Austinvn

Austinvn

Joined Last seen Member # 2426821
1 Posts 464 Replies 229 Reputation

[quote who="Mortenart" reply="131" id="3187458"] The game is really coming along - apart from one massive game-breaker - the enemy's champions keep coming back, making it impossible to defeat any enemy. Please lose this crazy mechanism, by which all champions are immortal. I don't mind losing mine, as long as the enemy loses theirs. I had to quit the game I was playing, because they just kept coming at me - it's ludicrous. [/quote] <

208 Replies 712,907 Views

I think it could happen under the right circumstances; perhaps you're turtling and able to defend your little empire with a single chokepoint, but you don't have enough champions to go on the offensive and still protect your lands, you could wind up with a spell of making win being the only option. But for the most part non-domination win conditions are redundant, if you can win through them you can almost always win by domination, it just might be a little less convenient. I used the

10 Replies 8,701 Views

[quote who="cparkin01" reply="21" id="3144307"] Can the BETA POLE be made a little more in depth than a 1 question survey? Maybe 1 question on each main area of development? AI, Combat, Faction Diversity, Stability, Fun, overall impression... etc?[/quote] Second this idea. It'd be interesting to see which specific areas of gameplay people want improvements to in order to get them up to "excellent" (if they're not already there). For me it's: AI,

33 Replies 159,057 Views

The civilization tree is, perhaps, a little too essential for everything - it's necessary to get .. well, every single resource in the game except mana. Your population (growth+food) and therefore your research/gold is capped by how far you get in civilization, your production is multiplied by how many appropriate civ techs you have, even metal, influence, etc. all come from civilization techs. You can't do anything without this tree, it's a no brainer. That being

29 Replies 11,747 Views

Judging as a finished game, not just a beta, I went with "good." I've been playing since the very first WoM beta, and up until now I always felt like Elemental had potential, but hadn't quite realized it yet. Starting with this release I think FE is genuinely enjoyable to play in its own right, and not just because I'm excited about where the game is heading - it finally feels like we've gotten there, great work. That being said, FE has a lot of little balance/variety/

33 Replies 159,057 Views

I like the idea of rare but significant and interesting events, things you won't see every game; it means you might see a particular event for the first time during your 10th or 20th game, it helps replayability. That being said, I agree they're a little too rare now, cause I have yet to see any after a few games (..maybe I should get a cat?).

20 Replies 59,405 Views

[quote quoting="post"] This is a bit of an ambush but let’s see what I can do against him. His first turn he casts growth. His second turn he casts stone skin. His third turn he casts gift of iron. Very wasteful. Will check his mana after the battle. But it’s pretty bloody nasty combo. He has a 63 defense. Here is how the rest of the battle goes: http://screencast.com/t/uuG8UvkqKO He only has 65 mana left so he must have determined that he

69 Replies 167,103 Views

I really like being able to place buildings - for no logical reason, but simply to see cities expand in a tangible and player-influenced way, this is something truly unique to Elemental (among TBSes anyway, it has a bit of an RTS vibe). I'm with Cruxador - don't remove snaking, address the problems that snaking is seen as a solution to, and snaking will disappear. Let us build walls to cut off chokepoints, and have entering and leaving a city kill a unit's movement (so enter city

128 Replies 383,578 Views

The thing I don't like about that is an earth mage with just stoneskin doesn't really play like a mage - he's a melee fighter with a buff thrown in to help him be a better melee fighter. No matter how powerful your buffs/debuffs are, if you can't use them to kill things, you're forced to resort to hitting things with a weapon. The moment you do that, you have to question whether mage-oriented traits and gear are really worthwhile when you spend most of your time hitting th

31 Replies 51,750 Views

[quote who="legaceez" reply="14" id="3129615"] I don't think that should be done. Giving every element a damage spell like that makes the schools to similair. The first Elemental's game had this problem with their first round of spells. Every school had damage dealings spells equivilant to Fire's, just with a different damage type. It made Fire itself very boring.[/quote] I can see why every element getting a nearly-identical generic damage spell is an undesirable hom

31 Replies 51,750 Views

[quote who="Blueboots23" reply="4" id="3125650"]Really? You're implementing spell creation? If that can be properly balanced, that would be completely awesome![/quote] Correct me if I'm wrong, but I'm guessing Toby is talking about modding, not creating custom spells on the fly as a player in the middle of a game.

13 Replies 36,869 Views

[quote who="Napean" reply="28" id="3112749"] Quoting Lord Xia, reply 17What is android, is that phone shit? Are phone games comparable to console and PC games? I don't own a phone worth a shit, and don't ever plan on using a phone for anything other than a phone...I'm just a cranky old man. Kudos! I really don't get phone gaming either. I mean, sure a little Angry Birds while you're sitting around at work is okay...

