Hound

Hound

Joined Member # 3087929
18 Posts 153 Replies 1,516 Reputation

[quote who="SavageBananaMan34" reply="1" id="2664040"]I like the idea of needing some research to explore a dungeon "properly." Imagine an unprepared novice simply walking into an ancient ruin and being instantly killed by some booby trap he would have been able to disarm properly had his scholars taught him about them prior. It's really a matter of explaining the need for the tech in the "flavor text" on the tech screen. If the writers can come up with a convincing reason fo

6 Replies 1,217 Views

The first one is a biggie for me at least but I guess it's too late unless already planned in secrecy. THE COOLNESS FACTOR When casting a global spell it should feel like you are doing something especially powerful, possibly world altering. This could be done by playing a simple cinematic sequence using the game engine. So even if you are all zoomed out on the cloth map you would see some more or less epic spellcasting. E.g. first show a

1 Replies 3,370 Views

Some of the techs in this tree seem a bit weird. You need to research a tech to be able to hand out gold and recruit someone? Another tech to be able to enter ruins? And another to enter dungeons? I could see researching old tales and ancient texts to discover the location of some long lost place of significance. Researching old texts to advance in the Master Quest or to get hold of exceptionally powerful items. So I'm thinking this tree needs to be cleaned u

6 Replies 1,217 Views

Some graphical representation of enemy forces (and your own troops) before deciding to fight or run would be most welcome. All enemies don't need to be visible of course to keep a little surprise element in the game. The skill and number of your scouts should determine how much you know of the enemy forces before deciding whether to fight or retreat.

0 Replies 2,583 Views

Permanently trading your Essence for something beneficial is a core concept of the game and should not be changed. Losing 1pt of Essence from dying is appropriate. Death should always have severe consequences instead of being a minor inconvenience. I would even take perma death and game over much rather than making death inconsequential and the game world less immersive as a result. But maximum Mana should be separated from Essence completely. I would rather have a Mana Vault / M

98 Replies 265,939 Views

If and when they will force a spell pick screen, it should rather appear before you start researching a particular spell. It would make more sense knowing what they are trying to figure out and you'd have something to anticipate while the bar moves. If midway through you would change the spell being researched, I would like the game to remember how many points were spent on the first spell when you resume researching it.

2 Replies 2,205 Views

Movement rate and combat speed need to be separate, endurance vs. reflexes/agility. I'd rather not have significant movement rate upgrades for Sovereigns on level up either. There's no way to justify someone traveling twice as fast, barring someone carrying a heavy load. But experience does not make you faster. It might make you better at traveling difficult terrain and eliminate penalties though. There will be enough spells and mounts to speed you up I'm sure. Hea

41 Replies 22,505 Views

I don't oppose some vanity and cosmetic improvements for those who want them but... the tiles don't look too good. All cosmetic changes should be consolidated into one spell and the flowers etc. need to look organic instead of a square tile of flowers next to a square tile of mushrooms.

12 Replies 6,789 Views

It is not about being "ultimately powerful" in the beginning. Just an established spellcaster or warrior who can fight bandits and such without too much trouble. Obviously being able to cast a fireball or two is an insignificant power compared to raising volcanoes on the global map.

11 Replies 2,298 Views

Both MoM and EWoM use the same mechanic: every spell takes X spell points to research. In this case, the MoM system is simply better. Select the spell you want to research in advance. No need for any notifications, sounds etc. No points wasted. I guess the devs wanted to have a hard cap in how expensive spells you can get. But the hard cap could also be established by the amount of spell books you have of a given school. You could then either find or r

3 Replies 4,898 Views

The Sovereigns do need a much wider selection of spells before any research is done. Unless you spec your Sovereign as a warrior in which case they should get some decent equipment so they can fight. But if you spec as a pure spellcaster you need enough basic spells to be able to adventure and fight too.

