[0.50] Feedback on the Beta

First off, this is really heading in the right direction. Loving the changes overall.

The things I feel need to be looked at are:

1. Allow an option to flag cities that finish their production and have nothing left in the queue - including cities that finish production of a resource.

2. The green and yellow 'Turn' button is too similar for colour-blind gamers.

3. Levelling of heroes would be great if there was a bit of randomisation in the pre-set choices. What I mean is you still have a set of choices for each hero but that the game shuffles and adds or subtracts some skills the first time they gain a level. Also, the current choices are a bit 'boring' overall.

4. When upgrading armour or weaponry it would be great to be able to pick and choose exactly what you are getting during the upgrade. For example, a unit specially designed to defend and counter-attack becomes less valuable if the sword is later replaced with a mace or axe.

5. Combined arms doesn't really work in the tactical battles because of the random starting placement and lack of real combat difference between cavalry and infantry (and the weapons used). There is a real opportunity here to use a rock-paper-scissors bonus system to make the army design choices more meaningful and to reward combined arms. Why would anyone not design an army of cavalrymen the way the game currently is?

6. Would be good to be able to upgrade the unit size as that tech becomes available.

7. Need to be able to easily highlight any resources that haven't been developed. Perhaps some sort of cloth map filter or highlight.

8. In tactical battles it would be good to be able to turn on coloured bases to immediately identify which troops belong to who.

9. Archers are slightly under-powered. You can sit back and drink up a lot of archer damage but can't do the same for infantry. If they were a little stronger (attack or initiative) then it would become more important to reach them (which could provide a good use for having cavalry in armies if infantry gave you higher attacks and defence but that cavalry gave you higher dodge vs archery - rock-paper-scissors).

10. Please keep splitting the XP by the number of heroes in an army but I'd suggest you explain how the XP is calculated in the battle results screen so that new players are informed of what is going on. As it currently stands you must know about this mechanic in advance so there should be some sort of feedback about this to the player.

7,916 views 5 replies
Reply #1 Top

a thing always bothered me, after I enter name for saving my game, why oh why do I have to press save and enter doesnt do it automaticaly????

Reply #2 Top

1. Allow an option to flag cities that finish their production and have nothing left in the queue - including cities that finish production of a resource.

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Definitely agree with this ^ or also have something that when a city is not doing anything unless YOU specifically put it into idle mode that when you click on end turn that it goes to that city for production input or something. Basically a failsafe cycle through cities that aren't doing anything unless you put them into idle mode for a reason.

3. Levelling of heroes would be great if there was a bit of randomisation in the pre-set choices. What I mean is you still have a set of choices for each hero but that the game shuffles and adds or subtracts some skills the first time they gain a level. Also, the current choices are a bit 'boring' overall.

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That's really just "personal preferences" than a real need to change it. I like how it works now so no reel reason to change or adjust this.

5. Combined arms doesn't really work in the tactical battles because of the random starting placement and lack of real combat difference between cavalry and infantry (and the weapons used). There is a real opportunity here to use a rock-paper-scissors bonus system to make the army design choices more meaningful and to reward combined arms. Why would anyone not design an army of cavalrymen the way the game currently is?

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If it's one thing I hate it's "rock/paper/scissors" type of combat results table. I like more tactical things to work like flank and rear attacks which I believe are in the game now. Also the reason some would not design a pure cavalry army would be COST for oe reason. In MOM I couldn't always afford cavalry or Paladins in the early game. In the late game who cares most are just trying to get the game over with anyways and there isn't any MULTIPLAYER to worry about balance.

7. Need to be able to easily highlight any resources that haven't been developed. Perhaps some sort of cloth map filter or highlight.

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Definitely agree with this ^

8. In tactical battles it would be good to be able to turn on coloured bases to immediately identify which troops belong to who.

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I could go for this as an OPTION.

9. Archers are slightly under-powered. You can sit back and drink up a lot of archer damage but can't do the same for infantry. If they were a little stronger (attack or initiative) then it would become more important to reach them (which could provide a good use for having cavalry in armies if infantry gave you higher attacks and defence but that cavalry gave you higher dodge vs archery - rock-paper-scissors).

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Have to disagree with you here again as archers in the early game are extremely OVERPOWERED and make it easy to take over things with just one quest mission load of them.

10. Please keep splitting the XP by the number of heroes in an army but I'd suggest you explain how the XP is calculated in the battle results screen so that new players are informed of what is going on. As it currently stands you must know about this mechanic in advance so there should be some sort of feedback about this to the player.

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Decent enough request. Even I would like to see exactly how XP is diviedy out after a battle.

Reply #3 Top

1. Allow an option to flag cities that finish their production and have nothing left in the queue - including cities that finish production of a resource.
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It's the little Zzz next to the city icon in the upper right hand corner, or a small medallion, with either research, gold, growth, or whatever else they're currently working on. Though it is easy to miss if you're not looking. Also the turn button will have a yellow border around it, if you've got cities that aren't producing anything. Cities that are producing research or other resources won't trigger this, though.

2. The green and yellow 'Turn' button is too similar for colour-blind gamers.
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Or, it's possible you already knew about the turn button's border... *facepalms*

6. Would be good to be able to upgrade the unit size as that tech becomes available.
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It's the "Upgrade Group" button, on the unit command bar.

7. Need to be able to easily highlight any resources that haven't been developed. Perhaps some sort of cloth map filter or highlight.
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There might be something odd in my setup, but resources get flagged with a red exclamation point if I have the tech to put something there, and haven't done so. It doesn't tell me if I've fully upgraded, and doesn't flag items I don't have the tech for... but... *shrugs*

Reply #4 Top

@StarkeRealm - You misunderstand 6. You can upgrade weapon, but you CANNOT upgrade a group from 3 to 5 members when the tech comes. 

Reply #5 Top

Quoting joasoze, reply 4

@StarkeRealm - You misunderstand 6. You can upgrade weapon, but you CANNOT upgrade a group from 3 to 5 members when the tech comes. 
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No, I didn't. You CAN upgrade a group from 3 to 5 members when the tech comes. There's potentially three different upgrade buttons. "Upgrade Armor", "Upgrade Weapons", and "Upgrade Group". Upgrade Armor, improves the armor, and is a returning feature. Upgrade Weapons "upgrades" the weapons, and is a returning feature. "Upgrade Group" increases the current unit's size to match the current tech level.

It's possible this is unlocked by some specific champion ability or tech research, but I've got the option on my units in game right now.

EDIT: Image: http://steamcommunity.com/sharedfiles/filedetails/?id=133889095

EDIT2: As it stands, the upgrade group option might be a bit... open to abuse, it only charges 30 gold per unit to use, and doesn't charge you for the metal, crystals, wargs, or horses a unit requires, so you can cheaply produce parties of 3, and then upgrade them to full companies for 120 gold.