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The Elemental all-purpose mega thread

The Elemental all-purpose mega thread

I'm putting up this thread as a way for us to just generally talk about the game, brain storm ideas for the future, etc.

So here's my stream of consciousness to get it started:

What I'd like to see happen is for Elemental: War of Magic to continue to be refined with its existing game mechanics largely intact other than the change to the mana system and UI update scheduled for v1.1.

Beyond that, the evolution of the Elemental TBS would be delivered via expansions, sequels, etc. like every other traditional game. This way, we can introduce pretty substantial gameplay changes without people feeling like the War of Magic version is some sort of test tube of game design experimentation.

For brevity, call these A, B, C where A is Elemental: War of Magic and B and C are some sort of future expansions.  B would be free to everyone and C would be free to those who own the game by September 30th.

So with A, the game mechanics revolve around exploring the world, exploiting world resources, expanding your control, and exterminating enemies. A will evolve as we go to 1.1 with more techs and improvements that let players convert 1 resource that they have a lot in to one they are lacking in. Spells will draw from a global mana pool and the UI will be cleaned up and content across the board expanded on. For good or bad, minus bugs, A is what we originally conceived of for War of Magic and it should rise or fall based on that.

B will be a new Elemental title (an expansion pack ala GalCiv II: Dark Avatar). It is important that B come out sooner rather than later. Users who like/enjoy A can stick with A but users who find the combat in Elemental too simplistic or are unsatsified with some other core game element will hopefully have much of this addressed in B.

C will also be a new Elemental title (ala GalCiv II: Twilight of the Arnor). C involves more wholesale gameplay changes and would take quite a bit longer to come out.  A and B would continue to be supported (just like we did with GalCiv and Sins) but I would picture C adding a great deal more depth to the overall game across the board.    

So as we move forward, when people say "I think something should be like this" we will think about those requests and put them either in the A, B, or C buckets.

So for example, a user commented today that the combat should support flanking and there should be taxes and that there should be easy ways to convert resources and such.  If we concluded that this is a direction we'd want to take the game into, it would go into the C bucket.  It's way too radical for A, not doable for B but would be doable for C.

On the other hand, having the tactical battles eliminate "action points" but instead go with initiative on a per unit basis is too much for A (that's not the system we had in mind for War of Magic) but is something we would do for B.

And so on.

So feel free to use this thread to talk about pretty much anything you want. It's just a back and forth with us.

141,120 views 193 replies
Reply #101 Top

Alright, I'm going to go ahead and make a little noise about something that I haven't seen mentioned too much in the forums, but is a big deal for me. I apologize because this is a repost (I hadn't seen this thread at the time), but I wanted to be sure it caught the eye of the devs, if just for a second.

 

Important note: First, I like this game. I think it's a brave concept, and any time you put forth a new idea, it's hard to get just right. I applaud you for going this route, and the following post is honest, hopefully constructive, criticism in the spirit of making the game more enjoyable.


Basically, it comes down to this: I played Civ4 for the first time the other day, and I was just stunning at the amount of strategic depth it has relative to this game. What makes strategy games fun for me is planning and succeeding at pulling off those plans (or not!). But, in Elemental, I've found that my basic strategy is exactly the same for every game of Elemental that I play.


1) Build a garrison and a few pioneers.

2) Control resources. There's a negligable cost for spamming outposts and a significant opportunity cost for not doing so.

3) If 2) is done well, race up the warfare tree, with a little bit of Civilization thrown in. Concentrate arcane research on spells appropriate for shard possession.

4) Fight.

5) Win.

6) Stifle a yawn and a vague feeling of disappointment at the lack of meaningful choices I have to make during gameplay.



On the other hand, I can sit with a turn of Civ 4 for /at least/ 5 minutes developing my strategy.

-City Management: Since production (in the broad sense of building/training/research) is limited by population in Civ and training and building are completed in the same queue, I can try to rush out a settler and grab some land early, let my population grow a bit, or produce a worker to develop the land a bit. I can focus on early Wonders, or concentrate on developing an infrastructure that will allow me to grab the later, better ones. In Elemental, population growth, training, and building all procede independantly, so it doesn't much matter what I do. Sure, I build a workshop before study because I need the materials, but it turns out to be the same pattern pretty much every time. Strategy in city management is really minimal right now.
 


-Warfare: Civ4 has a much richer combat system- and they only use one stat to do it! Now, I wouldn't want Elemental to go the one stat route, but I think it illustrates that there is plenty of room for improvement. In Elemental, one unit will beat another, hands down, or it won't- but the difference is random. In Civ4, there is a "soft counter" for everything, and that system rewards a well thought-out mix of units in an army. Essentially, what war in Elemental boils down to is this: if my randomly alloted number of gold mines allows for me to have better quality or quantity of units than Faction Y, I win. If not, I still ususally win (but the tactical AI is another story, and hopefully will be fixed). So, designing units is fun, but when I go to war, I leave my brain behind.


-Research: I actually really like what Elemental has done here by seperating the "lines" of research. However, there could certainly be some "cross-line" requirements. As of right now, the research cost algorithm goes something like this:

Pacing_multiplier x [Tech_level_multiplier x Tech_level^Tech_level_exponent]

If the tech lines were more fully developed and had cross-line requirements this would add quite a bit of replayability. Adding another term to the above equation that multiplied current tech cost by the player's total tech level would encourage some diversification (to get requirements) but reward players for staying "focused" on the techs they need to implement their strategy. So, the equation would look something like this:

Pacing_multiplier x [Tech_level_multiplier x Tech_level^Tech_level_exponent] x [Constant_to_be_balanced x Total_tech_level]


-Champions: Civ 4 had a wonderful system for Great People. You could choose to do many different things with them, and they were all tough choices. Having champions in Elemental take some ideas from the Great People concept would really help make them more than jsut another unit that provides a small bonus. I would even be alright if not all of them were combat oriented. I never liked sending my nerds and farmers out on the front line. Maybe they could level up outside of combat and their abilities (bonuses to food production, administration, etc.) could be based on thier stats.?



So. Stardock. I really want to like this game, but right now it just feels like "Strategy for Dummies". I'm begging you, please consider adding a little bit of depth to this game.


And, if that's too much to ask, maybe you would consider improving our ability to mod the game. That way, I can just make the game I want to play myself and shut up about it.

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Reply #102 Top

Quoting JSJ101, reply 101
Basically, it comes down to this: I played Civ4 for the first time the other day, and I was just stunning at the amount of strategic depth it has relative to this game. What makes strategy games fun for me is planning and succeeding at pulling off those plans (or not!). But, in Elemental, I've found that my basic strategy is exactly the same for every game of Elemental that I play.

Exactly.

I've said this before but haven't yet seen the signs that Stardock acknowledge it so I'm going to keep saying it.

Enough of the ideas and the tweaking. Stardock have plenty of ideas already from the hundreds of beta and post release threads. And tweaking one system at a time isn't going to turn the game into the brilliant strategy game it could be (tweaking works once the fundamental gameplay is really good and a few things just need to be finetuned, but we just aren't at that stage with Elemental).

