Gilgamesh_

Gilgamesh_

Joined Member # 4457191
0 Posts 8 Replies 35 Reputation

You can't force yourself to be innovative, the core of evolution is to take what is the current best and improve on it, trying to reinvent the wheel is not how things work. Whatever it is, the system presented in here was not based on MoM's system, there are merely some borrowed spells and shared themes but the mechanics are fundamentally different. Alas, in the end you will leave and travel the world, only to return and realize that which you craved was where you left

322 Replies 1,018,042 Views

There are a number of factors that made MoM magic system so addicting: - The sheer wealth of spells , 40 per magic realm - Well named and designed spells and not mere 'fillers', very impressive considering the huge number of them - Spell skill mechanic which limited what and how many times you can cast spells in combat, as well as limiting the speed of casting for global spells - Randomness: You do not know what spells will you get at the start

8 Replies 16,130 Views

Not liking the return of Unit design, customization antagonizes Uniqueness. This is an escape from having to design proper unique units. In many occasions, less is more. Loving the discussion over traits. If they must be implemented, customizations should be restricted to equipment. Is MoM really the guidebook for this game ?

83 Replies 206,017 Views

Simultaneous attacks is a no brainer, it complements the Unit/HP change and opens a new dimension in tactical combat for skills and abilities. Channelers should be able to cast in any battle at a penalty of increased mana cost depending on how far the channeler is. Introduce spell skill attribute, a channeler can cast spells

25 Replies 12,925 Views

Tactical combat need not last longer, its the AI that needs improvement. The change in figure/base HP is to bring the game closer to MoM, However in MoM attack and counterattack happen simultaneously between units, so that it doesn't come down to who attacks first. The Multi-figure design may not work with WoE without taking into account other factors, in MoM single figure units [Like earth elemental] usually have less overall attacking power than multi-figure ones [Like p

69 Replies 171,703 Views

Working on 2 products when you have limited resources is unwise, more so when one of them gained a negative stigma regardless of the improvements implemented, In this industry word of mouth is key. SD should fully concentrate on FE, its a fresh product and can improve Elemental's recognition as a game.

30 Replies 98,283 Views

The problem is in allocating your limited resources. Dynasties become secondary when the game's core components like combat, performance and world design are inadequate.

102 Replies 93,016 Views

OP has a point, game gets boring after a certain point once the outcome becomes clear. One may attempt to find a solution with some creativity and imagination, a couple of ideas: Open objective : Final battle - A final battle with the Enchantress is required to win, the battle is accessible anytime but the power of the Enchantress is very high early game and continues to increase as time goes, it also scales with the number of remain

16 Replies 47,990 Views