Frogboy Frogboy

FIIIINNNALLLLY!

FIIIINNNALLLLY!

image

It took me all night but it was worth it. That was a city. Brigands took it out.

There were so many checks to make sure that “monsters” don’t attack your city that had to be taken out in order to make the monsters have teeth again.

So we’re going to create a new option “World Difficulty”.  If World Difficulty is normal or higher, then monsters and other such things will take out players if they can.

Before, monsters were prevented from even going into your zone of control.

As we clean up the bugs in preparation for beta 3B (due today or tomorrow) I have some pretty serious qualms still that need to be addressed before release which I’ll outline below:

#1 It is NOT engaging enough. The UI, over the months, got so streamlined that there’s just not enough interaction between your Kingdom and you.  There’s a lot to do but little game-provided direction to take you there.  The pieces are there but the player is left to just “know”. That’s bad.

#2 The UI requires far too many steps to do stuff. It just needs a lot of love still.

#3 The magic spells aren’t compelling enough yet.

#4 Tactical battles require too many clicks (you move your guys each turn to the tiles they can move to, you don’t “auto pilot them”).

I am pleased to say that tactical battles are pretty decent, though visually buggy (it’s very difficult to choreograph all the animations and strikes in an interesting way. This is the first game Stardock has done that actually has animation like this and unfortunately, it shows. 

We can do idle animations great and we have a lot of great animations. It’s the fighting choreographing that we’re sucking at. We want battles to look good but believe it or not, this turns out to be very very hard if you want to have any sort of complexity.  I now know why so many games have such repetitive attacking. When there’s two objects (attacker and defender) it’s nasty stuff.

I miss phasors.

357,264 views 127 replies
Reply #76 Top

Can we please have an option to turn off spawning monsters?

You talk a lot about FUN and I don't quite get where monsters raping your lands fit into that... :S

Reply #77 Top

Quoting dsk2293, reply 76
Can we please have an option to turn off spawning monsters?

You talk a lot about FUN and I don't quite get where monsters raping your lands fit into that...

If you turn the world difficulty down they won't attack you, they'll just sit out there in the wilds.

Reply #78 Top

Quoting Gorstagg, reply 13



Quoting Frogboy,
reply 8
All the ones in the official list at least. But I think we need twice that many.


 

I'm guessing this was in regards to spells. 

Yes, you will Need a LOT of different spells. An example of spells/powers that may be inspiring is 4th edition powers, for all 26 classes. Each power in a sense functions as a spell, in that it's an attack of some kind or some variation on it. And there are thousands and thousands of powers now for all the classes.

Maybe glancing through them, for inspiration... would be worth your time. (An easy way to do this is get a DnD Insider subscription, download the character builder, and then run the Quick Character option, set them to level 30, and then go look at that classes levels and read the various spells.)

See in 4th edition D&D they really made it so that a fighter has an attack, and a wizard has an attack.. neither run out of power. But those same classes also have encounter powers.. powers usuable only once per encounter, (simple math to avoid extra complexity, by 30th level a character will have 2 at-wills, 4 encounter powers, and 4 daily powers, and 7 utility powers. But as they go through the progress, levels 1-10 is heroic, and building their base powers.. level 11-20 is Paragon, kingdom level events, and you begin to replace earlier level powers with new ones, encounter and daily, and level 21-30 is epic level, you still are replacing earlier encounter and daily powers, but now the powers are appropriately epic. And going up to epic level the at-wills scale up and do more damage now.)

 

All of that just gives a great way to provide interesting combat experiences.. of which you should be able to find things that are just super compelling.. more so than just a fireball.. and so on.

 

And this is great to hear about the monsters becoming aggressive! Thanks, I'm really excited now!

 

I perfer the 3.5 combat to the watered down 4.0 any day.

Reply #79 Top

Quoting Frogboy, reply 21
Re: Multiplayer - our main focus for release day on multiplayer is to make sure it's FUN to play for the widest number of users and then, from there, create lots and lots of options for custom games.  We're still evaluating whether tactical battles will be in MP initially or whether to implement them somewhat differently for MP later on.

Please ...please ....please put Tactical combat as an option in MP otherwise it would not be worth playing the MP.