Sit down and have a good close look at why Civ4 is such a great strategy game and why MoM is such a fun fantasy game. Then have a small team (or one very bright person) go through all the mechanics from high level down and try to fit them together in a way that provides meaningful choices and conflicting paths to take (ie the strategy from Civ4 and the fun from MoM, as much as possible anyway).

THEN get back into serious development again. Right now the only development I think Stardock should really be doing is improving the Quamquot (sp?) engine and fixing bugs in the XML files. Everything else is pointless until there is a clear plan in place for how to make Elemental the great game it deserves to be.

All IMO of course but I've given it qiute a bit of thought and I run a small (non game) software development house so I'm not just firing blind here.

 

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Reply #103 Top

Quoting Mistwraithe, reply 102

Quoting JSJ101, reply 101Basically, it comes down to this: I played Civ4 for the first time the other day, and I was just stunning at the amount of strategic depth it has relative to this game. What makes strategy games fun for me is planning and succeeding at pulling off those plans (or not!). But, in Elemental, I've found that my basic strategy is exactly the same for every game of Elemental that I play.

Exactly.

I've said this before but haven't yet seen the signs that Stardock acknowledge it so I'm going to keep saying it.

Enough of the ideas and the tweaking. Stardock have plenty of ideas already from the hundreds of beta and post release threads. And tweaking one system at a time isn't going to turn the game into the brilliant strategy game it could be (tweaking works once the fundamental gameplay is really good and a few things just need to be finetuned, but we just aren't at that stage with Elemental).

Sit down and have a good close look at why Civ4 is such a great strategy game and why MoM is such a fun fantasy game. Then have a small team (or one very bright person) go through all the mechanics from high level down and try to fit them together in a way that provides meaningful choices and conflicting paths to take (ie the strategy from Civ4 and the fun from MoM, as much as possible anyway).

THEN get back into serious development again. Right now the only development I think Stardock should really be doing is improving the Quamquot (sp?) engine and fixing bugs in the XML files. Everything else is pointless until there is a clear plan in place for how to make Elemental the great game it deserves to be.

All IMO of course but I've given it qiute a bit of thought and I run a small (non game) software development house so I'm not just firing blind here.

Bravo!

As I might have mentioned before, if you try to reinvent the wheel, all you're going to end up with is a very bumpy ride.

Innovation is great.  But Civilization and MoM are both GREAT games (well the former is a franchise) in their own rights and some "flattery" (aka plagiarism) wouldn't be undue here.  Play a game of MoM for the feel of persistent, powerful and all-encompassing magic.  Elemental: War of *MAGIC* should strive for this level of world infusing magic, especially since the sovereign is tasked with bringing magic back to the world!

I'll say it again...  innovation is great, but not when you're doing it just to say you did.  Trying to recreate the various standards of TBS gaming from the ground up (and trying to be different) hasn't worked well.

Reply #104 Top

[Removed post : I was exhausted.]

 

Reply #105 Top

Quoting Rishkith, reply 73


#3) Economy ... You even threw out a popular and fun economy system in beta...

Which beta were you talking about? I don't remember an economy downgrade in beta, but that just might be because I joined after that already happened.

Reply #106 Top

I ahve many thoughts about how to 'fine tune' EWOM (elemental war of magic).  However, before I can intelliegently interact with themany fine comments i have read in this forum, I need to get my cd copy of ewom updated with current patches.  Still playing v1.0 (very buggy = dragon never joins when egg returned, many graphic glitches, ctd, cannot load saved game unless first exiting program totally, first, advanced spell books never appear even with quests done, etc.  LOL. 

SO>  HELP > how can I get patches to EWOM without using the impulse client server.  NOTE: game advertising said web access required ONLY for multi-(Human) player mode.  I play solo.  So how do i get patches downloaed to a shared (public) PC, transfered to thumb drive, and taken to PC (non-Web access) to 'patch' the CD installed version of EWOM?  I appreciae help with this...and later, looking forward to participating in this forum.

Reply #107 Top

I have one suggestion for the tactical battle window.  Find a copy of SPI's (= Simulations Publications, Inc, defunct paper game company for the 70's) prestages tactical series (Pre 17th century tactical operational level combat).  They, using a very simple system, did a wonderful job of simulating battles from greek hoplites, all tha way thru agincourt.  Introducing flanking, rear attacks, attackes from multiple sides - enflades, (basically, 'facing' for combat units - not individuals) real archer (fire) units of various types, fortifying on the tac window, fog of war, etc.  This would allow for real tactics, luring opponet into a crossfire, or setting up a cav charge to break morale, etc. 

Reply #108 Top

As I might have mentioned before, if you try to reinvent the wheel, all you're going to end up with is a very bumpy ride.

 

Reinventing the wheel led to modern automobile tires, shocks and struts, leading to a smoother rider. :)

Reply #109 Top

Quoting ElanaAhova, reply 106
I ahve many thoughts about how to 'fine tune' EWOM (elemental war of magic).  However, before I can intelliegently interact with themany fine comments i have read in this forum, I need to get my cd copy of ewom updated with current patches.  Still playing v1.0 (very buggy = dragon never joins when egg returned, many graphic glitches, ctd, cannot load saved game unless first exiting program totally, first, advanced spell books never appear even with quests done, etc.  LOL. SO>  HELP > how can I get patches to EWOM without using the impulse client server.  NOTE: game advertising said web access required ONLY for multi-(Human) player mode.  I play solo.  So how do i get patches downloaed to a shared (public) PC, transfered to thumb drive, and taken to PC (non-Web access) to 'patch' the CD installed version of EWOM?  I appreciae help with this...and later, looking forward to participating in this forum.

Since you don't have an internet connection at home, you can use anywhere.impulsedriven.com from a machine with a good internet connection to login to your impulse account and download the latest patch. You will want to obtain the impulse bits and possibly .Net 2.0 depending on your machine's OS age and status of updates.  Copy the lot to a sufficently large USB stick and you should be good to go.

Instructions from the  Impulse User Guide below: 

Impulse Anywhere

Impulse Anywhere allows you to access the software you purchased through Impulse via a web browser. The purpose of this is to allow those with computers either not connected to the internet or who cannot handle large downloads to install software from Impulse. This is how it works:

  1. Create an Impulse account (or use an existing account) and purchase software through the Impulse store. This may include using Impulse on a computer connected to the internet, or through the web-based Impulse Store (www.impulsedriven.com).
  2. Using a computer connected to the internet, login to Impulse Anywhere (anywhere.impulsedriven.com) using your Impulse account.
  3. Select the software you purchased and want to install on the other computer. Download the file, as well as Impulse itself.
  4. Store the files on a USB flash drive or other device to transport to the other computer.
  5. Then install Impulse and the software using the downloaded installer and any associated data file(s).