11 Replies 2,298 Views

[quote who="TyLarson" reply="80" id="2663285"]If you want sovereigns to be more interesting I really think that getting rid of the stats options on the creation page will help. No Attributes should be visible while making a character. Nothing shuts down the creative process like the urge to min/max. I am a former pen and paper game designer so I know a bit about this. Just have talents, professions, and skills available. What this does

173 Replies 596,276 Views

[quote]ITEM #5 DETAILS AND EQUIPPING[/quote] Concerning the details, it still feels like there is much needless complication in them. In Sovereign creation, you assign points into these RPG DnD stats, but you can't even see them in the details. Furthermore, each stat seems to only affect one secondary stat. STR affects attack, DEX defense etc. If the RPG stats only affect one thing surely they are unnecessary. We should be putting points directly into Attack, Def

173 Replies 596,276 Views

I agree that multi turn casting spells with a chance for other Sovereigns to interrupt them should be in the game. In MoM, playing a Sorcery specialist and spell blasting other Wizards' spells in casting was awesome. But I don't think transferring your essence should necessarily take a ritual. Essence lowering spells should just have flashier visuals with part of your life force departing your body. There should be a distinction between combat spells and global spells tho

16 Replies 16,738 Views

I would like to see spell upkeep on a more personal level instead of drawing power from any buildings. It should be the caster personally maintaining the spells, possibly drawing the power from shards, to avoid city and magic building spam. The most powerful spellcaster should be the one that does not waste essence on cities beyond the first.

91 Replies 160,575 Views

Magnars are called Quendar now? Cool. I welcome any setting without elves and dwarves with open arms. The Diablo universe actually has a really cool setting with only men and demons in it. But the most important thing of course is quality writing, pointy ears or not. In EWoM, could the kingdoms of Men be more culturally diverse by any chance? :)

108 Replies 228,888 Views

Another way to deal with champions would be the MoO2 way: divide them into battle units (some with leadership skills) and adminstrators that run cities. But I would say less is more with the champions. The fewer they are, the more special they will be.

38 Replies 95,344 Views

Disciples 2 had an insanely fun way of leveling up your heroes even if their abilities were otherwise a bit simple. You picked a new talent/upgrade at each level up and it always meant something. AoW:SM had it too but your heroes died easier with the lack of a retreat option if you were attacked. MoM had really cool heroes too with unique abilities.

29 Replies 24,806 Views

With the nobles and their daughters in the Inns it is a double immersion killer. Unless the word "noble" is used in a slandering fashion for the people who used to own something pre-Cataclysm and are still desperately hanging on to their former status. But since these "nobles" of ruined places pay you rather handsomely for escorting their daughters I don't know what to think. They are out of place.

42 Replies 100,183 Views

[quote who="Thiryn" reply="18" id="2659834"]Honestly, I don't understand the hate for the lore. If you want a game which is a completely blank state lore-wise then play Spore.[/quote] Was that directed at me? I said I found the lore inspiring. Save for the race of Men who are a little bland compared to the different races of the Fallen. My opinion is that the race of Men should be more diverse culturally and visually.

108 Replies 228,888 Views

I'd like to see the Intelligence stat removed and replaced by Essence alone. Your essence score would determine the power of ALL the spells you cast so creating another city would really weaken you. If you want your Sovereign to be the ultimate badass himself, you only build one city. Sauron only had one city, didn't he? :) edit: I didn't realize you could expand the "green zone" by chain-building cities next to eachother. That's lame. A set amount of Essence should

16 Replies 16,738 Views

I wish they had gone for the Sins of a Solar Empire approach with the lore. Having some cool lore but not too much. Creating interesting factions without going too deep into Kingdoms and Empires because it is already getting quite confusing. And sadly these Capitar and Pariden etc. aren't especially interesting because they are too similar. The kingdoms should at least be divided geographically into Anglo-Saxon, Northmen, Saracens etc. so that they would have dif

108 Replies 228,888 Views