Certainly an option, but any time you're handing control over to the AI you walk a fine line betwee 'reducing mcromanagement' and 'the game is play'g itself. We'll be keeping this in mind though! Great suggestions!
ScottTykoski
'Moral Backlash' is actually a slider in the item editor, so the feature is around 2% done ;)
Well, not shot down, but I know time is slowly getting tight for 'wouln't it be cool!' features ...though this would actually just plug into existing systems, so perhaps it WOULD be an easy one to get in. Any time we can tie game features together in interesting ways I'll be all for it, and this would be a great way to link item use, spell use, and event driven actions to humanize the NPC's without too much effort. Actually, the more I talk about it the more I'm selling myself on
[quote]The thing is, sadly, I don't think we are going to see a "loyalty system" in this game. [/quote] I had actually always planned on having a per-unit loyalty system in the game...where certain spells, items, and actions would have some morality value, and if you start doing things your heroes didn't apporove of (too far from their own morality alignment) they would have a chance of leaving. Then, when you get a band of heroes at your doorstep, coming to stop your plans of dominat
The Frog always trumps anything that Boogiebac guy says (who I heard I actually just the office janitor) . [e digicons]*_*[/e] Actually, I was just talking to Brad about the possibility of pushing a build on the 11th, and he made several good points that got me thinking this 2 weeks of polish could be used to really make 1G quite amazing. You'll be getting several features not listed as goals for 1G (Custom Facitons Editor AND Cu
scoutdog: Besides Faction names, all race data is filler at this point (including Sovereign names and most Sovereign Models).
[quote]You cannot claim to restrict us to the cloth map to ensure we judge the fun of the game on its unaesthetic merits alone and yet deprive us of fun.[/quote] Which is why we've been saying 'don't expect the game to be fun until Beta 3....not because that's we'll turn on the 'pretty gfx', but because we'll only move past Beta2 when the game is enjoyable on the cloth map. It's less a contradicition and more a 'sad truth'. :( If the final build of Beta 2 do
Still working like a maniac downstairs...he'll be jumping onto help with Elemental once his Sins work runs out :)
Welcome, Chip! Beta 2 is coming up, and the 'fun' factor (while still a ways off) is definatly starting to come into being. We look forward to having your seasoned input :)
I'd see 'Presence' as the simple ability for you to see through that unit's FOW. That'd be pretty handy when keeping tabs on those wily Sovereign units :)
[quote]Could you say ideas that you think you'll keep (or seems interesting) ?[/quote] Oh, they ALL seem interesting ;) the joy and struggle of it all will be to find a balance between what is fun and what is a headache.... - I agree that willpower and other stats should be taken into account. If you know your enemy can use this against you, counter spells and items are a must (though this currently IS just for roaming creatures). - I can see per-turn mana costs ad
Beta 2 is right around the corner...get ready for more gameplay testing excitement! (the full 3d version isn't until Beta3) And welcome to the forums!
Thanks guys, a lot of great suggestions! We're working overtime to get some additional screens in for the beta, so I don't think we'll be touching charm again before Thursday, but defiantly keep the suggestions coming. Oh, and right now I'm talking about the main-map version of the spell (non-tactical).
So the next big beta is scheduled for this Thursday, where evenone on the beta group will get their first taste of several new features. One such feature (possible the biggest, from a gameplay standpoint) is in the implementation of the spellbook. You can now learn spells and, provided you have the mana and/or essence, cast them with a flick (click) of your wand (left mouse button). One of the suprising things we found this Friday, during our end-of-the-week powwow, is that
* checks google * Looks like that's actually AoW2's composer :)
[quote]Are we going to see this improvments in the next build?[/quote] Yes, though it's less somthing you 'see' and really just makes the game 'feel' peppier.
This time is was a batching issue, but more-so a 'building off a generic class and not paying attention to overhead'. :( But now we have a nice lightweight terrain icon class that speeds things up considerably.
Noted :) Did it ever get frustrating, however, being at the other end of such an assault? It's a tough to accuratly draw that line between 'holding onto hope' and forgone acceptance of your impending doom.
denryu: Don't get too frustrated ;) we'll be making user-suggested improvements up until gold (and beyond). Like I said, Beta 3 is where our true vision will begin to take form, so it may be a good starting point for people that want to see that 'big picture' before making those suggestions. Just know that there are several key places where user input will be quite valuable in the rest of beta 1 and beta 2, so if you have stomach for it, we'd love for your feedback the
Hmmmmmm....so many delicious metaphores. Guess my NYR is out the window today :( cephalo: It's funny that your frustration is often shared by us, but just on the flipside of the coin. Keeping with your analogy, beta testers want to beef up the experience, and provide lots of suggestions within the context of what they're currently playing ("More cheese, with 5 different types to tickle the tastebuds"). Then we wonder why they'd want all that cheese, since it'd overwhem the overall com
[quote]You have two races with different flavors. Humans (vanilla, chocolate...) and Fallen (salt, pepper...).[/quote] I find your sweet vs. savory take on the matter truly refreshing :) I shall steal it and call it my own.
[quote]I like that it's not overly complex....It's important to note that complex does not mean strategic. Look at simple games like Chess or Go[/quote] That's pretty much our feeling on the matter. Intertwining simple systems in interesting ways will be more managable (from both our end and the player's end) than complex systems intertwining. Modders should be able to go nuts adding complex systems (resource storage, multi-tiered resource production) for those so inclined to
[quote]I wonder what the the reasonig behind this change of concept was.[/quote] Just to implement a streamlined solution before making anything too complicated ;) We're goign to let people play out the current implementation and see where we go from there, opposed to implementing an overly complex soultion that gets scaled back later on (it's harder to rip stuff out than you'd imagine).
[quote]Sorry boogie... [/quote] No problem :) I like the ideas a lot...the more organic character we can give these cities the better. Also, to your second point, it'd to take an amazingly strong argument at this point to take city building off the main map. I'd personally fight that one to the bitter end. ;) And I promise we'll be able to find solutions to any annoyances that may arise ('spidering', etc).
Hmmm...I don't see how this type of system couldn't be added on to the current one?