[quote who="Kantok" reply="50" id="2880354"] Quoting NelsMonsterX, reply 47How terribly disappointing. Stardock is beginning to look like the crash and burn game studio of the decade. I've been patiently awaiting a "finished" product to show up after an expansion or two, but now, instead of making incremental inmprovements to a mediocre game, we now have a very good chance at receiving three, separate, mediocre games. Where is the logic in this? The world of Eleme
Paradoxical
[quote who="NelsMonsterX" reply="47" id="2880337"]How terribly disappointing. Stardock is beginning to look like the crash and burn game studio of the decade. I've been patiently awaiting a "finished" product to show up after an expansion or two, but now, instead of making incremental inmprovements to a mediocre game, we now have a very good chance at receiving three, separate, mediocre games. Where is the logic in this? The world of Elemental isn't even very exciting.
Although I'm reluctant to get whiny and bitchy regarding all this, it feels as though the elemental process has become a repeating cycle (promise -> failure -> new promise -> disappointment), beginning from an absolutely disastrous launch, but we all know what happened their. The follow up, however, has been disappointing. While I appreciate the Elemental team's dedication to the shambling monstrosity they've created, it was clearly beginning to look like you guys were just
I agree with this, and the dramatic nature really just emphasizes the level this whole thing is at. Some big stuff needs to be done, and a game should never need a few months or even a year to get to the stage that it was intended to be at release (If you use examples like GalCiv and such, you're just giving examples of games that failed in some way on release). It would seem we have to wait and see sadly, I'd rather put my money on a game that is a finished product on
[/quote][quote who="mastroego" reply="19" id="2776217"] Quoting Robert Hentschke, reply 3 Some design choices also feel very arbitrary, such as not being able to have a unit with four guys unless you research how to do such a thing at all. Seriously. Hey, you four over there! You're a unit now, got that? Research done. =P This. And I'm aware I'm being insistent on this point but I really can't understand where things like this come from. Resear
Yes it's a good strategy, but more of a loophole exploitation. You're forced to make a tough choice that you can avoid at a later date. They do need to figure out what they're doing with the whole scarcity of resources feel of the game, because it's just coming out jumbled. Paradoxical
Howdy, 1. Champions are not, in fact, recruitable NPCs, they are aggressive NPCs. You'll note that any NPCs that are in fact able for recruitment have names and such. It's intended to be this way. 2. They are indeed back, bot not to anywhere near the degree that they were at way back in the day (for me at least). Right now this seems like a minor issue. 3. This isn't too bad, they're not overtly aggressive at
Definitely mod material, the next big patch is apparently going to be adding around 8 more unique tech trees to factions, but we'll see whether that comes to fruition. As the current system is definitely one of the features that needs less work (though work is still definitely necessary) rewiring it in lieu of other features is likely undesirable. The big thing it needs now is just variety, and a more extensive game world with which to add variety and give it meaning. 
[quote who="Thizzbaby" reply="106" id="2769468"] Quoting AM_Shark, reply 89Mod Request: Name: Weathering the Tides Sea Monster/Navy Mod Sea Monster Part: -Spawning sea monsters -Spawning Pirates -Wreckage on costliness/mid ocean floating wreckage/stranded at sea which are only accessible by ship. (goodie huts/Quests/recruit-able heroes) -recruit-able factions sea going factions (mermen, magical sea beasts)
The internet can be two things, a fusing of anonymity and grotesque mob psychodynamics, or a brilliant collective pool of knowledge. Sadly, it is all too often the former, especially when it comes to gaming. You think this is bad, try xbox live, there's a reason I've never been anywhere near that of my own accord. All it comes down to now is waiting for the hidden simians to get bored and move onto something else, because it's only ever the latter that stays when dedication and
It's all a conspiracy!!!!!!!!!!!! If you remember, there was so much AvP advertising around on gamespot that even I would have bet that they would get payed off to review that game better, but it got reviewed worse on gamespot than a bucketload of other reviewers in spite of the fact that it was just plain broken. Whilst it does happen, the whole world of reviewing is not a conspiracy, and many games companies have both the money and the manpower to put out games that are definitely g
[quote who="hannahb" reply="21" id="2750443"] Quoting Paradoxical, reply 19 I think you are missing my point. The scholars toiling away in the 'Tech Labs' (Mind you, I think thats a bad name for them) don't 'unearth' anything. They re-discover the location and then pass that knowledge in to you the Soveriegn incarnate. At that point it appears on the map. Perhaps you went by that area/square before .. perhaps not .. doesn't matter.&
