Reianor3

Reianor3

Joined Member # 3058491
4 Posts 80 Replies 3,960 Reputation

Quickly, we need to do something with charisma, lest we allow someone to screw up a champion! [e digicons]8O[/e] We can't have THAT in our game can we? *sigh* [e digicons] Attributes haven't been balanced yet and I believe that it's not in scope currently. For example wisdom is just a point sink atm... All in due time I guess...

9 Replies 3,385 Views

So many men so many minds... Anyway I find it strange that people want to gain spells slower. The amount we get now pretty much allows to have the spells we need based on situation. Making it it slower will result in a guessing game. Hmm... will I need to lower some ground or to raise it? I can't afford both... Will I find an air shard or fire shard? Which one should i prepare for? I believe learning a spell should not be such a big decision, considering the random environment

43 Replies 16,140 Views

[quote who="Marks1381" reply="8" id="2681465"]I think you should attach a facelive feed on the main website. You might also want a close by toggle on/off button. This is actually a really good idea.... [/quote] Meh, I doubt it, most of us are here for the game, not for observing someone. Well, of cause we could also forget about the whole thing, let them focus entirely on working and come back after release. I mean why do we need that beta-feedback-patches hustle any

43 Replies 16,140 Views

[quote who="Tridus" reply="17" id="2681453"]Quoting Reianor3, reply 16 Exp equally divided is plain unfair to some sovereigns. Those who focus on self sufficiency in combat will progress MUCH faster than those who focus on parties of champs. And progression of sovereign is very important for country btw... Full exp for everyone WORKS. How do you think it is "exploitable"? By fighting monsters as a group? Yeah, right, that's an exploit... By the exact inverse of what

18 Replies 55,206 Views

[quote who="Frogboy" reply="2" id="2681173"]All of the above. The more the better. Some things we won't be able to do, others we may disagree and still others we can implement. [/quote] Umm... The question was WHAT you won't be able to do, WHAT you like the way it is and won't agree to change? WHAT can you implement? Which direction should we follow and which is better to be left alone? Let me give a couple of examples. Let's say someone is prop

43 Replies 16,140 Views

[quote who="Austinvn" reply="12" id="2681248"] ...any xp dividing system is preferable. [/quote] tch... were you even reading... Exp diminishing for low levels means low levels stay low levels. Exp by CR means whoever got less CR will only grow progressively weaker in comparison. Exp equally divided is plain unfair to some sovereigns. Those who focus on self sufficiency in combat will progress MUCH faster than those who focus on parties of champs. And prog

18 Replies 55,206 Views

IMHO we just need better functionality on inventory screen. Item tab is almost as good as a tab gets. And btw I often look at it to see what equipment my champs have so I'd like to keep equipped items on it. And one more thing, this is entirely personal, but I hate paper-dolls... I'm just fed up my throat with them. Anything that takes a different approach is a sight for sore eyes.

2 Replies 426 Views

[quote who="novagenesis" reply="5" id="2681094"]Here's a suggestion. Instead of placing the player near fertile land, magically place fertile land near the capital. Give it some essence--revive land--whatever story purpose, but make it clear of its importance by forcing its existence. Just my thought on this. Right now, we're stuck with a game that requires a certain opening that isn't well defined or game-enforced.&n

11 Replies 1,176 Views

[quote who="Frogboy" reply="8" id="2681077"]After release, we can revisit this. But we're not changing it prior to release. [/quote] Can we get a clear list of what exactly you are planning to change and how? Also would help to have a compilation of your design decisions and viewpoints in one thread. Like "Essence is staying responsible for mana. Period." or "Mana pool implementation is open to discussion for now." The forum itself is too clunky atm...

18 Replies 55,206 Views

[quote who="TheBirthdayParty" reply="1" id="2680331"]yes this happens to me often too. A good idea might be to be able to destroy the building, but not lose the walls of the section. [/quote] What we need IMHO is to drop the whole "contiguous" thing and work with growing influence.

7 Replies 2,437 Views

Gee... looking at that I start thinking if anyone gets the same feeling like i currently do from reading what I post... Been discussed recently. Been discussed recently. Been discussed recently. Been discussed recently. If memory serves there's at lest one mention of every aforementioned concern or solution withing 1st page of this very sub-forum. *Sigh* someone stop me, I'm getting bitter...

