"One more turn" with issues.

I've played non-stop for hours. The game is fun. At times it ALMOST felt like playing MoM (almost!). Kinda liked the deja-vu feeling! Needless to say, this is VERY promising.

However, there are issues, of course. For the moment I'll avoid commenting on content, balance and so on as I'm still not familiar enough with the game. It's too early, really: we all need to play a few games to understand what works in the long run and what doesn't.

So I'll just report my technical issues: a few crashes (nothing unbearable, already e-mailed to support), but, sadly, SEVERE performance issues. I mean, the game really slows to a CRAWL, and becomes almost unresponsive as the game progresses. My machine is fairly powerful (quadcore 3.4 Ghz), so I'm inclined to believe it's a software problem. Anyone had similar issues?

Anyway, outstanding "first step", looking forward to have the final product installed (and possibly modded) :)

 

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Reply #1 Top


Well, thought I'd add a few quick comments after all. Still not too deep yet, more to do with ease of use and "presentation":

  • Saving and loading should require less clicks. A LOT less. Loading times also are a pain (but I fear this cannot be helped).
  • A "melee only autoresolve" button is painfully needed for tactical battles.
  • Spell placement in the spellbook could use some ordering. Make it by Element, by Power, by Type (tactical or strategic). Something. Right now it is, uhm, "shapeless"
  • Ditto for the stats in the character's sheet. Maybe a column would already look better. Also, when you gain a level not even the attributes are singled out anymore. We can live with all of this of course, but little things have their place too!
  • I miss side-scrolling for the map view. I can live without it, though.
  • Cycle through idle units button. Or is there something similar that I missed?
  • Show unit's assigned path (I know it's been asked already. Rightly so).
  • A quick way to upgrade an existing unit's weapon. I couldn't figure out if it's possible at all, so I assume it isn't.

A few "higher level", glaring issues:

  • Heroes should have a maintenance cost
  • I still don't like "unlocking technologies". For instance, a high level hero might refuse to join you if you don't look powerful or prestigious enough, but a specific technology to recruit him shouldn't be required. I'm sorry, but such mechanisms were one of the worst part of Elemental and it's sad to still see them in FE. They just feel wrong. They don't add to the game and they make no sense. I realize it's probably too late by now and I'll just bite the bullet (since almost everything else is going in the right direction) but I must point this out once again. Too bad really.
  • Cities seem a bit too much streamlined. More specialization maybe? I also agree that buildings' free placement is neat, but it should have meaning.
  • Spells are fun this time around but, so far at least, I haven't seen anything particularly spectacular. Need more.

That's it for now. Need to play more of course. I have to repeat anyway that the game is fun already. Heroes, items, traits and so on (generally speaking: "content") are the heart of it. So: push it further. I love to see unique items like Procipinee's Crown or little treats like the Telescope (amazing!)

MOAR!!! :grin:

Reply #2 Top

Quoting mastroego, reply 1


Spell placement in the spellbook could use some ordering. Make it by Element, by Power, by Type (tactical or strategic). Something. Right now it is, uhm, "shapeless"
Ditto for the stats in the character's sheet. Maybe a column would already look better. Also, when you gain a level not even the attributes are singled out anymore. We can live with all of this of course, but little things have their place too!
I miss side-scrolling for the map view. I can live without it, though.

...
Show unit's assigned path (I know it's been asked already. Rightly so).

A few "higher level", glaring issues:

Heroes should have a maintenance cost
Cities seem a bit too much streamlined. More specialization maybe? I also agree that buildings' free placement is neat, but it should have meaning.
Spells are fun this time around but, so far at least, I haven't seen anything particularly spectacular. Need more.

End of mastroego's quote

All the bits I have left in the quote above are the issues that have also stuck out most for me - totally agree with what you are saying about the UI regarding spells and the character's sheet. On some screens (the Character's detail screen) it's much clearer than on others (particularly the elvel up screen which doesn't show which stat has increased, nor what impact that has!!)

Side scrolling and unit path are obvious... Also with side scrolling - are there buttons (like WSAD or arrow keys) which could do the same job?

And your balance points are spot on.