Requirements:

The computer you are installing this offline software to must have:

  • Impulse installed on it. (A link to download it will be provided by Impulse Anywhere.)
  • Microsoft .NET Framework v2.0 is required. (A link to download it will be provided by Impulse Anywhere.)
  • Some form of internet access may be required to unlock/activate your product.

Also please be aware of any system requirements for both Impulse and the software product you are purchasing, that the computer meets or exceeds those requirements.

PS. ahh SPI, brings back fond memries of high school. (I may even have a copy of Gondor around somewhere, along with the Canadian Civil War) Old grognards don't die, they just carry the scars of a thousand paper cuts.

Have fun with the update!

Reply #110 Top

My personal all purpose spam...


Sovereign creation

Blood inheritance

Also known as Race. It can affect your base stats and unlock some special traits/weaknesses specific to the selected race.

Social inheritance

Select from a list of factions. These factions are not those of the factions that the player may have created but a different list with pre-cataclysm factions (hypothesis: all Sovereigns were alive before the Cataclysm and Factions may include "minorities" like Tarthans). Their purpose is to allow the player to choose the faction in which the Sovereign was educated and/or had the most influence over him. Maybe the Sovereign is a Krax from race but his social inheritance is that of Pariden.

This social inheritance unlocks different backgrounds to choose from. It may unlock some traits/weaknesses based on it.

Pocket Money

The Sovereign has managed to save some "money" before the game starts. He can use it to buy initial equipment and/or resources (Materials, Ore or Crystals). Money not spent at the end of the Sovereign creation is added to the faction pool once the game starts.

Backgrounds

Lalalala. La.

Traits/Weaknesses

Traits/Weaknesses with different grades would be nice. Traits/Weaknesses like "Inheritance: You start the game with XX extra Gildars." and "Great Inheritance: You start the game with XXX extra Gildars.". And if some Quests were to make use of the traits AND weaknesses of the Sovereign (well, and of the Background too!) that would be sweet.

Allow things like Sterile. If someone wants to skip that game mechanic (while his opponents don't...), why not?

Path

Unlocked based on Blood Inheritance, Social Inheritance and Background, you can choose a Path for your Sovereign. The Path may affect stats and its main purpose is to offer different skills at level up to further the customization/specialization of the Sovereign. Those skills can go from simple bonuses to new tactical/strategic actions.

At certain level, the Sovereign may purchase a new Path instead of a skill, unlocking the skills associated to that new Path. The Sovereign can only have two Paths and may buy any skill from them at level up. Each Path combination may have exclusive unlockable skills. Or not depending on the combo.

Quests may unlock new Paths and skills for already unlocked Paths.

Initial Equipment

Doesn't use character points but the initial money of the Sovereign. Initial equipment may include some advanced equipment (expensive, only atainable by things like Great Inheritance trait, for example).

Sovereign preview

Let me rotate... please.

Faction creation

Blood ties

You select the race for it. It may unlock some special traits/weaknesses appropiate for the race to be applied to the faction.

Social ties

The special traits/weaknesses for the faction.

Crest creator

BoogieBac shown a pic of it early in the game development. Just follow the idea, it was cool and not just for the Dynasty system.

Factions

Let them be different. Men can be physically very similar in stats but fallen may not be. Different tech trees that reflect their history/choices. Not need to be completely different but they should have techs that can only be researched by them (and that no other faction can somehow replicate in effects).

Quests also being able to unlock new branches to research. Those quests would be rare and not appear every game but would allow to those who focus on adventures to unlock "rewards" for their efforts. It's not just "Oh, I found the Nitronomicon!" but "Oh, I found the fraking printing factory of the Nitronomicon!" (or "Oh, I found the secret research diaries of Al Jalar, author of the Nitronomicon!").

Units

Altough I find neat the ability of having the AI designing units for me, I personally don't need it 99% of the time. I love to create my own units (except the pioneer, which I always use the default one, and the basic peasant because it's overpowered in relation to custom basic peasant) so I don't need the option always active.

Unit name

Argh, need more random name options. And maybe some more accurate filters. A heavily armored guy on a horse cannot be named Footsoldier. Stirrupsoldier would be acceptable though. If we ever get horse equipment so we can have stirrups, that is.

Equipment

It would be nice if some pieces of equipment had some different models. So when you unlock a platemail, you may chose between a visually different couple of them. Equipment based on the faction/race/alliegance would be NEAT. Because I would bet that Lord Verga doesn't like his platemail with a decoration similar to what Lord Carrodus likes for his.

Horsie equipment.

Training options

We get to train them in groups (kind of logistics/coordination thing) and to have them with more experience (HP). But we cannot give them other trainings! I need to be able to equip my Trog warriors with "Human Hatred" that gives them an attack bonus against Men (Tarthan, Pariden...) at the cost of, for example, 3 extra turns. Or my Pariden warriors being able to train in "Dodge Spell" that gives them a defense bonus against some single target enemy spells (you cannot dodge a blizzard, but you may dodge that fire dart).

More female armours like Arielle's!!! (for Sovereigns too, eh?)

Non human/fallen troops

It would be nice, with custom tech trees, to have some non human/fallen troops that are not based on "Oh! A new monster!!". I want to train wardogs with my Altarians (I'm, hopefully, modding that for a custom faction anyway) or one of those swamp creatures for the Tarthans. Or to be able to use Wargs for something more than mounts (no, riders is NOT an option).

Artifacts for units

Some kind of artifact that can be equipped by a normal unit during its creation that allows it to cast a spell of a certain type chosen when the artifact was created. As the Sovereign, or other Channeler, must create it, the number of this artifacts is limited in a more severe way that metal or crystals.

The Channeler would create the artifact with a chosen spell (Heal, Fireball... not any spell would be valid to be used) and decide to keep it for Champions or to use it for units. If for units, that artifact would only appear in the unit creation screen (and how many of that type are left).

Champions

Like Soveriegn. With a Path too so he can do some interesting selections at level up. Able t get a second Path too!

Some rare champions (no need to be them uber powerful or legendary) would come with "incorporated adventure" that would unlock a quest when they reach certain level. The ideal thing would be to have a pool of "Champion Quests" and add them to some random champions each game. If the quest can be tied to the Path of the champion for more sense, the better.

Loyalty

Ok, you hired Conan. Now you must make sure that: 1) he stays with you and 2) he doesn't betray/kill you. Random events and some quests should force the player to make choices. Difficult choices. And if your "Paladin of the Seven Moons" Sovereign turns into a "Paladin of The-Dark-Things-That-Crawl-Under-Your-Skin" because of those decisions, then don't complain that Susan the Pure decides to leave your side for greener pastures.

Dynasty

Need explicit Lore explanation of why only one spouse and only up to four children, considering long life span of the Sovereigns (and spouse). Must have. "A Channeler did it" doesn't count.

