[triple post due to gremlins]
Dr Franknfurter
[edit - gremlins]
I'm sure there are lots of ways of encouraging tough choices with skills. Limiting heroes to level 10 feels like a painfully low cap. (I dislike hard-caps anyway, even if you have certain sovereign skills to increase it by a few levels.) I think if it's a case of wanting you to pick 10 skills from 20 an easy change would be to add another 20 'stat boost' linking skills. Everywhere there's a linking line currently add a stat symbol that adds +5 HP/dodge/accuracy/mag
I'd say sequels have this problem: Familiarity, safeness and refining old works is a good way to keep customers. Novelty, uniqueness and breaking the mould is a good way to attract new customers. The two are a contradiction, which makes each sequel a compromise between two conflicting visions. Added to that each designer's enthusiasm and productivity is linked to which of the two aspects they side with (it's a waste of resources to have unhappy devs making a g
Oh I'd love to be able to have enough options that setting all-random would be fun and entirely possible. e.g. Choose the number of lieutenants (1-8 for really massive maps) and set them all to random. Much like you'd pick the number of AI players and have more for the massive maps than you would want for a tiny duel. Perhaps needing 3/4 of the keys/victory points to start the last battle. (You could replace keys with areas to capture, buildings to garrison for different/modif
I don't actually have civ5... I played it to try but didn't like it enough to buy it... I just stuck with civ4 and mods due to low budget. So I'm not quite as jaded from the similarities. I'm sure I'd feel different if I'd played the rest to death. That said, I do buy books 2,3 of a trilogy if I've read the first. I can't help but want to know the full story, or the arc of game development. Even if the later releases hurt (Moo3, SotS2 etc.) So my not getting ci
It looked fairly close to the current build quite a few weeks ago in the twitch streams. It's not buggy, but needs a fair amount of balance work. Everything seems to work as intended... or close to it. The quotes are all in, not exactly placeholders but not exactly perfect either. I'm not sure... it certainly hasn't gripped me like other games have, not since Civ4. I'm not sure if the problem is pushing for a big global release or not having writers/devs of the same quality as
Thanks Leo in WI I'd like to hear what other people would love too. HenriHakl mentioned having +% bonuses for the SK. I'd call that the low-hanging fruit of SK differentiation. Easy to code and balance, but not ve
I'm not sure if the concept of being able to craft the One ring or Excalibur can be seen as a negative. It's certainly a balance point, are you going to horde oil for some future craft? Are the abilities you can add to items all balanced? How about the mana costs? rarity of item drops? etc. The change is probably going to introduce some problems to be fixed... But to say going from crafting 1 sword option in the early-mid game to crafting any sword you can think up, with thema
I think with Civ:BE comparing it to SMAC... although completely valid and understandable sets the bar extraordinarily high. Size a million boots to fill. It's not aged well graphically but the writing, the voice acting and the *feel* of the game carry such emotional weight it's hard for any game to match that. It's like trying to replace a child's favourite toy with a fresh, easy to clean one. The transition between the two is painful, but I have hope that both DLC and
Thanks... the review drama wasn't a fun experience at all (understatement). But I'm glad that's mostly over. (it wasn't doing anything good for my anxiety levels, bit of a fight-or-flight, primal response I was having to fight to post here. I'm much better now though) Also I do have more ideas/issues/things on my personal ranting notes... but I'm waiting to see the next build to see what's added that feels good and what feels bad or lacking. I still think I
For error code 53 this post may help: Zippit <img style="position: relative; top: 2px;" title="has Borderlands 2" src="http://steamcommunity-a.akamaihd.net/public/images/skin_1/iconGames.png" al
The journal entry looks very promising. Almost literally, full of promises or " showing signs of future success. " Crafting, SK diversity via the anti-you mechanic... I'm just not sure when these thing are planned for. (I'm hoping tomorrow but I expect some time later, any chance of an updated beta-schedule with an extra couple of lines?). Also thanks for the mention, I quite like the Arcen games technique of mentioning beta-testers/bug-reporters/ideas-tasters in th