46 Replies 100,516 Views

When someone says a 3-turn spell is useless because most combats don't last that long, I don't think "well we should make all spells cast faster," I think ... maybe combats should last longer, at least 3 turns? The problem isn't cast times, it's tiny maps + too much damage vs. hit points, such that your melee can charge up to an enemy and kill him before your caster can finish that spell. We may never have tactical combat with the complexity of, say, AoW in th

30 Replies 12,552 Views

[quote quoting="post"] Act I has the player exploring the world, building up their kingdom and trying to keep the world from ruining them. (Explore, Expand). Act II begins when players determine the strategy they’re going to use to achieve victory. Maybe they’ll do it by building lots mundane units, maybe they’ll focus on a handful of champions, maybe they’ll recruit their armies, maybe they’ll build a force of powerful, magical armies or maybe they&r

100 Replies 250,360 Views

[quote who="Satrhan" reply="56" id="3077699"]Late game mechanics need to be more interesting than just early game mechanics but with more units, more heroes, more cities, more and more powerful spells.[/quote] Although I look forward to the improvements already planned, Satrhan's comment made me think about what FE is missing. Right now I don't feel like my little kingdom changes as I progress through the tech tree - most techs just add "more stuff," more buildings, more items

144 Replies 343,539 Views

[quote who="Satrhan" reply="49" id="3067094"] And finaly, I'm missing some characteristic buildings that make cities not only specialised, but individualised. For example a military city that has not only an Military Academy, but also the Royal Stables, an Enchanted Forge, and a Temple of Life; making this city Paladin-central, the source of my elite troops, the backbone of my army. Or the overcrowded metropolis that is the scene of a power struggle between the thieves guild and the

79 Replies 307,905 Views

It's not that maul is impossible to counter, it's just too common for being so very devastating. An ability that can kill champions in one round should not be on common early game foes, and likewise an ability that can kill drakes in one round should not be on easily obtained midgame weapons. Really it's the latter that bothers me more - bears need to get lucky to get the most out of maul, but champions can be specifically built to get ridiculous strings of hits that make

49 Replies 117,372 Views

[quote who="Sir_Linque" reply="13" id="3063101"]Three swings max, first at 100% acc, second 50% acc, third 25% acc. Stop if miss.[/quote] Good call. Even two swings is very powerful, it doubles your damage, it's enough to make any other weapon or special attack that doesn't also double your damage redundant. So for balance purposes even the second swing needs a harsh penalty, and more than two should be rare if not impossible - Sir_Linque's suggestion would accomp

16 Replies 11,679 Views

Maybe immobilize them for a few turns - say that they have to stop and rest after being knocked unconscious in battle. It's a little milder than getting permanent disabilities (let's save that for the battles you actually lose, so there's a clear difference) but it'd slow down your offensive if it happens, enough to make you want to protect your champions rather than treating them as expendable because there's no consequence.

31 Replies 15,242 Views

Thing is there are a lot of weapons with initiative bonuses floating around - including normal ones you can start the game with or get from research+shops - and next to none with caster-specific bonuses like spell mastery (I've yet to see one actually, I don't doubt Sanati's word that they exist, but they must be rare). Sure the RNG might let you find a staff with actual caster stats, but if 9/10 games your caster winds up using a +4 initiative dagger, that seems a bit off. <

11 Replies 3,698 Views

[quote who="Skatteverket" reply="23" id="3055953"]How do you know if youre eligable for the FE beta, does one see it in impulse? How will the distribution occur? do you get an email etc?[/quote] See this announcement for beta information: https://forums.elementalgame.com/415056 A summary: first beta phase will be for those who pre-ordered WoM, second phase a week later for

44 Replies 99,682 Views

[quote who="Sir_Linque" reply="30" id="3056041"] I do agree with your thinking (in the rest of your post as well). If the unique units truly are better suited for the faction, then you're right and I am very happy with the situation. See post above yours for more of my ramblings. Basically, I admit being too harsh.[/quote] Yup, and I agree there's the potential for it not to work out, depending on that very important "If" you mention - edited my above post to reflect this

110 Replies 310,437 Views

[quote who="Sir_Linque" reply="22" id="3056024"]To be really honest, it feels like a lot of pointless extra work to me if I have to design new units with pre-designed stats that you have already made for faction X just because I am playing faction Y. I would understand if all these special units had traits that only the faction could use (like the Umber Poison Vials example you gave), but if I can make the *exact* same special "unique" unit with Kraxis that Altar gets pre-created,

110 Replies 310,437 Views

[quote who="Sanati" reply="8" id="3049590"]I'd really have to play it to know for sure. From what I've seen in screens and videos it essentially looks like a WoM mod. It's the same core game, the same major assets, the same layout, it's just been modded a bit (or a lot) with some alternate gameplay rules and some new spells and monsters. Basically if you look at FE screens next to WoM screens, you can't really tell the difference, other than some purple terrain and some UI

139 Replies 405,589 Views

[quote quoting="post"]The farther out you go the more interesting it gets. A treasure chest won't be within 8 tiles of your starting location, a Hoarder Spider won't be within 12, and if you get far enough out there you may find dragons. [/quote] Feature request: on the cloth map, label the edges of explored territory "Here be dragons."

112 Replies 322,301 Views