Wizard1200

Wizard1200

Joined Member # 3051922
57 Posts 754 Replies 12,199 Reputation

[quote who="mastroego" reply="173" id="2973803"] See, we all knew FE was going to lack MoM's diverse races, flying units, item crafting, dimensional traveling and all that made MoM great. We were hoping in an outstanding spell list to at least offset some of this. Instead, we get an another average feature. So, again, what's the point?[/quote] If the AI can use the spells it would be much better to have a small spell list that works for the player and the AI instead of a

322 Replies 1,018,692 Views

[quote who="marionesi" reply="123" id="2972806"] The problem of random shards at the beginning of the game is a significant problem. Here is what I suggest to solve the issue: make two types of shards, large shards and small shards, with the former type giving more mana and improving spells to a larger extent. Then, allow players to choose 2 small shards they can have close to their capital at the start of the game. This way you still keep randomness , but make sure that players have at

322 Replies 1,018,692 Views

[quote who="jshores" reply="113" id="2972662"] Right now I am thinking they might not. Look at the damage spells for instance. The bonus for shards does not leave much bonus for acuity stats, unless the acuity stats overpower the shard bonuses. A lot of the spells have an effect such as 2 (+1 for additional shards) or damage spells with 8 damage (+4 for additional shards). It would be very difficult to fit Int or another stat into the equation unless those stats are going to be more impo

322 Replies 1,018,692 Views

I think the spells are looking great and i love the idea of changing life shards into death shards and death shards into life shards. Perhaps it would be better to have less quest spells and more research spells. That would make adventuring more useful and every game more unique.

322 Replies 1,018,692 Views

[quote who="Heavenfall" reply="10" id="2964839"]I'm sorry, I disagree that FE will have the same boring TC. We will have to wait and see, but don't assume. It is supposed to be one of three KEY areas in FE that they focus on. Maybe it's shit, maybe it's great.[/quote] I think it is strange that FE will have the option to auto resolve a fight, because if the TC is a key element it should not be possible to skip it. Otherwise Stardock could build auto resolve buttons for

38 Replies 35,546 Views

[quote who="Bellack" reply="70" id="2960139"] Personally I think we should have to destroy setions of walls with catipults/wall crusing abilities etc. Gates we should be able to attack them to destroy them (so not special wall destroying abilities need for gates. Each section of walls and gates should have HP. Yes basically like in AOW:SM. Defenders should get a Def bonuse when behind the wall and a attack bonuse when shooting missle weapons from the battlements to the

105 Replies 506,365 Views

[quote who="Derek Paxton" reply="55" id="2959762"] 2. Not breaking focus (to much) from the main game. If this is a cleanup combat (like killing a bear or taking out a few bandits) it should play out quickly. I dont autoresolve combat intentionally as i want to make sure combat throughout a game is enjoyable. But i dont want to spend time walking my units around the map either. I dont mind more time for significant battles, but if I have two armored guys and an ar

105 Replies 506,365 Views

[quote quoting="post"] But my favorite use of traits is that you no longer simply add points when your champions level up. Instead you have a random selection of traits to choose from. Some traits are common, some are uncommon and some are rare. They are random so that players can’t simply choose their favorites every time. It also allows us to make traits unbalanced, rare traits can be pretty cool without making common traits useless. And

153 Replies 256,580 Views

I think the tactical combat of Magic: The Gathering - Tactics ( http://www.magicthegatheringtactics.com ) is great, because the units have different special abilities and the spells are powerful.

276 Replies 676,636 Views

[quote who="Sethai" reply="89" id="2851354"] dagger: low damage, iniative (attack speed) bonus, but largely ineffective beyond early game[/quote] The dagger could give the unit a damage bonus if the unit attacks the target from behind.

101 Replies 215,702 Views

[quote who="Heavenfall" reply="4" id="2848191"]Heavenfall aka "the broken record" says: The strength of the AI on higher difficulties would be multiplied if they focused on building groups and squads of units with high quality levels, instead of basic quality solo units. As soon as I get a group up, it can defeat a nearly infinite amount of solo enemies.[/quote] I think the groups are a main problem of Elemental, because they make the scaling very difficult. A group has a higher damag

101 Replies 215,702 Views

[quote who="Yskonyn" reply="63" id="2847768"]It would be far more interesting to have magic/melee builds, stealth build, magic builds where armor gives a penalty, you know, the basic RPG stuff you find all the time when creating a character in, for example, a D&D adventure. Choices more in that direction would be stellar (of course not the whole personality traits stuff, cause that's far beyond the scope of a tactical game I think, but hopefully you understand what I mean).[/quote]</

72 Replies 272,914 Views

[quote who="seanw3" reply="59" id="2847190"]If this game were as addicting as replying on the forums... just one more post before finals... [/quote] Hehe, i thought the same. The Elemental community and the customer support are great and i hope the game will be great at some point, too.

