To add more than Magic, I suggest to do a rework on the fantasy world of EWoM itself to be..more magical, more fantastic. As another poster on this thread mentions, the current Elemental world is a bit drab, kinda boring men roaming about the deserts. Yes it does capture the feel of a dying world but more colors & variety please. Instead of the other games mentioned here, I'm suggesting about looking at some of the Magic: The Gathering worlds for inspiration? Many variety
johanhardi
Additional suggestion: Maybe writing a (detailed button-clicking, detailed mechanics) tutorial can help SD recognize more of this game's un-usabilities
Dear Stardock, Can you delay working on the AI and game balance issues until you have reworked the UI and basic mechanics of the game into something much, much more intuitive? It might be just me that's dumb, but many hours into the game there's still much confusion (and the manual is not helping). Here's two games that I compare the initial experience to: - MoM (I started playing from the last version, so I didn't experience the early bugs and problems): the UI was in
[quote who="Rune_74" reply="1" id="2743372"]I loved MoM as well as anyone, but it ws a buggy mess on release and didn't finally get patched up till a year after release.[/quote] Well....I guess Stardock did take the 'spiritual successor' thing too far eh? Let's hope Elemental gets proper & stable before 2011! [quote who="phril" reply="37" id="2745049"]This. Just.. this. And one last little thing to take away from Master of Magic: the manual.
[quote quoting="post"] 2) Hero/Champion Management -- When a hero is selected, there should be a clearly highlighted area to which he can move this turn. This way you'll know if you're out of movement, and you'll also have some notion of which terrain is impassable and which isn't. As it currently stands, to figure out if you can get over those hills, or move on that square next to the coast, you have to click on each square individually. Awful. [/quote]