Reply #80 Top

Quoting goodgimp, reply 38



Quoting Frogboy,
reply 21
Re: Multiplayer - our main focus for release day on multiplayer is to make sure it's FUN to play for the widest number of users and then, from there, create lots and lots of options for custom games.  We're still evaluating whether tactical battles will be in MP initially or whether to implement them somewhat differently for MP later on.


 

The tactical battles are fairly critical for my friends and I.  Having a new game that could replace AoW:SM was what got most of them to spring for a pre-order.

This also goes for my friends and I as well. TB in AOW:SM was the best part of the game both SP and MP. Auto Resolve is already in the game for those that don't want TB in multiplay or that want it streamlined. So please release the full blown TB for those of us that want no changes from SP TB to MP TB

Reply #81 Top

+ Tactical Maps for all terrain types created (13 new maps)

So... Every Tactical Battle that plays on a set type of terrain will have the same Map?

Reply #82 Top

+ If a monster manages to "conquer" a city it will destroy it (they're monsters afterall)

can we have them have several different options after capture depending on nature and strength? I'm thinking for weak units to only raze a single building and give back control/become unowned or reducing the population... while only razing the entire town if they're a high level spawn or have some form of wild barbarian/aggressive trait.

Reply #83 Top

Quoting Demiansky, reply 74

In movies, historically, the buildings get burned

Cities were rarely obliterated and the fields salted.  In movies, villains would often dart through city streets lighting up buildings before they even bothered grabbing any goodies, but this is straight up Hollywood.  And what's more, people don't wait around to be slaughtered and enslaved.  The City of Rome was sacked, even razed, many times and that certainly wasn't the end of it.  I hope Frog pays mind to this little detail that, I think, would enhance the game. 

The old Warlords series had a cool concept: upon capturing a city, one could choose to "Capture", "Sack", or "Raze".  I think having these options would be very nice.  Capture just grabs the thing: no money, no loss.  Sack brings in some materials, gold, maybe even arcane knowledge (i.e. resources) but reduces population and damages/destroys some improvements.  Raze knocks everything down, and produces potentially more than sacking, but maybe nothing at all (i.e. 0 to n amount of resources).  Telling your troops to "burn and pillage" sometimes results in them burning, and then pillaging.

Monsters, of course, could be inclined to "Raze"; bandits might have a chance of "Sacking" instead.

Reply #84 Top

*sigh*

IMHO It would have been better not to put so much emphasis on TB in the 1st place. I mean, it's not HMM where every other aspect is there for the sole purpose of being useful in TB, it's a full-fledged Strategy.

Oh well... whatever... let the boulder roll... half way off the mountain isn't a good stopping point...

Reply #85 Top

So... Every Tactical Battle that plays on a set type of terrain will have the same Map?

For the moment, it would be easy to make 10 more maps of each type, and then random them, or have a seed type depending on the terrain, and then add random elements

Quoting Reianor3, reply 84
*sigh*

IMHO It would have been better not to put so much emphasis on TB in the 1st place. I mean, it's not HMM where every other aspect is there for the sole purpose of being useful in TB, it's a full-fledged Strategy.

Oh well... whatever... let the boulder roll... half way off the mountain isn't a good stopping point...

Issue 1 is that autoresolve is by definition boring.  We need more of MoM and AoW and Xcom, and less 'Stacks of doom'.

Issue 2 is that some ppl have varied definitions of 'strategy' games.  Using myself as an example, I don't consider starcraft 2 a strategy game.  It is a ClickPerMinute based micromanagement game, with some spare logistic elements thrown in.  Whereas I consider Turnbased combat to be the essence and core of strategical gameplay, allowing the player to make both Tactical(will I win this combat/battle) and Strategical(if I sacrafice this unit I WILL win, but can I afford that loss in the battles to come) considerations.

Reply #86 Top

As far as tactical battles in multiplayer I'd leave that OUT right now. I know from experience the majority don't like to sit there while two other guys fight out their battles tactically. Multiplayer should be fast and autocalc would be best for it. When you have 14 other players in a 15 player game everybody wants it to stream along. So, /not signed for tactical battles in multiplayer right now. Perhaps an ARENA mode ladder type structure tactical battles with a point buy system might do later on though.

Reply #87 Top

Quoting Reianor3, reply 84
*sigh*

IMHO It would have been better not to put so much emphasis on TB in the 1st place. I mean, it's not HMM where every other aspect is there for the sole purpose of being useful in TB, it's a full-fledged Strategy.