72 Replies 272,914 Views

[quote who="Frogboy" reply="4" id="2846179"]I could almost imagine it broken down to 3 like: Civilization Lore Magic where Warfare, Diplomacy, Adventure and Magic get split into these areas. Or put another way, the 3 basic means to victory should be the paths like Mundane, Magic, Adventure. Win via Lord hammers, win through devastating spells, win through powerful creatures and allies or some combination.[/quote] I think tha

72 Replies 272,914 Views

Yep the magic system needs a lot of work in Elemental to become balanced at the early, mid and late game.

41 Replies 31,341 Views

[quote who="Heavenfall" reply="60" id="2845677"]I just played a great game where I limited myself in the following ways: 1) I didn't build any unit with more than one soldier in it and 2) I didn't train any unit with a higher quality level than the default. And suddenly the AI was extremely hard to fight against (in fact I lost). I would consider this "proof" that the AI is capable of so much more, but is simply limited in how it is built.[/quote]</

69 Replies 120,820 Views

[quote who="Frogboy" reply="7" id="2843821"] Elemental was finished on release. That's why we released it. We thought it was finished. We weren't "rushed' to get it out there. You get annoyed by posts saying how great post release support is? I get a little bit annoyed by users who say Elemental wasn't "finished" on release. How do you even define that? You can make the argument that the game was horrendously buggy due to poor QA or that you didn't like the game w

69 Replies 120,820 Views

[quote who="Werewindlefr" reply="19" id="2845587"] Elemental doesn't have a real tiered tech system. It's a mix of horizontal and vertical progression, but you can prioritize the higher tiers so early that it doesn't make sense to talk about the tiers being part of the balance. It makes sense in Civilization, because to get to mecahnized infantry and AEGIS cruisers, you need to clear almost all of the tech tree, which leads you to the 1800s at the earliest (mid-1900 most of the time) any

21 Replies 19,675 Views

[quote quoting="post"]One suggestion: eliminate armlets/cuirasses/helms/legplates and consolidate all that into suits of armor. People don't mix and match pieces much, and having individual pieces making scrolling down in the shop when you're leading a ton of heroes into battle annoying. [/quote] I think that is a great suggestion, because it would make the armor balancing much easier and this balance is very much needed. Another advantage would be that it would make upgra

18 Replies 58,695 Views

[quote who="Cerevox" reply="42" id="2845274"]If you and your opponent have 10 combat rating to spend, and you put it into 10 guys, and he puts it into one, he will win every single time. Its the reason behind focus fire as well. The horde starts losing units and its power starts dropping, but damage confers no loss of ability or power on the single unit. Yes, you saved cash in the short term by making cheap units, but they will all get slaughtered by expensive units, so in the long

51 Replies 18,752 Views

Great post and i think Stardock should balance the magic and the stats before 1.1 is released: - INT should improve all spells - The shard bonus should be much higher - Spells should have different elemental effects - The stat points / level should be reduced to 1 to reduce the stat difference and every stat point should be more important

12 Replies 24,877 Views

[quote who="CHiZZoPs" reply="105" id="2843399"]Great discussion with a lot of important stuff, but it doesn't change the fact that this is in lockdown. It seems crash bugs are the bugs of concern at this point. Since this is the case, release 1.1! There is no comparison to 1.09. None whatsoever. Onwards to 1.2 and polish![/quote] But if Stardock already made the decision to release 1.1 in December there would be no point in asking the community for advice, except of justifying the rel

143 Replies 245,129 Views

[quote who="Dsraider" reply="45" id="2842871"] er, that isn't really on the table. Initiative was always going to be added in the first expansion, and casting time may never be added. Frogboy just said that Elemental is in lockdown and no new features will be added in 1.1.[/quote] Yep and i think that is exactly the mistake. If Stardock has the options to release 1.1 now and 1.2 in January it would be better to wait until January and release 1.1 and 1.2 together, because the game

143 Replies 245,129 Views

[quote who="Frogboy" reply="34" id="2842823"] The options are pretty straight forward: [a] Keep users with v1.09 (October) until January and release v1.1 sometime in January OR [b] Release v1.1 in December and work on v1.2 for a January release.[/quote] A, because Elemental will look more polished and you will not confuse the players with different gameplay mechanics (without initiative and casting time > with initiative and casting time).

143 Replies 245,129 Views

[quote who="Frogboy" reply="16" id="2842614"]But on the other hand, I am very keen to demonstrate to our fans that Stardock HAS addressed the QA issues that bogged the initial release of the game. In short, is v1.09t sufficiently superior to v1.09 (public release from October) to safely release to the general public?[/quote] Sorry if that sounds rude, but i think the QA issues were not the only reason why Elemental was rated very low. Your improvements of the game and your custo

143 Replies 245,129 Views