Founding a Lineage

Obviously the Sovereign needs a spouse to found his own lineage. Seeking a good spouse should be more important. Right now, Janusk is good enough (quick husband even with the reputation check) and the farmboys are best (so children inherit that trait). The proposal may even need something more than Reputation depending on the case ("I want a pink pony and a cute bunny in exchange of my daughter She-Conan The Farmer").

Special spouses through the Adventure tree (mixed with some Diplo?) needed. The idea can be applied in very different ways depending on creature Lore and gameplay consequences, but if Relias want to marry that Drath princess that he rescued from "The Temple of Boom", why not? Or maybe save the life of the shewolf and marry her, adopting the cubs?

Not impossible to marry again. Harem could be possible, I suppose, just increase slightly the number of kids and increase highly the troubles in any city where they are ("Raise the Red Lantern" ftw!!).

Royal/Imperial Pawns

Not always four kids, really. Force the player to adapt himself to whatever Lady Luck decides that game. Make a minimum of 2 and a mazimum of.. 6? Right now is: marry, put spouse in safe place, wait for 4th kid, send the spouse to war with the rest of Champions (in my case, Channelers). Unless farmboy, then he stays at farmland.

Adoption: even if there is no Sterile weakness, the Sovereign should be able to adopt someone as one of his heirs. This usually would happen with a Champion that is currently loyal to you. Using diplo, you may declare as heir one of the Champions controlled by another faction for influence/diplo bonuses. This would be limited (one or twice at the same time). And if he declares someone as heir while already having children, don't complain if Brutus trips and falls, stabbing him by accident.

When the child is born, allow to influence the future stats of it when he matures. Like some random values (unkown to the player) plus us wishing for "The Next Grand Alf" or "The Next Choke Norris" to influence those initial stats (but without knowing if our influence actually was successful or not... at least not until maturity when we can check the stats).

During the turns (years) that the baby/children takes to mature, force us to say where the baby is. A menu where to place our babies in any of our cities. It would be possible to change the location (would take some turns though). If the city where the baby stays is taken by the enemy, bye bye baby. (or maybe kidnapped if we get so advanced options) Why do we want babies located in cities? Assasination targets for example (Yay!). Plus while they are maturing, they are influenced by the education we choose for him AND the type of city. Certain buildings could inlfuence the baby about stats, maybe skills and/or Path. If the Sovereign stays most of those turns with the baby, it becomes more loyal when maturing. (that loyalty may be fear based or something, but loyalty nonetheless)

The pawns eventually marry and have more pawns. These wouldn't be available for your influence (would be managed by the AI). We may allow to be possible in the city location part though, at least for the Scions of the prime heir. Also, married pawns get to create their own Crest.

You can give these lineages their own cities to control (vassal cities) or to "add" them to a city as a Noble House (cannot use them as Champions except to defend the city but provide a miriad of effects based on... stuff). More than one Noble House can be in a city. And they may cause trouble if their interests are too different. There could be also stuff like being able to recruit one member of a Noble House (being able to actually take it out of the city), autorecruit it if the previous heir dies and they are the next in line...

Royal/Imperial Ties

Expectations. The spouse has them, the children have them. Hell, maybe even the populace has some too!

Your Sovereign starts with some kind of "alignment" (Kindoms are "good" and Empires "evil", but the Sovereign may be of a different one). If the Sovereign deviates of his "alignment" because of choices ("Burn Ceresa's babies! Burn!!!" - Lord Carrodus on a bad day.), there may be consequences. At first none (the first burnt babies may not count for being Fallen) but the greater the deviation, the greater the consequences.

Loyalty from the spouse and (grand...)kids may flicker and finally banish if it doesn't match their expectations on your behaviour (if the are "good", they expect you to be "good", if one was born "evil", he would expect "evilness" from you). Spouses of the kid may influence the kids loyalty (an evil husband may influence his wife, the Sovereign's daughter, to accept her daddy being a Bad Boy).

The city where the Sovereign is may lose Prestige if the Sovereign deviates a lot. All the cities if he deviates really a lot. Hell, he may even get revolts!

Magic

And specialized Fire Channeler should be better with Fire Magic that someone who didn't specialize. And not just in number of spells (the Fire Channeler would have all for X magic research points while the other Channeler would have less because he bought non Fire spells). Give specialist exclusive spells! Give them bonuses unknown to the rest! And add multielement spells too! The most powerful ones should be those of the Four Elements (and in need of special book/research).

Shaping the land is cool (raise land, lower it, raise volcano...) but we need to really being able to shape the battlefield, summons beasts for the duration of the battle, dope units over 9000!!!

Destiny's Forge

We must be able to create our own magic items/artifacts. Be them for the mundane troops ("Here you have the new model of the mass produced Long Sword of Epicness +5!!") or for our deadly Champions ("Here you have the Decapitator 2000!!"). Be it a barrel of endless beer to greaty increase troop morale (and maybe bankrupt the local Inns) or an Angel Feather Tunic for your favourite Channeler.

Dungeons

Must have. Really.

The closer to an RPG the better for me... but this is a TBS so... tactical battle in a dungeon with possible loot and secrets to unlock while cleaning the map?


Need to stop there. May add more and/or revist some of those ideas at a later post if have the time. Anything I said that has been already said... well, who cares if I repeat it? XD

Reply #111 Top

I like Stardock and i like the attitude they have toward their customers.

But the more i read the threads they open to  get feedback, the more i have the feeling they should just not do this.

They should sit down, create thier own vision of the game and stick to it. Give feedback on the progress, but dont ask for opinion. You will get just to many to filter in any useable form.

Thats IMHO and therefor should be ignored, too.

Reply #112 Top

That is a big part of their problem. They didn't listen and instead released a game way before they should have and it didn't in anyway resemble what they said they based it on. 

I am wondering if they are just asking opinions so people think they are contributing, when in fact they aren't listening to us.(Hope I am wrong). I remember Brad had a thread asking everyone what they liked about MOM but the only thing E:WOM has in common with MOM is it is a fantasy world.

 

 MOM thread = https://forums.elementalgame.com/375770

Reply #113 Top

Quoting OsirisDawn, reply 111
I like Stardock and i like the attitude they have toward their customers.

But the more i read the threads they open to get feedback, the more i have the feeling they should just not do this.

They should sit down, create thier own vision of the game and stick to it. Give feedback on the progress, but dont ask for opinion. You will get just to many to filter in any useable form.

Thats IMHO and therefor should be ignored, too.

Don't worry, around here idea-based feedback ain't doing anything aside from cluttering the forum. Keep reading it and you'll get the point.

This "gimme feedback" thread is not the first nor is it the last. (anyone's making bets on when the next one coming?) You see, the dev. team have mastered the art of "back and forth" so they only give one ounce of back for 10-40 ounces of forth.

From the analysis of their thread-fu I'd say they focus on dodging posts and the few they make themselves they focus on provoking more posts from us. Some of us tried pointing out the flaws of this technique, but it doesn't look like those posts hit the spot either.

So don't worry, when dev. team says "give us feedback" that means "keep daydreaming, we're to busy to actually communicate".

