*sigh* IMHO It would have been better not to put so much emphasis on TB in the 1st place. I mean, it's not HMM where every other aspect is there for the sole purpose of being useful in TB, it's a full-fledged Strategy . Oh well... whatever... let the boulder roll... half way off the mountain isn't a good stopping point...
Reianor3
[quote who="AngeloBraz" reply="19" id="2682155"] Can't some quests reward essence? A virtuous deed... [/quote] Funny that you ask, because they already do... "Alchemist lab" can get you .5 essence from potion and that's an errand quest. Not saying that this is a solution, just pointing out that it exists already.
We aren't playing a D&D sorcerer ... Elemental has RANDOM environment, and that needs fast adaptation. "Oh shit, If i just new how that spell research matches environment 100+ turns ago the game would have gone differently" isn't a good element for strategy. Preparing a spell includes: Shard (if any) - random. Spellbook (unless you take it at creation) - random. Researched spell (unless previously prepared) - Currently isn't a pro
Yeah, right lets, leave 2 attributes "wizardness" and "fighterness". No, wait, that way we still need to balance something... Lets only leave 1 and call it "Ultimativeness". Who needs diversity? It's not like stats can be balanced... you know. And It's obvious to everyone that the less characteristics you need to put points into the stronger you get... Drop it people, think before you swing...
[quote who="Frogboy" reply="45" id="2682194"] Given the sheer amount of $$$ being spent on multiplayer, it's safe to say that we're taking it seriously. However, what I am not in favor of is simply taking the single player stuff and making it MP. I'd rather add more modes later like a dedicated Arena mode and such. [/quote] [quote who="VermillionChaos" reply="62" id="2682318"] You are completely missing the point, what brad said is there will be NO tactical in MP
[e digicons]:waaaa:[/e] [e digicons]:waaaa:[/e] [e digicons]:waaaa:[/e] What the heck is all the TB panic about? TB are being worked on. - Check There is auto resolve already. - Check. Anyone see a way how TB could NOT make it in? What I initially wanted is another option for those who don't have time for TB in MP. Aside from option to set them to auto resolve (which is a must). Sorry people, 2-3 minutes isn't going to be the top of it, been t
[quote who="Hellfirex25" reply="55" id="2682115"]so we're not worried about being contagious anymore? [/quote] Contagious? You meant playing elemental is contagious? Now, I think I got some friends to hang around [e digicons]*_*[/e] . Being cont i guous is what we were previously concerned about anyway. [e digicons]O:)[/e]
[quote who="porternielsen" reply="64" id="2682178"]I hear a lot of people worried that cities are too close now, I dont think it is something to worry about. Cities are not close to each other, boundries are close to each other. Which frankly speaking is how it really ought to work. You don't go to war with someone because they are two squares from your capital, you go to war with someone when they are 45 squares away from your capital, but rather 2 spaces away from your gold
Is there a chance you can work on getting Tactical battles go really fast? There's a problem... Tactical combat is nice and all... as long as you're playing alone. In MP that might be a problem. And while auto-resolve is an option, tactical spells need tactical combat... So is there a chance you can introduce a "simplified" model of tactical combat that excludes movement but allows to distribute attacks manually? I heard of you "SP 1st" take on features of elem
Yay! Resource overhaul! Great stuff! But, are you sure that was a long game? I mean it's turn 113 you have 2SP and 2RP going and there are some kick-ass monsters out there and half the map is occupied... I sense the "miraculous wand of sly developer" at work here... [e digicons]:P[/e]
Did you take your time to read the forum before posting?
Quickly, we need to do something with charisma, lest we allow someone to screw up a champion! [e digicons]8O[/e] We can't have THAT in our game can we? *sigh* [e digicons] Attributes haven't been balanced yet and I believe that it's not in scope currently. For example wisdom is just a point sink atm... All in due time I guess...
