i'm not sure i've said anything about liking slow and boring pace, i think i mentioned that the early game might get less boring and repetitive with differences in tactical maps etc. i do however believe that the biggest possible market for a game like this is in the hardcore audience, not the "i like to costumize different kinds of hats for my hero" audience. i think it's a good thing though that there are other people who are aware of the pitfalls of, with lack of kinder
Dreadcough
i think it's alright that it's powerful, [quote who="seanw3" reply="17" id="3067111"]Setting up special bear encounters to ease the player into learning about the horrors of maul is not good game design. The better choice is to make it something that scales. Using an attribute like Accuracy is the right direction, it just needs to be modified to make low level bears possible to kill, as well as high level Martyrs. A percentage (Accuracy is reduced by 40% on second strike and by 70% on
i think you've got a good point there huayncapac, especially with trading intems between characters. trading items between characters in the same unit should be possible to do in the same window. one simple way is to have portraits available in that window so the player can just drop and drag items. click on one of the portraits with the mouse and units inventory screen comes up.
one simple solution is to not attack bears if you're not prepared. i think the whole concept of maul could be introduced slightly more gently though. perhaps there could be a couple of bear encounters that the player can survive but get punished if they don't have the apropriate squad to deal with it and later have encounters with more bears or stronger individual bears.
i think you're doing stardock a diservice by letting them off that easy James. It was very much the same thing with war of magic, hordes of people coming to the forums stating how great the game was, blinding the developers and setting them up for a huge surprise when reality hit. i'm the kind of hardcore gamer they should be listening to, i represent by far the biggest market for this, people who have played loads of strategy games before who wants something new and interesting
yup good one.
i thought the point of maul was to force the player to use units with high dodge to tank the bear. if this is the case then it's good and should be kept.
With that said Derek seems like a nice guy and everything and he's probably an asset to any team, but we're talking about some sort of game design genius here and i'm not sure he's it. whatever i'm not delving deeper into these personal issues, please don't ban me frogboy.
Can't say i was bowled over by fall from heaven, i thought John Schaffer did more important and fun changes to the core gameplay of civ in civ 5. Not sure what he's doing at stardock presently but i'm pretty sure he would agree with my opinions on what needs to be done with the game.
i just saw that tactical maps will be added, that's good.
I've now played for a number of hours and i must say i am dissapointed but not surprised. The factions are way too similar, the tactical battle maps all look the same, nothing has been done about creating interesting, different battle grounds to fight in. Right now early combat still consists of an overwhealming majority of meele creatures rushing at each other on completely empty maps. Small but insignificant improvements have been made towards creating the need for more advanced ta
also remove Derek as lead designer, with this he's shown that he doesn't have the creativity to create new game designs that are revolutionary.
A solution to this would be to make the early tactical battles more involving, like i've mentioned a hundred times already on these forums. To just have a bunch of melee enemies run at each other on maps that all look the same just shows a lack of imagination. Make the factions much more different and force the player to use different approaches vs different enemies. there are a few signs of going this way, like spearmen being needed against high armor enemies, but that'
I've played for 6 hours perhaps and it's clear that this game is an improvement over elemental. Still one glaring omission is obvious at this point: the tactical battle maps are exactly the same, again! Jesus guys it can't be that hard to create different maps with choke points, walls to hide behind, trees that are in the way, lakes in the middle, etc. The player attacks a lair with spiders? Design the lair! Make it a special encounter that requires special tactics.
though i guess with unlimited money and development time i would also like hundreds of factions that are vastly different, that's obvious!
but the problem is that the more factions you have the harder it is to balance, if you make them very different. i guess if you prefer factions to be similiar this doesn't hurt but if you want big differences you need to cut the amount of factions down.
all with different units and shit, just like starcraft.
if i was the boss i would have only had 4 different factions/races but make them play extremely different from each other in order to be successful.
when wiill i get my paws on the beta? i bought war of magic when it came out in 2010.
i am the smartest man on these forums so if i like fe it's going to be smooth sailing. and i'm not a message board sychopanth either.
i bought the game back in 2010 but i after cdstop bought impulse i can't find mah game. what do i do?
Would it be a good idea to hire Soren Johanson or Jon Shafer as temporary consultants?
I was one of the probably hardcore strategy fans who got sorely dissapointed with the first itteration of this game. It seems to me now that the game is on track again to becoming a great strategy game. I hope you guys keep playtesting the entire game to test the new rules, look for and remove easy exploits and possibly try to add new strategical elements to the game that hasn't been seen in these kinds of games before.
use your brian everybody
ouch. deserved but ouch.