Frogboy already back at 0.77 i made a thread outlining how to make this game successful and now everyone wants the same things as i mentioned in that thread (my thread was locked because it was too nasty apparently). The game needs the factions to be significantly different. At that time i proposed cutting down the amounts of fractions to 4 in order to be able to really get four distinctive playing styles in place without having an overwhealmingly large problem in balancing. I also stated tha
drabhead
no rat killing quests is actually not a bad thing.
It's still a bad game BUT with more specialization of the different factions and differences in playing style demanded by having to choose different paths in the technology tree to win and much more attention getting paid to the tactical maps (differences in playing fields, cover, bonuses for elevation differences, AI using tactics that are apropriate for the different kinds of tactical maps, special tactical maps for different quests) then it can become a great game. 0.86 is better
i'm talking about quests spawning from the start, not during the game, even though that's a separate issue that would be interesting to look into.
sure more than 0 should be expected.
also: have specific tactical maps for different quests. make them special.
also cool with the really fast creatures that can run and flank a unit directly at the start. it needs to be tactically useful though, not sure if it is right now.
i just played a game with a big nice chasm between me and an enemy darkling. niiiice. now do MOAR MOAR MOAR!! make a little dungeon to play through.
i kind of like that they are fewer, but none is obviously a problem if you play with a hero that gets bonuses for clearing quests.
two games in a row and i've barely seen any quests, have they gotten fewer?
He eh u gotta love sarcasm.
What is all this patch nonsense and expansion gibberish i keep hearing about. This game was awesome when it was released and doesn't need improvements at all!
in the case of warmachine there's also alot of effort to have a balanced game yet big differences between the different factions.
look at warmachine. this is the most innovative turn based battle system available.
randomized battle fields with big differenses in enviorments, having places to hide, elevations that give important bonuses to ranged weapons, cliffs, obstacles.
- have 4 factions/races instaed of the ones now. focus on differentiating them in terms of playing style as much as possible. - positioning of a town should influence battles that takes place in the town. If the town is attacked over a river to from the west, have the river in the battle. guard towers and other fortifications appear on the overhead map and if you build a city close to them you will have them as defensive structures in battles for the city. - move towards speci