So many men so many minds... Anyway I find it strange that people want to gain spells slower. The amount we get now pretty much allows to have the spells we need based on situation. Making it it slower will result in a guessing game. Hmm... will I need to lower some ground or to raise it? I can't afford both... Will I find an air shard or fire shard? Which one should i prepare for? I believe learning a spell should not be such a big decision, considering the random environment
[quote who="Marks1381" reply="8" id="2681465"]I think you should attach a facelive feed on the main website. You might also want a close by toggle on/off button. This is actually a really good idea.... [/quote] Meh, I doubt it, most of us are here for the game, not for observing someone. Well, of cause we could also forget about the whole thing, let them focus entirely on working and come back after release. I mean why do we need that beta-feedback-patches hustle any
[quote who="Tridus" reply="17" id="2681453"]Quoting Reianor3, reply 16 Exp equally divided is plain unfair to some sovereigns. Those who focus on self sufficiency in combat will progress MUCH faster than those who focus on parties of champs. And progression of sovereign is very important for country btw... Full exp for everyone WORKS. How do you think it is "exploitable"? By fighting monsters as a group? Yeah, right, that's an exploit... By the exact inverse of what
[quote who="Frogboy" reply="4" id="2681433"]I would like to hear other ideas on essence btw. [/quote] https://forums.elementalgame.com/387522 [quote who="Frogboy" reply="4" id="2681433"] I can either do that or finish the game. [/quote] Until (Number of workers >= sufficient) { [e digicons]:frogboy:[
[quote who="Frogboy" reply="2" id="2681173"]All of the above. The more the better. Some things we won't be able to do, others we may disagree and still others we can implement. [/quote] Umm... The question was WHAT you won't be able to do, WHAT you like the way it is and won't agree to change? WHAT can you implement? Which direction should we follow and which is better to be left alone? Let me give a couple of examples. Let's say someone is prop
[quote who="Austinvn" reply="12" id="2681248"] ...any xp dividing system is preferable. [/quote] tch... were you even reading... Exp diminishing for low levels means low levels stay low levels. Exp by CR means whoever got less CR will only grow progressively weaker in comparison. Exp equally divided is plain unfair to some sovereigns. Those who focus on self sufficiency in combat will progress MUCH faster than those who focus on parties of champs. And prog
Seconded... As a matter of fact I had already asked for that about 15-30 minutes before just not in a new thread ( all my threads tend to slide down to page 2 with less than 5 replies within a daytime anyway... ).
IMHO we just need better functionality on inventory screen. Item tab is almost as good as a tab gets. And btw I often look at it to see what equipment my champs have so I'd like to keep equipped items on it. And one more thing, this is entirely personal, but I hate paper-dolls... I'm just fed up my throat with them. Anything that takes a different approach is a sight for sore eyes.
[quote who="novagenesis" reply="5" id="2681094"]Here's a suggestion. Instead of placing the player near fertile land, magically place fertile land near the capital. Give it some essence--revive land--whatever story purpose, but make it clear of its importance by forcing its existence. Just my thought on this. Right now, we're stuck with a game that requires a certain opening that isn't well defined or game-enforced.&n
[quote who="Frogboy" reply="8" id="2681077"]After release, we can revisit this. But we're not changing it prior to release. [/quote] Can we get a clear list of what exactly you are planning to change and how? Also would help to have a compilation of your design decisions and viewpoints in one thread. Like "Essence is staying responsible for mana. Period." or "Mana pool implementation is open to discussion for now." The forum itself is too clunky atm...
[quote who="TheBirthdayParty" reply="1" id="2680331"]yes this happens to me often too. A good idea might be to be able to destroy the building, but not lose the walls of the section. [/quote] What we need IMHO is to drop the whole "contiguous" thing and work with growing influence.
Gee... looking at that I start thinking if anyone gets the same feeling like i currently do from reading what I post... Been discussed recently. Been discussed recently. Been discussed recently. Been discussed recently. If memory serves there's at lest one mention of every aforementioned concern or solution withing 1st page of this very sub-forum. *Sigh* someone stop me, I'm getting bitter...
Excuse me if this somehow sounds rude, I meant no offense. [quote who="Frogboy" reply="1" id="2680587"]Yea, the plan was to divvy out experience by the level of the units. That is, the higher the unit, the more experience they gain from the battle since they probably did all the real fighting. [/quote] There's a difference between fighting and learning. And we're talking about a game here not a reality simu