Oh well... whatever... let the boulder roll... half way off the mountain isn't a good stopping point...

You don't think being able to control your own army in combat is part of a strategy game?

What's the strategy in "throw what the computer thinks is a superior force at the other guy"?

Reply #88 Top

For me these kinds of games are fun because of the synergy (tee hee) of the 3 elements of gameplay. The logistical (economy, getting a good supply of resoruces), the stratergic (controling important resoruces, deploying your forces so they have maximum influence) and tactical (using the right unit in the right place at the right time).

To take out one of those three for multiplayer seems like half the game will be gone and there is little meaning to your military past stacking it up high.

Reply #89 Top

Quoting porternielsen, reply 40
@ xecran

That might be interesting, but a game without an end is a waste of time. ... *Cough World of Warcraft ...*cough

If you had an objective  like build to a certain point, or survive for x turns, that would be very interesting indeed.

Well I don't think it is pointless, playing  a game for the experience of playing the game can be fun enough.  With how the game is set up, I believe there could be more than enough fun just exploring the world and not having to defeat a specific opponent.  When you get bored you would just stop playing.

Quoting Slainangel52, reply 42



It's a pretty common mode in strategy games, usually dubbed sandbox mode. Mainly used for testing out different combinations, or in the case of RTS games, build orders.

I've never actually seen this option in any game I've played.  Also I believe they already have a victory condition that does not rely on any opponent, the Master Quest victory, of course I don't really know what that is and I could be wrong.

Reply #90 Top

Quoting xecran, reply 89
Well I don't think it is pointless, playing  a game for the experience of playing the game can be fun enough.  With how the game is set up, I believe there could be more than enough fun just exploring the world and not having to defeat a specific opponent.  When you get bored you would just stop playing.

Indeed!

Take the Europa Universalis as an exemple!

(Sorry but that post stops here! I had written a long one but Forum Egads deleted it! X( )

Reply #91 Top


#1 It is NOT engaging enough. The UI, over the months, got so streamlined that there’s just not enough interaction between your Kingdom and you.  There’s a lot to do but little game-provided direction to take you there.  The pieces are there but the player is left to just “know”. That’s bad.

#2 The UI requires far too many steps to do stuff. It just needs a lot of love still.

I hope that these issues become a priority soon. They're related I think - some aspects of the UI reduce immersion.

The unit movement and turn mechanics in Elemental pretty much match Galactic Civilizations and to me that just don't feel right for Elemental. It is what most interferes which me feeling engaged. I suggest:

1) When a unit has the focus, gently highlight (with a color transparency) all tiles the unit can move to in the current turn. If the player has grid line display turned off, outline the edge of the reachable area and round corners in the outline. As soon as the unit starts to move, turn off the reachable tiles highlighting, then turn it on again when the movement animation is complete if the unit can still move this turn. (Note: this was mentioned in https://forums.elementalgame.com/386279 but I don't know if that was read by the developers.)

2) Add a mechanism which changes the focus to the "next" (any order is ok) unit which has moves remaining in the current turn. I suggest putting this just left of the "end turn" button, and graying it out when no moveable units remain.

3) Add a start of turn popup whenever a town finishes building something showing what it has completed, what it will build next, and with a button to set focus to the town's build dialog. Checking towns manually is tedious.

I haven't gone looking for stuff to tweak (haven't played much, it feels too much like work in its current state) but noted some other things I encountered:

4) When the kingdom is founded (first town) automatically display the build dialog. This would help to guide the first time player.

5) As mentioned in the post at https://forums.elementalgame.com/386279, remove an unnecessary click from the town build interface.

6) The way units enter and pop out of towns seems awkward to me. I especially dislike that I have no control over where a unit appears after leaving a town, and the similar random feeling movement off the tile after founding the kingdom. A possible fix would be, after founding the kingdom or popping a unit out of a town, change the cursor to the unit's icon and highlight the possible "drop" tiles. User clicks to drop the unit. The escape key could be used for auto-placement, just as a way out for new users who don't get the suggestion made by the highlit tiles.

