LNQ

LNQ

Joined Member # 2382998
1 Posts 221 Replies 15,554 Reputation

I hope you do realize that as they write new code and implement new features, they need to do stability testing all over again. They can't just make the game stable now and then have it stay as stable until the end of development. They're going to make the game plenty stable before it is released, don't worry.

31 Replies 17,578 Views

Not a lot of strategic potential in the current system unless the placement of buildings was made to matter a whole lot more. That would've been just as big of a change (even bigger, actually, and a lot riskier) than what Frogboy talked about. The tile placement system will surely be possible to be unlocked by modders.

71 Replies 45,742 Views

I would like to have cities appear a different way when built on different types of terrain. This would mean that it's possible and makes sense to build on desert / snow / volcanic terrain of course.

15 Replies 4,127 Views

I wouldn't hesitate to show the current build to the press. I remember my first reaction when trying out FE Beta 1, and it was completely positive, before I delved deeper into the issues. I think FE is in a state where you can show the game for a couple of hours and it will seem like a game that is shaping up nicely. The only thing from beta 2 I would really focus on fixing before showing it was city building. The tile placement system makes you go "uhh?" when there's no real

177 Replies 677,106 Views

I am completely unable to rate a beta like FE with a review score. The game is incomplete and has enough issues that I wouldn't play it in my free time if it were released as is. WoM and MOO3 both have inflated review scores in my opinion.

177 Replies 677,106 Views

I would like for the game not be paused in the background when you get a goodie hut, but rather the window hover over the screen like a notification that you can ignore if you want to that will close automatically after a certain amount of time or when a close button is pressed. Often goodie huts don't really give anything that you need to explicitly stop playing for and assess.

0 Replies 1,244 Views

When you get an item from a goodie hut, first you get a window telling you about the goodie hut, then you get a window telling about the item. Lots of unnecessary clicking. It would help tremendously if these messages were both in the same window.

0 Replies 1,338 Views

I had trouble finding the spellbook as well. It's in an extremely unintuitive location. Also I'm used to C ('cast') or B ('book') opening the spellbook in these kinds of games.

12 Replies 4,421 Views

The idea has tons of potential. Need to keep the game in mind. However it seems like the game will get really cluttered in the long run, judging by the videos and screenshots.

9 Replies 59,702 Views

Well, let's say you want to mod in a very rare drop. Instead of having a single version of the drop, you want to have this drop have semi-random effect / stats, so you make 20 versions of the same item each with a different setup. The maximum rarity for such a dynamic drop is a 0.06% chance of dropping, or one in 2000. I'm sure it's not an issue in basic mods, but if someone happens to make a mod where you kill hundreds upon hundreds of monsters, drop rate limitations like

52 Replies 31,047 Views

Would there be any sense in keeping damage spells restricted to Fire only? I don't know if it would work in practice, but wouldn't it be cool to have each school as really distinct from each other? For example: Fire: Direct Damage Earth: Summon, defense & raise/lower land Air: Movement, accuracy Water: City enchantments, terraform Death: Debuff, damage over time Life: Heal, unit enchantments

52 Replies 25,656 Views

I hate the tile placement system. Hate hate hate it. Which is strange, because I love Sim City, eye candy and all sorts of fun little micromanagement. I guess it turns out I don't like micromanagement that serves no purpose. Hate it. Must be given some purpose or axed.

27 Replies 17,385 Views

I like everything except the "glam cam". That's some horrific shit that I hope can be turned off. I don't want to look through the barrel of the sniper at some mediocre 3D graphics every time I make a crit. One little thing that I really like a lot is that the nationality of the soldiers seems to be emphasized. Makes them become much more alive.

26 Replies 210,171 Views

I'm with Frog on the AoW:SM tactical battles. I remember playing AoW:SM back in the day for quite a bit. Now I started it again and felt like the tactical battles were indeed too involved. It felt really "heavy" to play the game. Didn't take me long to quit the game and let it be. I did have fun the first go around, but nowdays the combination of hardcore strategy and hardcore tactical battles just felt like too much. To me, the tactical battles aren't the big issue in FE.

122 Replies 404,606 Views

The good thing is that people seem to begin to be pretty statisfied with the amount of gameplay content in the game. Months ago there was a lot of discussion about the low number of spells, and the lack of techs etc. Now the conversation has clearly shifted towards tweaking gameplay elements. Sure, City Management might need a lot of work still, and Tactical Battles would appreciate some more love, but it's hard to even comperehend how much better the atmosphere of the conversations are f

142 Replies 292,008 Views