary hassle to those who don't care about those aesthetics is not good.
BlackRainZ, when developing a game you can't make assumptions that the players "just know" things. KaiLae's comment sums it up perfectly, I hope the devs take it to heart. I'll post it here again just for emphasis. And good point about the faction prestige, too. I kind of missed that since I already knew what it did, but it definitely needs to be clearly explained to every player. There is a lot of stuff like this in the game that needs better descriptions. [e digi
Limiting the improvement placement area to the surrounding 9 tiles does nothing to make the building placement more meaningful. I don't support that idea. I support the idea of multi-tile cities as they level up, because that would be a good way to quickly distinguish different level cities from each other. But unless a very complex tile-based improvement bonus system is implemented, I don't see what reason there is to keep the current system alive. I'm glad I'm not th
My cities constantly end up with no production queues because I miss the notification of reaching the end of production queue.