Gee, what the heck is happening with SD lately...

 

Anyway, sorry for being rude, but the previously said is exactly how local communication policy feels recently. I hope the atmosphere here will get better. In any case, my grump-o-meter shows that the time for me hit the breaks is long overdue. Got to calm down...

Reply #114 Top

Quoting Reianor3, reply 113
So don't worry, when dev. team says "give us feedback" that means "keep daydreaming, we're to busy to actually communicate".
Stardock has the right to ask us what we think/want/suggest and then do whatever they want with that feedback. The EULA doesn't include "Stardock will make sure to include your feedback in the game".

This is some kind of brainstorming, which means that people can suggest anything they want... well, the part of "no one can comment about the ideas suggested" doesn't apply due to being a forum. :P And maybe Stardock is busy to communicate because they are actually working in the game, while someone checks the forums for user feedback, while others analize the user feedback that they consider that can be useful/doable...

Reply #115 Top

Quoting psychoak, reply 108

As I might have mentioned before, if you try to reinvent the wheel, all you're going to end up with is a very bumpy ride.
 

Reinventing the wheel led to modern automobile tires, shocks and struts, leading to a smoother rider.

No, that's REFINEMENTS to the original wheel with all it's stone age glitz and glory (if one is to buy into that damnable caveman propoganda).  It's still round and rotates on a central point.

REINVENTING it goes off into all sorts of crazy territory involving hexagons, octagons and possible dodecagons...  oh the horror.  Maybe even a couple of Platonic solids thrown in just 'cause someone was feeling cheeky.

Reply #116 Top

Quoting OsirisDawn, reply 111
I like Stardock and i like the attitude they have toward their customers.

But the more i read the threads they open to  get feedback, the more i have the feeling they should just not do this.

They should sit down, create thier own vision of the game and stick to it. Give feedback on the progress, but dont ask for opinion. You will get just to many to filter in any useable form.

You know, I pre-ordered and has been in the ‘Beta’ since September ’09 but I have come to the sad conclusion that Stardock and Frogboy have NO VISION of the game. It just seems like they thought “Hey, that would be so cool to make MoM2!” (or any fantasy game, after they couldn’t get the rights to MoM) but never really thought about it thoroughly. There were good ideas: dynasty system, essence, epic battles,i.e. but they were so poorly implemented (and changed every other Thursday) that it’s really sad. On the other hand, they dismissed almost everything that makes fantasy 4X games fun: factions well-differentiated, crafting items, lot of spells in different schools of magic, units with lots of passive/active abilities, other plans of action (underwater, underground, magic), dungeons…

Did they really play all those games they put screenshots from: MoM, AoW, Dom3 and others? How come they couldn’t grab what pleases people in them?

How come they just have ignored basic things of (4X) games: tutorial, manual, demo, intuitive UI… For the love of God, just playing AoW, which is 12 years old, boggles my mind as to how they can give us a game like Elemental with CTRL-whatever for group management, or no auto-path, or no walls in tactical combat, or.... Just playing Dom3 (I played it yesterday after 6 months), programmed by ONE GUY in his free time, fills my guts with bile as to what they should have been able to come with Elemental in terms of units, factions, magic when it’s stated that “money’s not a problem” and they have a full team working on the game.

 

I don’t buy this crap about “Give me your ideas!”. As has been stated several times these days, this forum is full of ideas, suggestions, even equations, or just links to go and consult. People giving all this didn’t hoped to see their ideas specifically make it into the game but they hoped that the devs would skim through them and pick some to create enhance their vision. And we find ourselves with the shell of a game…

 

Quoting Reianor3, reply 113
Don't worry, around here idea-based feedback ain't doing anything aside from cluttering the forum. Keep reading it and you'll get the point.

This "gimme feedback" thread is not the first nor is it the last. (anyone's making bets on when the next one coming?) You see, the dev. team have mastered the art of "back and forth" so they only give one ounce of back for 10-40 ounces of forth.

From the analysis of their thread-fu I'd say they focus on dodging posts and the few they make themselves they focus on provoking more posts from us. Some of us tried pointing out the flaws of this technique, but it doesn't look like those posts hit the spot either.

So don't worry, when dev. team says "give us feedback" that means "keep daydreaming, we're to busy to actually communicate".

Gee, what the heck is happening with SD lately...

Exactly what I think!

As to what is happening with SD, it's becoming frightful:

Quoting Wintersong, reply 110
Dungeons
Must have. Really.

The closer to an RPG the better for me... but this is a TBS so... tactical battle in a dungeon with possible loot and secrets to unlock while cleaning the map?

Yes, dungeons. Where are they?

There is already the case of false advertising with the picture of “Epic battle” (see the dedicated thread) but I have found another case:

http://www.amazon.com/Elemental-War-Magic-Pc/dp/B003BIW7FO

What is in the official description of the game on Amazon?

Product Features

Edition: Standard

  • Take control as the magical Sovereign
  • Recruit heroes
  • Explore dungeons
  • Collect treasure
  • Tactical battles

And also

From the Manufacturer

You must decide how much of your power to imbue into your heroes as you build new cities, explore dungeons, perfect spells of ever increasing power and negotiate with friends and foes.

 

The marketing department should really do their job and remove that or they’ll loose any credibility they still have.

Reply #117 Top

[quote="post"]

I'm putting up this thread as a way for us to just generally talk about the game, brain storm ideas for the future, etc.

[/quote]

 

I think a great idea that someone had in another thread that I strongly agree with which will make the game enjoyable to the widest possible range of players and is great from a sales perspective is the concept of increasing the pre-game "world" settings so that individual players can better tailor the game to their liking. Right now, we basically have two pre-game user defined settings, one to tailor the sovereign for the RPG aspect of the game (50 point stats with at least 4/5 different categories [at roughly 12 elements per category] to dump the points into to create our personalized sovereign), and the second "world" creation settings that tailor for the TB-strategy aspect of the game (3 choices: world size, difficulty, # of opponents).

Currently the sovereign aspect is great from my POV, but the "world" design can be significantly improved to provide more variability for additional enjoyment than is currently possible now. The following should be added:

1) Degree of magic (for a more vs less magic world): I suggest three settings: high, medium, low. At each of these settings the mana-cost of spells and regeneration is affected. For example, using the spells teleportation & fireball as examples: mana costs to cast are as follows: fireball(5/7/9), teleport(5/10/15) and basic per-turn mana regeneration would be (3/2/1). Hence the "High" magic world would mostly be influenced by spells and spell-casting while the “low” magic world would be mostly decided by troops, squads, archers, etc. “Medium” is between the two extremes.

2) Resource availability: I suggest at least 4 or 5 levels where the way it currently is the average level. The AI needs to be able to cope on the low resource level, arbitrarily give it more resources if that's what it takes (a good AI trumps everything, period). Also, this should be linked to 1) only for magic-related tiles, i.e. for low magic, only 1 of each shard should exist in the game plus maybe 2 crystals, perhaps triple this amount for high and double for low.

