Ongoing Beta .7 Feedback

I'm really enjoying the game so far.  Here are some quick notes.

*Lethal Focus (Warrior skill) should not have a casting time of 1.  It should execute immediately, therefore only taking one combat round to finish.

*Resource improvements should either:
    *not be destructible because they can be rebuilt immediately
    *or should have hit points like the shards, if they reach zero hp then the resource should be completely destoyed (I prefer this option)

*I'm liking the crafting system so far, however there are some issues with it.  City buildings that open up new recipes need to open up fewer recipes (2 or 3 random recipes) plus do something else (ie library gives +1 lore per turn).  Blacksmith needs to open up weapon and armor recipes along with offensive boost (because no units automatically start with defense).  I'd like to see recipes pop from loot sources (chests, quests, etc.)

*I like the new quests, but I have yet to gain a new hero.

*Resources attached to a city should open up new opportunities to build buildings for that city.
    *Metal => Smelter: +1 Flawless Iron per turn
    *Crystal => Arcane Forge: +1 Flawless Crystal per turn
    *Clay => Stonemason: -15% building constuction cost
    *Grain => Granary: City starts with 15% food reserves when reaching a new level

*City defenders NEED TO STOP DISAPPEARING between battles during the same turn.  This is annoying.  NOT FUN!!!

*Archers are a bit too strong.  Either give them one less attack, or cut their accuracy a bit.

*Not sure I like the fact that a unit has to give up its turns to cast a Sovereign Spell.  Why?

*Please get rid of the pop-up window announcements, and go to the sidebar style announcements.  I also don't think I want to know about things I haven't discovered yet.  If I'm too dumb or lazy to send out scouts, that's my problem.  The doomsday counter tells me all I need to know in that regard.

*Already with the crappy road systems?  Why do I have to go north to get to the south??

4,804 views 6 replies
Reply #1 Top

*Unit details screen needs to show active enchantments and status effects affecting the unit.

*City screen has 'Production' column labeled as 'Materials.'  Which game am I playing?

*City Card (lower left on main gui) is using the Mana icon for Essence.

Reply #2 Top

*Marching Orders sovereign ability does not work.  Essentially, the unit gains 0/1 moves.

*Setting a unit to 'Guard' should not automatically consume all (or any) movement points.  What does Guard do, anyway?

*There are some interesting things going on with cities being attacked and city defenders leaving cities. I'll often have 'City is under attack' notice without anything happening.  One time the city defenders exited the city with my army and stayed with it for several turns until I entered a battle (after several other battles) when they finally disappeared.

 

 

Reply #3 Top


I'm really enjoying the game so far.  Here a some quick notes.

*Lethal Focus (Warrior skill) should not have a casting time of 1.  It should execute immediately, therefore only taking one combat round to finish.

*Resource improvements should either:
    *not be destructible because they can be rebuilt immediately
    *or should have hit points like the shards, if they reach zero hp then the resource should be completely destoyed (I prefer this option)

*I'm liking the crafting system so far, however there are some issues with it.  City buildings that open up new recipes need to open up fewer recipes (2 or 3 random recipes) plus do something else (ie library gives +1 lore per turn).  Blacksmith needs to open up weapon and armor recipes along with offensive boost (because no units automatically start with defense).  I'd like to see recipes pop from loot sources (chests, quests, etc.)

*I like the new quests, but I have yet to gain a new hero.

*Resources attached to a city should open up new opportunities to build buildings for that city.
    *Metal => Smelter: +1 Flawless Iron per turn
    *Crystal => Arcane Forge: +1 Flawless Crystal per turn
    *Clay => Stonemason: -15% building constuction cost
    *Grain => Granary: City starts with 15% food reserves when reaching a new level

*City defenders NEED TO STOP DISAPPEARING between battles during the same turn.  This is annoying.  NOT FUN!!!

*Archers are a bit too strong.  Either give them one less attack, or cut their accuracy a bit.

*Not sure I like the fact that a unit has to give up its turns to cast a Sovereign Spell.  Why?

*Please get rid of the pop-up window announcements, and go to the sidebar style announcements.  I also don't think I want to know about things I haven't discovered yet.  If I'm too dumb or lazy to send out scouts, that's my problem.  The doomsday counter tells me all I need to know in that regard.

*Already with the crappy road systems?  Why do I have to go north to get to the south??
End of quote

 

I agree that the sovereign spells shouldn't cost the unit its turn.

 

COMPLETELY agree that the roads system is ridiculous again.

 

And yeah, lethal focus should be immediate.

 

Just though I'd +1 those points, even though the others are legit, too.

Reply #4 Top

* Why does every damn level-up perk have to be in some kind of tree/prerequisite set-up?  All of the perk options should be available to choose at any level, being more or less of equal power, with the principle of choice being the ultimate limitation.  For instance, as it is now when leveling Tandis the player should always pick the bottom row first, because the options are just better.  Also, the perk lines just don't make any sense within their own continuum.

*After thinking about this for a while, there are two mechanics which I think could use a major overhaul or complete rework: Sovereign leveling and Heroes being randomly placed around the map.

The player should choose a preset number of Sovereign abilities at the beginning of the game, and that's it.  Her power should be static throughout the rest of the game except for the spells she casts and the potency of said spells.  Spells with varible effects should be very much more reliant on the shards, because supposedly they are important or something, and the Sovereign's spell mastery also should increase with the number of shards under the player's control.  For example, the spell heal should heal 10+10 hp per shard because the shards are important or something and 10+3 just doesn't scale well with the game (number of shards available vs hp to damage ratio.)

Random hero placement on the map was removed from the Elemntal series for a reason: it sucked balls.  The sovereign power corner of the Magic triangle could become a Hero summoning point, like the Fame resource in LH.  The bulk of the player's heroes would come from this mechanic, and some may come from quests.  The number of heroes available to choose from when the time comes could be dependent on the number of Summoner's Gates one has built in their cities (plus one for the capital city.)

Reply #5 Top

Quoting XWerewolfX, reply 3

I agree that the sovereign spells shouldn't cost the unit its turn.
End of XWerewolfX's quote

Yeah this one really irks me.  I thought the Sovereign was supposed to be intervening in an omnipotent way. 

And the fact that the spells are barely reworked from LH is crude and cheesy.  We can do (and should expect) better than that.

Reply #6 Top

Quoting mqpiffle, reply 1

*Unit details screen needs to show active enchantments and status effects affecting the unit.
End of mqpiffle's quote

*There also needs to be a way to end enchantments that are no longer wanted.