I'm going to return to this post to say just one thing. What happened? Seriously, in between beta complaints and your dedication to add more content and variation where did you decide to draw the line with less variation and content, and more blandness. Really, [e digicons]-_-[/e]
See this link below, I made it during either beta 3 or beta 4, I think three. https://forums.elementalgame.com/387267 Sadly, I think there are actually less techs now, and less varied techs now, than there was when I made that post. The whole system of research is just bizarre and agreeably detached. [quote who="hannahb" reply="16" id="2750128"] You need to change your mindset. Firs
This is a fantastic post, with the big key being variability and interest. A more varied, complex, interesting, and working (spell shards) system is necessary before the game can have any remote link to its namesake. As mentioned, a very, very, very good post, Paradoxical
It is starting to look like a global mana pool is going to be introduced in 1.1, which is great. A number of drastic changes are needed to the magic system before it even comes close to having an accurate title. Great post and a fantastic idea [e digicons]k1[/e] , Paradoxical
A number of very good points being made here, regarding not just upgrades but also cities in general. The game is in desperate need of variation, and cities at the moment are just resource factories. Incorporating things like this is a great way to give us more of a feel of uniqueness to each city, and will also make upgrades a much more manageable and enjoyable process. Thanks buddy [e digicons]k1[/e] , Paradoxical
Variation is the key here, Elemental just needs more interesting and varied things to flesh out the world a little. Spiders, bears, and wolves are all good, and fit well into any lore, but sometimes lore needs to go out the window to add some interesting flavour to a game. Especially in this case. Agree and hope this gets expanded, Paradoxical
Agree, The UI is a mess, which is strange, because it can't be that hard to do. I think interfaces in general have really been going downhill over the past decade, especially recently as a result of console porting (mouseless title screens, [e digicons]X|[/e] ) and DRM(The AC2 interface [and anything with the new Ubi DRM]). One would think that with ye olden day interfaces serving their purpose easily and readily with minimal drama it wouldn't be too hard, guess that
I'm going to agree with this. Whilst I think the Elemental beta was great in that it made finding bugs and such markedly easier for the team, it was a total mess in that it completely fragmented the design process. As such you've got the situation now, where Elemental attempts to do so many things and ends up a tangled heap. Sure, there are some fantastic game play elements (no pun intended) in there, but they are buried very very far underneath superfluous features, an un
Agree with all of the praise that's been heaped on you guys. Never ever met a development team more dedicated to their players and providing support, keeping us up to date, and generally making what many consider to be a horrible, scarring experience (the beta testing phase) an enjoyable and friendly process. Truly impressed by the amazing job you guys have done in getting this all to this stage in this much time. Good work and enjoy your rest (but not for too long right.),
Double Post sorry - Deleted. It's also worth mentioning here that creating your own custom faction using the xml stuff outlined in Nitey47's guide is a really good way to ease yourself into working with xml, because it unlocks a huge amount of possibilities. Enjoy, Paradoxical
Hey, Because they feel it is too deep and complex to just add into the starting a game process, and they feel that players don't want to click as much, they moved it solely to the modding arena. If you hunt around the mods area you'll find some custom made tools that should sort out the xml stuff for you, though many are in their infancy. I'll list some posts for you below. https://forums.elementalgame.com/390184</a
[quote who="NiknudStunod" reply="26" id="2724145"]I posted my thoughts on this game and it was nuked within 2 minutes of it getting posted. I thought I was being completely fair and honest with my review and even linked "the gamer bill of rights" that stardock posted 2 years ago. There is nothing about this game that is even remotely fun and to rely on the player base to give this game any meaningful content is just a cardinal sin in my book. I vowed that I would never buy a
[quote quoting="post"] Also, mounted units should be *much* harder for non-mounted units to hit. And, when they *do* hit, they should only hit for small amounts of damage because they will only get grazing blows. That is why mounted knights are so devastating against foot soldiers in battle. [/quote] I'm pointing this out because largely this is incorrect. First of all, mounted knights are devastating on the charge, the tactic for knights is to destroy