3) World type, in addition to world sized have 5 or 6 different world types to choose from (continental-flat, continental-mtn, continental-lakes, "hot" world which has more marsh, swamps, volcanoes, "cold" world with more tundra, glaciers, iceburgs, etc, "moderate" world which would be similar to what we have now).

4) Monster breeding: high, medium, low. “High” would be wandering monsters everywhere like the first version of the game. “Low” would be the way it is now. “Medium” is somewhere in-between. Also, the “resource availability” setting from 2) affects how much is gotten in loot from monsters with “high” being booty the way the game first was & “low” being the way it is now. You can thus have high booty but few monsters, or many monsters but low booty. Each player can tailor the monster aspect of the game to his/her liking, satisfying the enjoyment level of the most possible people.

5) Adding 15/20 more resources, as I suggested here from another thread:

 

Quoting cpl_rk, reply 24

What would be interesting would be to add 15 or twenty extremely rare tiles that don't have a game-breaking impact, yet are interesting in other ways, for example:

* diamond mines/rubies/emeralds/platinum: worth 1.5/2/3/4 times as much as a gold mine

* tea leaves, fig trees, wall flowers, 4-leaf clovers, prairie flowers, anything else .. can be traded on caravan routes and are worth some amount of money (economic bonus) to the city that trades them (perhaps some AI want some more than other, for examply, maybe death magic empires would  pay more for lotus flowers while life magic pays more for 4-leaf clovers: in other words perceieved value is affected for some factions but not others, i.e. If you happen to find lotus flowers, perhaps yithril would trade 20 to 1, whereas gilder would only trade 1 to 1 .. this gives a little diplomatic flexibility based on having some resources in your kingdom as to negotiating with some factions but not others .. some nations grow bananas & coffee, others don't, some pay more for bananas, others less, ex...).

* Oil, coal, forge, increases manufacturing speed by a small bit.

* Sulphur, magnetite, increase arcane/tech research by a small bit

* Silk, dye-berries, increase prestige in city by small bit

* Cave site, Raptor nest, troll bridge, shard sites ... should have increased monster spawn & presence near these tiles

* lotus flowers, mandrake, eye-of-newt, bones-of-demon .. provide some kind of non-game-breaking spell bonus or perhaps mana-increase for units housed in the town they're linked two (say mandrake harvesting gives spellcasters +2 mana regeneration if stationed in the city for the whole turn [thus 3 total: 1 base + 2 mandrake] ).

There's a whole lot that can be added to the terrain to make things more colorful & interesting without being game-breaking. Tying some of these to adventure tree tech would make that tree more worthwhile & interesting too.

Also, we have spells that raise & lower mountains and oceans, why are woods exempt? There should be a cut forest or arson spell that can burn down sections of forest in order to plant more cities.  

 

6) Increase the number of unique monster sites and weapons that are only available as recruiting sources for particular kingdoms/empires/factions. All kingdoms/empire/factions should have at least one unique monster that can be recruited after sufficient research, assuming they’ve found the site. Also, all factions should have at least one unique weapon that others don’t have. Example: umber maybe should get a “Damascus sword that does more damage,” maybe yithril gets a “samaurai sword” that has much more speed (3 attacks per turn). In general, I would like to see more weapons, shields, and armor with more diversity & less top-of-the-tree be&end all weapons. Every weapon should have a good counter specifically for that type of weapon to prevent this kind of effect. Bows should be significantly hindered by terrain .. I should not be able to fire past the initial line of trees, why I can shoot cedar longbow deep into the woods is beyond me. Even the first tree should provide a 90% defense bonus vs archers. Some monsters like serpents should be stronger in marsh/swamp.

4) Having a turn based or real-time option for tactical combat would be great for those that want an "epic" scale game, yet is still satisfying to those who like to micromanage the battle as it currently is.  This would probably be too difficult to implement, hence it's last on my list of suggestions.

A last suggestion: I would make swamp mp cost 1.5, should be a little more than open ground but not as heavy as forests.

Doing all these things could provide something for everyone, and make the game more enjoyable to the majority of players. Those that love a “monster rich” booty environment ripe for harvesting are satisfied, and those that like a “monster poor” but expansion-spam friendly environment are satisfied (AI should be able to expand more on this setting too). Those that want an environment where city growth is significantly difficult can choose “resource poor” making it difficult to build more that a handful of cities, say.

Players would have a huge ability to create the kind of world they want to play on with these settings; this would be awesome.

 

Reply #118 Top

Content, content, content, I saw everything the game had to offer by my second play through. More monsters, interaction, quests everything. I am really hoping 1.1 offers something new other then rebalancing and a new magic system. Its pretty bare bones and soul less at times which is why alot of people are bored. The techtree is always the same and you can max it in no time so even if you wanted to try a different way to play its not going to be much different from the last time you did.

Still i have faith, SD know they have alot of work to do to restore their reputation and sales so i doubt they are going to mess it up.

Reply #119 Top

Quoting Thizzbaby, reply 118
Content, content, content, I saw everything the game had to offer by my second play through. More monsters, interaction, quests everything. I am really hoping 1.1 offers something new other then rebalancing and a new magic system. Its pretty bare bones and soul less at times which is why alot of people are bored. The techtree is always the same and you can max it in no time so even if you wanted to try a different way to play its not going to be much different from the last time you did.

Still i have faith, SD know they have alot of work to do to restore their reputation and sales so i doubt they are going to mess it up.

Rather than spending their limited time on pure content, I would rather they build us the tools to make it easier to make more content ourselves (quests, creatures, etc).  That should be the communities job.

Reply #120 Top

If you are looking to further the diplomacy tech, I would personally love to see spies, assassins, and pirates in the game at at some point. You could do all sorts of things with these units. If 'A Song of Ice and Fire' was partly an inspiration for the game, then it's a shame that they were not already included. Games such as Disciples II, Shogun TW, and Battle for Wesnoth, to name a few, have some pretty cool features regarding spies, assassins, and their counter units.

 

Spies could be planted in an opponent's population, glean valuable information, stir up insurgencies, lower population rate, etc.. They could also come with a tech like 'Spy network' where you are able to steal and duplicate a tech that you don't already have.

 

Assassins could use stealth and back stab as a unit in combat and be used to kill off enemy pioneers that wander around in your backyard, not to mention help soften an enemy up by poisoning the troops.

 

Thieves could be used to steal items from opponents shops, or have a tech related field such as 'thieves guild', where they are able to permanently lower a resource of an opponent and raise your own.

 

I mentioned pirates, I threw those in because, well, everyone loves pirates :d . Besides privateering was basically intrigue-at-sea for the colonial European powers back in the day, but I suppose they could fall under the War Tech tree.

 

Okay, I won't ramble on any further, just my two cents. I hope somebody out there likes something about these ideas. 

 

Have a good day.

Reply #121 Top

Why don't some of you focus on moving forward then whining about what they did or didn't, getting petty now.  Can't move forward if you have to continue to dwell on the past.