8 Replies 3,523 Views

Excuse me if this somehow sounds rude, I meant no offense. [quote who="Frogboy" reply="1" id="2680587"]Yea, the plan was to divvy out experience by the level of the units. That is, the higher the unit, the more experience they gain from the battle since they probably did all the real fighting. [/quote] There's a difference between fighting and learning. And we're talking about a game here not a reality simu

18 Replies 55,206 Views

Now, I'm probably going to look like an ass, but someone has to say that... Magic is a mess, but slow research isn't going to help with it. Also shard locations are meant to be random. So as a matter of fact you get a lot of spells fast and easy access to spells requiring shards to get advantage of the shards that spawn in your vicinity. As a matter of fact in conjunction with magic system spawning of shards is in better condition than spawning of other nodes champions or mons

12 Replies 40,344 Views

[quote who="Dagwood" reply="3" id="2681024"]Yeah, only folks actively following the beta would know this. Hopefully with the latest changes in 3A a player would choose to found the kingdom next to the fertile land tile they are placed near at game-start, but an additional pop-up informing the user of the importance of fertile land will probably save a lot of headache and time for Stardock post release. EDIT: or have Janusk advise about this as his first action. [/quote] <

11 Replies 1,176 Views

Am I the only one who thinks that supplemental spells are the best around atm? I don't know about them all, but simple "enchant this, enhance that..." spells are well worth whatever effort they require. With battles being auto-resolved I focus on strategic magic and it gives more than it takes. And then there are stronger manipulations... Yum [e digicons]:d[/e] ... 1->1 essence transfer to focus fireballs just seems a bad idea atm... That part isn't balanced, but that can't be

27 Replies 12,148 Views

[quote who="Frogboy" reply="1" id="2678555"] Feel free to suggest ideas though because I think the system has a lot of growth potential. [/quote] I have some, but they are mixed with magic and essence system... it's a long story... and a long post... And it's there already so I'm not posting them again... You may want to look at them especially since you've recently been asking for magic feedback... [quote who="drakkheim" reply="6" id="2680153"]One thing that strikes

7 Replies 30,611 Views

[quote who="socketboy" reply="6" id="2680126"]Agreed, I have a hard time leveling up my cities with empires. Also, I am fairly new to this, is there some screen with a description of the differences in the factions? On the selection screen, it looks like it is just their history. Also I saw a poll on this forum about your favorite, and most people voted for the one they make themselves, is that disabled in this beta? [/quote

17 Replies 1,571 Views

[quote who="Dartanis" reply="2" id="2680181"]Yea, and I think they were take out for a good reason, if you can just use magic to create food without any penalties, it will severily unbalance magic and food aspects of the game, the sovereing dynasties idea in your post was really good btw. Shame I didnt think of that. [/quote] Didn't they originally eat essence? Current "make green ground" spell does.

4 Replies 683 Views

Oh, I just remembered what I forgot... It might be nice to add "scrolls" and "Books" as random adventure items. Pretty much same effect as researchable spells/books except it only goes to whoever uses them. Maybe add some exclusive rares... I dunno...

2 Replies 2,673 Views

Funny, I seem to be getting immune too walls of text... lately... I mean I'm tired and your idea looks perfectly clear... Anyway, just wanted to note... AFAIK the ability to create fertile grounds isn't currently in-game. Most of "reviving" spells have been stripped (or hidden) during transition to 3A, and the one that is left only makes green ground like the one that grows around settlements. (and then there's raise/lower land and snow/desert spells but no land "restoration" spells)<

4 Replies 683 Views

[quote who="segallion" reply="4" id="2680139"]What other types of tiles could we get out there? Oyster beds...source of additional Guildar Fishing lanes....food resource Water nodes...only spawn in the water in order to be claimed Perhaps a spell such as Air Bubble for underwater Cities... Hell underwater cities already in place to be used in quests as Dungeons [/quote] Perhaps I'm not thinking strait after

8 Replies 2,429 Views

I'm not talking about organization and interface, the system itself is a mess. List of current complains I'm aware of. ( for convenience ) Essence system is "malfunctioning". Wisdom is not assigned to anything important. Mana regeneration is inadequate. Current implementation of shards is primitive. Suggested changes</s

2 Replies 2,673 Views