Brad and Co. have lost significant amounts of goodwill on this premature release. Especially since he was touting something quite more noble fairly recently. (We, the players, have the right to a finished game, we, Stardock, don't need the money that badly because of our other interests...) Best regards, Steven.
StevenRLynchAbundanceThatIAM
Yes, Stardock has cost themselves a huge amount of goodwill with this extremely premature release. I think if I was weighing up early cash vs. focus on not losing incredibly important and valuable goodwill, I'd go for the goodwill every time. That's why I say now, please, when you think of the earliest date for release, choose the latter release window, okay? If you release another game (or expansion) in this state, you will have no credibility whatsoever. It's as clos
I think it may well be worth, next time when making a release, to be conservative when it comes to release date, and not choose the absolute earliest time. Especially since Stardock does not rely on the money it makes from games, it makes sense to make it polished, professional and fun rather than taking the risk of losing a lot of your goodwill you've built up for years. Anyway, I think
[quote who="mastroego" reply="112" id="2742718"] Quoting SofusBorg, reply 104 For me, the biggest issue is the giant gremlin in the room . It's the thing on your list of improvements that many 4x and stardock fans really don't understand: "- More Maps" As someone else has already said above, no one wants more maps. More maps is a temporary fix. We want a real, working, random world generation algorithm. Again, the t
I like how you stayed constructive all the way through, something I wish that I'd have done with all my posts on the release. [e digicons]k1[/e] to the OP! I also agree with this post . [e digicons]k1[/e] Why would training new troops or building a new building not have significant opportunity costs? I strongly agree with having one build queue and really grea
Exactly. Best regards, Steven.
I agree. Best regards, Steven.
I was very disappointed at the release game. The only reason I'm still here is that I see the potential and I see that Stardock employees are working very hard to correct a bad situation. Personally, Frogboy and Co., I think arstal is right on the money here. I honestly think if Stardock stuffs up again, they won't be able to sell many games even if they paid people, and they'll never be able to do games ever again. It doesn't have to be that bad if they really change,
I think there was some truth in what that guy said - that in general, the regulars on these forums are abnormally forgiving. However I don't think the game can be bankrolled and successful just based on us Stardock forum-goers (as much as it would stroke our egos :-P) So I think arstal makes some very pertinent points here. Remember, there are still many, people who have bought Elemental and updated it without ever coming on the forums. What do other people think?</p
[quote who="Austinvn" reply="25" id="2739693"]Well, the sheer randomness of the combat system is a little too much no matter who you are. I've been experimenting with different playstyles, I had a maxed-dex sovereign the other game with some absurd amount (like 130ish) of defense, and I winced every time some 15 attack bandit whacked him for 12.. it happens more often than you'd expect. But it feels like the randomness hurts casters worse, due to limited mana. If your maxed-
Good points, however I think there would be many folks without reliable and fast internet that would appreciate being able to buy the CD or DVD version that does not need to be updated at all, and the game has had a while to mature from the heady early days when all sorts of new features are being added. And people who are worried about 10 years from now or so, can be sure the game is polished, balanced and fun without any updates out of the box. How about all the best mods and op
[quote who="OMG_pacov" reply="2" id="2736831"]I think some of the problem is that they were booked to and scheduled to release on a specific date - their marketing published said date here and there... brad went on a tour and confirmed said date, etc. I think they just fell into a time crunch and didn't have time to push another beta. I really agree that the full release version should have come out as a beta and then been patched (eg give me the full release version to beta test
[quote who="Voqar" reply="3" id="2736837"]That wall of text did more damage to me than my sov can do with magic. :/ I saw the part about extra betas before glazing...and on this I agree...the game should still be in beta now and getting polished and refined as a whole for a while. You could argue that we're in paid beta now...which...I guess we are, but I preordered to be in beta so it doesn't *really* matter...I think. Ug.[/quote] Yes, next time I will pu
I had this idea just today of a better way you can handle the limited release windows. Have the extra beta/s required to really polish the game like an artform, make it really fun, really professional, and really polished. Then release a top-notch version on Impulse initially. Then while still enhancing the game and making it better for players and modders etc., which you release as updates, you get a good handle on how to make the game function well as a whole, *then* relea
I agree. Much work needs to be done. From reading the threads on this forum, I think I'll wait 6 months and then come back and make my final decision. I think many would agree, there won't be very many pre-orders for the next Elemental release. Unfortunately, goodwill once lost, is very hard to get back. But if they do manage it in a reasonable capacity, then all Stardock games in future will be the better for it. Brad, in my eyes, the test begins now. &n
[quote who="mastroego" reply="74" id="2730894"] Quoting Frogboy, reply 52My biggest problem with the article is the quote he took out of context. True, it was my biggest problem too, but it's the way it is, and one needs to be extra-careful. Alas, rumors feed upon themselves, and have a way of growing out of proportion. Anyway, some mistakes have been made, evidently. Simply by following the forums (I have not been involved in the BETA) I did
Suing a publisher for game addiction is a bit like suing *whoever* for a drug addiction. It's a bit like it's 100% the bar proprietor's fault if someone gets wasted at a bar and then does something stupid. Personal responsibility has to come in somewhere. If you ignore bad things that are happening as a result of your addiction, you could argue that you are partially (or more) culpable... Best regards, Steven.
Do you have an autosave? Best regards, Steven.
Well, I've decided to monitor Elemental for a bit more. ;-) They've made some cool changes. Well done to everyone, Stardock and others, who helped out. [e digicons]^_^[/e] Best regards, Steven.
It is impossible to not have expectations of a game you are looking forward to, and one that is being made by good people (I think Stardock has great people). But I feel really disappointed too. You need to make sure that the core components are in at release. And even though CivIV's random map generation is not perfect, it doesn't give the exact same terrain and starting positions. On hindsight, not having a "tutorial tutorial" or a
Sorry, double post.
Civ IV's maps aren't perfectly balanced, so why do Elemental's have to? If we're playing a single player game, we can start a new game or add more AI opponents if the first maps aren't optimal. Best regards, Steven.
Yes unfortunately. I think the initial release is important, even if they aren't relying on it to pay the next bills. I personally would have preferred a few more features in the near-launch version. Best regards, Steven.
What about limited shots per battle (based on unit type/characteristics) for archer units, like in HOMM? And/or limited unit range (or penalty at longer range, like in H3)? These are simple ways of keeping archer types from being overwhelmingly more powerful than melee units. Melee units must have advantages, after all, every army in history has had some melee/short-range soldiers. Best regards, Steven.
What about having a limited number of shots (based on creature type/characteristics) per archer unit or group in battle, like in HOMM? And maybe limited range (or penalty for longer range, like in H3)\? What do people think? Best regards, Steven.