 

 

Dungeons were originally planned but they had to scrap them during design, Frogboy has stated that he still wants to add dungeons to the game at a later date.

Reply #122 Top

Quoting Rune_74, reply 121
Dungeons were originally planned but they had to scrap them during design, Frogboy has stated that he still wants to add dungeons to the game at a later date.

And meanwhile they are still advertised as being in the game. :-"

Reply #123 Top

So feel free to use this thread to talk about pretty much anything you want. It's just a back and forth with us.

Well, if you insist.

The Map
At the start of the game the map feels empty to me. I know you are going for a barren 'the world has been destroyed' feel, but it is just to much. It doesn't really matter where you start, as long as there are a few good resources nearby. During the game the map starts to fill up, not just with player built structures, but also with stuff unlocked by researching certain technologies. The worst part about this, to me, is that it feels so random. Again it doesn't really matter where you are, stuff will pop up. Either mostly inside your own territory (resources, neutral races) or all over the map (quest locations). Below I will make some suggestions that could help with this, making the world seem more 'alive' (though still post-cataclysmic).

Monster lairs
First of all, bring back the monster lairs that were in the Beta. They can give much flavor to an area simply by being there. A nearby swamp is no longer just a swamp when it has a Skath lair in it, it is the Skath infested area that you will need to avoid at first, until you find a way to deal with them. Same thing for bandits, spiders, trolls, etc. These monster lairs would be one of the challenges you face when expanding your kingdom, which would help with the feeling that you are reclaiming the lands for civilization. To make sure that these lairs stay a challenge they should start out relatively weak, but slowly grow during the game.

Neutral races
Secondly, place neutral races (like darkling villages) on the map at game start. I feels a bit silly to me that these just appear inside your territory when you research the corresponding tech. So have them on the map and make them behave like monster lairs. To stay with the Darklings, they should defend their villages, attack anyone that enters 'their' territory, and perhaps spawn raiding parties that will attack nearby players from time to time, making them more of a threat than your average stay-at-home monster.

In fact, I would go as far as suggesting making monster lairs and neutral races completely the same. They should just go about their business as usual, but their spawning site could be captured and used by a player that has done the right research. This way one man's 'monster' could be another man's ally. To keep things interesting the techs for recruiting certain races shouldn't always show up in every game. So while the tech for recruiting darklings would be pretty common for empires, the tech 'Skath taming' should only show up once every other game or so.

Quest sites
You might notice a pattern here; quest sites should also be on the map at the start. Maybe not all of them, but certain special ones like the big dark tower (I forget it's name) should be. Not only do they look good, but they could also add something to the game. If there is a random event that spawns a pack of demons at the tower, you might want to avoid building a city near it. Or you might want to protect it, as your enemies could use whatever is inside it to summon a whole legion of demons. Not all sites need to be as dramatic as this obviously.

Dynamic spread of revitalised land
In the beta you always had to use your sovereign to found new cities because you had to revitalise the land. I'm glad it was changed because it wasn't much fun. However the current system has gone to much into the other direction, because now the sovereign is only needed for the first town. Pioneers can build a city everywhere, and the land inside their influence will be revitalised. This removes the 'I'm restoring the world for civilisation' feeling.

How about allowing the revitalised land to speak beyond your towns influence, and if possible having this process be influenced by the environment and the distance to the point where you cast the spell? It would spread at a normal rate over land, faster near rivers and coasts, slower over hills and through forests (maybe a bit counter-intuitive, but it would require more 'energy' to revitalise all that biomass. Besides, you need some boundaries, and itkeeps forests 'spooky' longer) and glacially slow over mountains, deserts and artic areas. Pioneers should only be able to build new outposts on already revitalised land, or outposts should only be able to grow when they are on revitalised land. Either way will give a more 'natural' growth of factions, following natural boundaries like mountain ranges and deserts. And if you want to expand the currently revitalised lands, you will either have to wait until life has spread to that area, or cast Revitalise there.

I know that that this suggestion is a lot more far out than my previous ones, and I can imagine this requiring a lot of computing power. Maybe the calculations could be done once every couple of turns, representing the passing of seasons.

Give the terrain value
Another problem with revitalised land is that it has no value in and of itself, as another poster has pointed out here. The only tiles that you use are the ones with a resource on it, the rest of it is just empty space. I know this was done because you wanted open spaces rather than having the whole world tamed/civilised, but maybe it has gone to much into the opposite direction. Giving each tile a use would be a bad idea though, as it would encourage filling the world with cities and improvements like civ4 does. Maybe an in between solution could be found..

The one thing I could think of are fertile lands; farming requires huge tracks of land, yet fertile lands are always just one tile. This may be fine for mines and sush, but not for farm land; even the smallest of outposts are two or three times as big when they have a few buildings. This just doesn't feel right to me. How about making fertile land a terrain type that you would find not in single tiles, but in area's of various sizes. Some stretched out areas along river banks, more grouped in a valley, centered around a magical site, etc. When you build a town nearby you can start building farms on it, or maybe this is done automatically.

Scale
This brings me to another point, the scale of the map and the things on it. Scaling is always difficult in 4X games, but in Elemental some things are really off, like the aforementioned fertile lands being only one tile. Cities on the other hand are huge, easily spanning up to a dozen tiles. Yet the walking speed of the average humanoid is two tiles per turn. No matter what time scale you use, that just doesn't compute to me. Houses can be built in the time it takes to walk around a town, unless you walk through it, in which case movement is instantaneous.

Along with the change I proposed for fertile lands, I would suggest two things. One, increase the default movement speed to maybe three or four tiles per turn. My second suggestion is most likely not going to be a popular one; remove the on-the-map building of individual buildings. I liked the 'original' idea better; where you could build several buildings in a tile, and when you ran out of space you could expand into a new tile. This would lead to small towns being only one or two tiles big, while the larger cities use maybe half a dozen. I know that even if you would like to do this it is probablysomething for the long term like the second expansion or even a possible sequel, but I can dream right?

The Fallen lands
This is more of a graphical thing, but the fallen lands look too dead to me, even deader than the barren lands. The look would be fine for lands under the influence of a necromancer raising an undead horde and destroying all life in the process, but for a growing living empire it doesn't fit.

Random map generator
This has been suggested on the forums a lot, and in this thread as well but I wanted to include it anyway; improve the random map generator that is in the game. Allow for different map scripts, and more options like setting the amount of resources, the amount of monsters, number of minor factions, etc..

The economy
Frankly, the game's economy is way to simple and just plain boring. I know this isn't The Settlers or Dawn of Discovery and that is not what you should aim for, but right now the economic system is at a primary school level of difficulty. Most people playing this game are mature and intelligent enough to handle, and maybe even enjoy, a little complexity.

In my opinion the way to go is to have your economy revolve around your most valuable resource; your population. To say it is undervalued right now is an understatement, the only thing it is good for is providing soldiers and getting a city to the next level.

