Refer to my other mile long posts throughout the forum or check my post history.
Vanadrom
After War of Magic, and devoting my trust into Brad and the Star Dock team to produce a fun game -- and after doing the same with Gas Powered's under-thought-out Demigod, I've become very critical. War of Magic didn't turn out as good as it was promised, heck it wasn't even remotely near what it was and still isn't . So I'm going to be a tough customer to please at this point, but you know what I want to be that person. I'm not walking in here expec
Mage Dominates late game with the use of only four spells. What is a waste is that the game has so many useless spells. That is what's badly designed, the whole magic system doesn't quite exactly work with the current numbers. Tactical Battles are too fast, too small, too underwhelming. When I think Tactical Battles, I think Warhammer Table Top. Seriously, the developers of this game need to just sit back and spend about two week
Okay let me clarify a bit on my Forward Base idea. 1. Will replace Outposts. 2. Not built by Pioneers, but instead built by your Sov or Champions at the cost of an Army unit. 3. Forward Bases can be built anywhere regardless of terrain type. 4. Forward Bases specialize in production of Army Units , replacing cities for this task. 5. Forward Bases can have additions built onto them, but always remain very
You know, this post got me thinking about a couple of things that may make the game a lot more fun and interesting - at least to me. Because I have to agree, by the time the game gets into mid-to-late game everything is all rinse and repeat and I don't think there is any amount of fine tuning and code tweaking that can fix the problem. The issue persisted with the original War of Magic game, and I fear it will continue to persist onward as a visible flaw in the game's overall design.
Just got done with my first game run through of FE. Since the enemy empires were absolutely no match for my Mage + Tank/Mage Champ combo, I decided to take them against Epic Quest monsters. Even so, the only one that gave me moderate difficulty was the final boss. I he was only moderate because he had a lot of weak dragons in the back I had to sweep away first before I could storm him to death. After two sweeps, all the dragons were dead and I just ran around on Wargs spammin
This is my entire combat strat, no matter who or what I fight I always do this: First, entire armor is on Wargs and all have Compass and/or +1 Move Boots / Master Scouts. Second, my Sov is a Air/Death mage. I only cast three spells: Haste, Berserk, and Storm. Never need anything else. Haste my Sov, Berserk my Warrior/Tank Mage. Send in Warrior/Tank Mage on a Warg into middle of enemies. Sweep, about 90% of entire armor is dead in one blow and roughly 4 mana. Sov
My main tank/mage champion who serves at my lord's meat-shield is often sent into battle to sweep. I noticed however that when I added a Warg to her, the game hung about 30 seconds after each sweep. Currently, I always Beserk her and send her in. She is also using the Druss Blade, which like a 1920g Red sword which ignores 66% of victim's defense. Can we say instan-kill? We sure can. Still, the game hangs oddly after each Sweep, check it out.
What? You're kidding right? The more I should use a spell of my choice from the start, the better it should be. Sorry, but I really do think Skyrim got the right idea for progression in spell mechanics. I'm already turned off completely by not having some knowledge of combat spells at the start. I picked mage, jumped into combat and found that as a mage I couldn't cast any form of combat spell at all. There needs to be something for a mage to -do-, and building and developing a my
Well? How do I learn spells at the start of the game so I can actually battle creatures? Heck even Skyrim gave me a spell to cast at level 1.
Alright, I started the game going with " Path of the Mage ", namely because I want to use spells tactically to proceed with the game. Not only did my character not start with any tactical spells what-so-ever , the spell learning process from WoM is completely gone. I have no idea how to learn new spells , so I'm mainly sitting around unable to do any tactical battles because <span style="text-decoration: under
What really bothered me about WoM was the lack of really good mod tools. The game was advertised from the beginning to have great and easy to use mod tools, this never materialized and I'm still angry about it. But one thing that can make me happy is the ability to easily construct and insert new custom tiles without having to consult endless xml sheets. I wanted to create a race of elves, so I wanted to have their buildings mainly trees.. I should be able to jump in, toss in a few trees
I too, per-ordered Elemental: WoM the moment it was announced because it was announced with "Powerful Customization and Modding Tools" and "Multiplayer" functionality. These things didn't come with the release, and because of that I sadly never could play the game and couldn't recommend it. Honestly the game was just bad. I was looking forward to thins new expansion, but seeing as it's still missing some critical elements - like tactical battle multiplayer.. I may
Why exactly should I be the one to do that exactly? I do recall this is a thread about me looking for help. If you know no much about APB and have insight on what went wrong, why not join the meeting and discuss areas of its failure and how it can be translated into the manifesto?
Could do without the sarcasm, if you have -real- input, sign up.
Manifesto of Post 2010 MMO Production Guidelines No, this thread is not the Manifesto itself, but more of a rally cry. I've been thinking about it for a year now, and perhaps it's something I really should take more seriously. I've really wanted to author a Manifesto of guidelines for future MMO development teams to follow. This Manifesto in
I'm very dissapointed in how quickly Gas Powered Games gave up on Demigod. In my opinion, they didn't even try. Once Demigod was done, they just moved on to several new projects and didn't give the kind of baby sitting and support this kind of product demanded. The obvious signs of GPG's short comings are highlighted by a smaller, yet more successful take on the genre by Riot Game's League of Legends. But even Riot isn't quite giving the game everything it needs, but they have a considerable
Heaven's Wrath: This items DOES give your Experience points for kills. Can kill a fleeing Demigod under 250 health. It's very powerful, if not too powerful.
Bots will still be in Elemental. He's just removing the concept of Bots joining the game like real players, which they did in Pantheon, and no one liked that idea.
I use Heaven's Wrath a great deal, it's very, very powerful. Perhaps one of the most beneficial Favor item in the game that really casts a huge shadow over everyone one and everything on the map. It has limitless use and hits anywhere on the map. With common sense and proper timing, it is a leathal weapon in the right hands.
Hey hey, no adding your clan on my clan's thread.
Known issue!
Minions were at one time a huge threat in Beta, but they were reduced power in greatly because they shared many of the buffs a Demigod did, and when tweaked properly became a giant massive horde of Demigods. They were strong as hell, and you could send a massive army forth without leaving the base, and a very FAST army too, as Wand of Speed use to effect them with 50% speed buffs. But that was back in the day, now no one reallys cares for minions anymore.
I wish you wouldn't randomly post it like that.