[quote who="XWerewolfX" reply="23" id="3503253"] Franknfurter has a very good idea reminiscent of Age of Wonders 3 [e digicons]^_^[/e] [e digicons]^_^[/e] [/quote] I'm always looking back to old games. So I'm thinking Heroes of might and magic (I've played 3/4/5/6) where you're given several options with fleeing enemies. But SK has the option of fully integrating the new mechanics into such a system. Intangible resources like 'ruth
That all sounds very interesting as player-customisation options. Especially since the Tyrant sounds almost exactly like one of the 'mechanics I'd love to see' mentioned above. So obviously I'm excited to see how that pans out. (certainly a few sparkles in the panning bowl to look forward to). If the budget is a concern how much could old material could be recycled into SK? I'm thinking of all the wildlands bosses and elite units as (potential) lieutenants, the art
Thanks for the feedback-feedback. It sounds like I still have a case to make for both SK and lieutenants being important... I'll think on it. For now here's my quick gut response (no pictures, sadly, don't have time): I still think diverse and interesting opponents is the single biggest fun factor in any game. In something like DotA2 it's the PvP (different, human behaviours) and number of champions you could face (each with different mechanics/abilities), here that me
Indeed I meant the latter. But I can see other possibilities too. e.g. Autoresolve when you overwhelm the enemy (current) Enemy automagically dissolves when you attack them (as above, you see them fleeing and fading away to nothing) or, When you massively overwhelm the enemy you aren't prompted to battle instead you're prompted to either: Allow the enemy to flee with their lives - gain '1 honour' and experience (they disappear... perhaps joi
Thanks Frogboy, it means a lot to know you're reading the suggestions, acknowledging them and considering some. As long as some things aren't completely set in stone just yet then I have hope that this game could still be a modern classic. Ogre Battle is a closer match than MoM to SK IMO. I can do more mock-ups if they're helpful... I think walls of text sometimes lose the key points or inaccurately portray issues. All the confusion back when I mentioned pass deleting move
Just a thought. My suggestion for the DM-controlled autoresolve is this: Have the enemy run-away. It's almost identical in practice but the benefits are: No loss in control, no loss of items, no loss of units, no loss of time on a trivial fight.
+1 (especially if on higher resolution settings you can fit both in there, even if you have to keep it as is for the tiny tiny phone-sized screens...)
Choices are always good IMHO. That said, something like trading colonies. It easily falls into one of two binary states - either the AI will never trade a colony (to prevent cheesy abuse) or it will (and players abuse it cheesily). It's more a balance point than anything else. When something is done that is massively powerful - like trading a world/unique tech/lasting peace. The game should tell you why it gave in (via the text, not merely 'ok') while also perhaps
[quote who="davrovana" reply="4" id="3502459"] This was where I stopped taking your opinion seriously as useful feedback [/quote] Attack the argument, not the person. Always a good rule to go by. If at all possible fight fire with water. I think the argument has merits and points worth taking seriously: Funny = Not serious Poor animation = Jarring or uncomfortable. The presentation of those arguments isn't really as important as the fact that it r
Concerning humour in other games, I like it. As long as the writing good, even serious games can have a little amusement somewhere, even if it's little hidden gems. I don't think Space Rangers 2 would have captured me for quite as long if the quests weren't all a little silly, making fun of clichés and the standard RPG maguffins http://tvtropes.org/pmwiki/pmwiki.php/Main/MacGuffin . I like a game that ca
Thanks davrovana, I loved Ogre Battle... I remember playing it as a child then telling my mum proudly I'd been playing "Orgy battle". She had a puzzled look, merely listened as I went on to explain a game that differed quite dramatically from my misread title. Anyway... on to: Crafting The crafting screen is currently a shop in all but name. You have ready-made items for
What would I love to see in the SK design? (Dropbox link for collection of illustrated ideas) More Choices. SK Customisation and Essence. Currently the SK has one variable– difficulty. That's not much of a choice. Essence has equally litt