All buildings should require people to work there. And since people require food, the amount of food you can produce will determine how big your economy can get. As long as you don't have unlimited food, you will need to make decisions on what you want your people to do. This will also allow you to get rid off any arbitrary building limits for towns; you can only build something if you have enough people to work there.

Your population should also be your primary source of income for gold and research. By making a town more prosperous your tax income will rise, and by making it more learned your research will increase. Buildings shouldn't directly produce gold or research points, but rather influence how much gold and research each citizen of that town produces. If this is balanced right, a large, prosperous city could produce more gold and research than a hand full of towns with the same combined population. This would provide a deterrent to city spamming.

Research
This has been said on the forums on more than one occasion, but research should never, ever, be required to unlock game mechanics. If I want to come to an agreement with my neighbour not to smash each other's skulls in, I shouldn't have to research 'peace' first. Obviously I can talk to him, he's not an alien or something.

Likewise, if I have focused on the civilization tech tree and ignored the military one but have to go to war, I shouldbe able to produce a group of a hundred peasants, rather than a hundred individual ones. However, having them fight effectively as an unit should require research. A player that has focused on warfare should be able to train a group of twenty well equipped and well trained soldiers that can easily deal with my untrained and poorly equipped peasants.

Combat
Speaking of combat, let me just state for the record that I very strongly dislike the Tile-based YouGoIGocombat. I enjoyed it in the original Age of Wonders, but the novelty quickly wore off. I particularly dislike how one side's units just stand there while they are surrounded, attacked and killed. It's fine for board games, not for a grand strategy computer game. I would rather have seen Elemental try something different, like the originally intended Continuous turns, or X-Com's WeGo. I doubt (but still hope) this is going to change, but maybe for the sequel?

Magic
I'm not going deep into magic, it has been discussed more than enough all over the forums. I think the recently revealed system could work quite well. I would however like to suggest making the numbers involved bigger. So rather than having the sovereign generate 1 mana each turn, he should maybe produce five. This would give the player more choice, for instance in summoning two creatures that each require two mana to maintain, on one more powerful creature that requires five.

General thoughts

Sound
I made a post about this a while back, so I won't repeat everything in here. It is sufficient to say that Elemental's 'art', though quite good in the other departments, is lacking a bit in sound. There need to be more sound effects for events, and more ambient sounds for people, cities and buildings, and the environment.

 

That's it for now. It took quite a while to write all of this, so I hope you dev's are still reading.

Reply #124 Top

Quoting Mandelik, reply 116


I don’t buy this crap about “Give me your ideas!”. As has been stated several times these days, this forum is full of ideas, suggestions, even equations, or just links to go and consult. People giving all this didn’t hoped to see their ideas specifically make it into the game but they hoped that the devs would skim through them and pick some to create enhance their vision.


Quoting Reianor3, reply 113Don't worry, around here idea-based feedback ain't doing anything aside from cluttering the forum. Keep reading it and you'll get the point.

This "gimme feedback" thread is not the first nor is it the last. (anyone's making bets on when the next one coming?) You see, the dev. team have mastered the art of "back and forth" so they only give one ounce of back for 10-40 ounces of forth.
.

 

It's true, there have been PAGES AND PAGES of very well-written feedback already.  We've seen the "master list" and this forum has enough community ideas and complaints floating around in it to sink a battleship.  The problems and possible solutions are exhaustively well-documented at this point.  This thread was a "back and forth' between the devs and community, but there are 123 posts by the community and 3 by the devs, none of which really addresses any of the good ideas presented.  I know there are more of us than there are of you, but this thread is four days old.

 

What we need now are some real design decisions that will get us from where we are now, to what Elemental has the potential to be, an A+ game.  It will take months to implement the new systems and add enough new content for this game to reach its full potential, and while the dev team has done a commendable job of giving us patches in the short-term to fix a lot of the bugs and stability issues (thank you so much), it seems to me that SD is in a sort of "code and fix" mode right now, when what this game REALLY needs is some long-term work and planning in parallel with bug fixes and balance tweaks.  I also think that there needs to be an entire team devoted to the AI.  IMO the AI in this game is too complicated for any one person to create alone, I don't care who they are.

 

Also, I'm glad that this post was linked in this thread, or I never would've noticed it:

https://forums.elementalgame.com/396951

I have to agree with the OP and a number of the comments, particularly the ones made by the people who have been with the game since long before release.

 

Some background, lest it seem like I'm being too negative, when what I'm really doing is watching over my investment:

I don't buy new games, ever.  The last game I pre-ordered was the special edition of The Ocarina of Time that came with the gold cartridge, I'm not joking.  I followed this game for a good 6 months before release without participating in the beta or posting in the forums, and was excited enough about it based on my experiences with GC2 and what I saw on the forums and in videos online that I pre-ordered the LE.  Despite my disappointment with the game at launch (although I've still had fun playing it, don't get me wrong, but the long-term replayability just isn't there) I decided to leave my EIGHTY dollars with Stardock (I paid the higher price through Impulse rather than getting the cheaper version with free shipping from Amazon because I wanted to support the developer) in the hopes that it would be an investment in the future.  I remembered SD's track record of updates to other games, and since I had no technical issues at all (guess I was lucky), the promises of the free expansions did a lot to assuage my doubt.

 

Now it looks like the first "expansion" is going to be mostly fixing the game.  There won't be any content updates in the first few months because so many other things need fixing, and the second expansion will only be getting six months of work instead of the year or so I'd expected.  I know there are "Regular updates are scheduled (budgeted) for v1.x of Elemental for calendar year 2011." but those are just words at this point, and few enough of them at that.  Words are what got me/us to this point, so you'll forgive me if I don't put 100% of my faith in them.

 

You'll have to forgive me if I'm a little bit disappointed with the state of things at the moment, I've tried to track all the issues and plans and read ALL the posts and articles but there are too many words at this point and I can't fit all the thoughts in my brain anymore.  What I would really like to see is someone from SD tell us what they're planning on doing with the game, in at least a moderate amount of detail, for the next two years.  Show us your vision.  What systems are going to be changed and in what general way, what content is going to be added when, and what are the priorities in the long-term?  That would make me feel much, much better.

 

I still believe this game can become truly great, and I really really hope that it does, but the ball is in SD's court right now, and I, for one, am holding my breath and waiting to see what they're going to do with it.

Reply #125 Top

Agreed Belmont35.

What I really can't believe is that they locked that thread by the Gorgon! Ok he was a little down on them but I agreed with so many things said in that thread (not just Gorgon's original post). I really feel that taking a big picture redesign of the game mechanics for a decent period of time is the only way to turn Elemental into a masterpiece.

By locking threads like hithe impression I get (hopefully incorrectly) is that they have no interest in this message and Stardock are hoping they can just tweak the game here and there and suddenly have it turn into a pure gold.

While that might be technically possible the odds of that happening are vanishingly small IMO. I don't say that because I doubt Stardock, I don't think any game developer can really turn out an A+ game by doing that.