7) The "Research Breakthrough" dialog includes in the description for each possible selection "Likelihood of being available", "xxx". This is confusing to a new player. Does it mean something might not be available even though it is being displayed? (Of course not but I stumbled over it first time.) Does it mean that something which is available at this instant might not be available on our next breakthrough? (I don't know the answer to this.) This wording should be reworked.

8) The dialog confirming the founding of a new Kingdom should include verbiage which says that the town will grow over time and is best founded near resources (fertile land, metals, shards, etc.) which it will be able to use when it grows. Verbiage like this would eliminate the uncertainties I had when I first played the game about how a town would eventually harvest resources.

Reply #92 Top

Quoting Frogboy, reply 4

Quoting KillzEmAllGod, reply 3will “World Difficulty” effect how soon higher level monsters spawn, was a bit unsure if you would have this.

the UI really will need some love maybe even some nice art in it?

so any plan of adding attack types for weapons?
No. The spawn rating of monsters is dependent on players going up the adventure tree.

What the world difficulty will do will be to determine how ambitious they are.

I would like to see a lot of crazy magical stuff in there over time that has nothing to do with the faction on faction stuff. That won't happen until months after release but that's the goal.

So, is monster behavior the only thing world difficulty changes? Doesn't it make monsters stronger/more numerous/anything else to actually make them tougher to kill off? If we were intent on seeking out and killing monsters anyway, it doesn't seem like changing their behavior would make them any more difficult, it only affects you if you were peacefully building and counting on the monsters to leave you alone. Or are we expected to control monster difficulty ourselves, by racing up the adventure tree if we want tougher monsters to come kill us?

 

Also: tactical battles in multiplayer are must-have. I don't doubt the autoresolve AI will be sufficient for destroying AI player armies, but I know that human players are going to come up with some crazy stuff that it'd take another human, in direct control of his units, to counter. To me the whole point of multiplayer will be those chess-like battles of wits on the tactical battlefield, it's the whole reason I'm interested at all in Elemental's multiplayer (never much enjoyed TBS multiplayer in the past).

Reply #93 Top

If Tactical Battles slow MP to crawl, there's no point in having them in the initial MP mode. Of course a on/off choice when creating games would be ideal.

I'm not someone likely to play MP much so this won't effect me but we already have that threshold feature.  Why take anything out?  Leave it up to the players if they want it or not.  Set the threshold to 99999 if you don't want them, simple enough.  Taking it out while a more MP friendly version is being worked on will not sit well with some people.  Options are good.

Reply #94 Top

Magic is especially problematic right now. But am I the only person who thinks that more spells is NOT the answer? There are already a ton of spells available and the magic system and interface makes choosing and using them extremely micromanagement heavy; its easily the most complex single piece of the game. You have to figure out what each spell does, you have to remember what each icon stands for, you have to choose new spells on a regular basis (or be very confident queuing them), you have cast when you have mana, etc. Maybe I'll feel better with some UI improvements but right now I dislike magic entirely as it requires so much work to figure out and use. More spells would be fun down the road once things get worked out but right now I actually think LESS spells and a simplified interface would be preferred.

I think the interface is a problem but don't think taking spells out is a good idea.  Just make a nice intuitive interface.  One major change I would like to see in this regard is to have us cast spells from the actual book, not from icons.  I think this would go a long way to making things friendlier.  That way whenever you are casting you see nice large icons, full descriptions and hopefully at some point have access to some sort of filtering.  Would be a major improvement in my opinion.

Reply #95 Top

Quoting Reianor3, reply 19
Is there a chance you can work on getting Tactical battles go really fast?

There's a problem...

Tactical combat is nice and all... as long as you're playing alone.

In MP that might be a problem. And while auto-resolve is an option, tactical spells need tactical combat...

 

It'd only be a problem if there's nothing else you can do while waiting for them to finish. As long as you can do something it doesn't matter. Most TBS have ways around this to overcome the end of turn wait, whether that's giving the player something to do while waiting, letting them access the informational screens to plan their next few turns or even letting them spectate in the battles. I don't mind waiting ten minutes for two players to finish a tactical combat if I can use that time to check my empire is ticking over nicely, tweak my unit designs, check up on what certain abilities or spells actually do or even just read up on the background lore.

Reply #96 Top

Quoting SirPleb, reply 91


#1 It is NOT engaging enough. The UI, over the months, got so streamlined that there’s just not enough interaction between your Kingdom and you.  There’s a lot to do but little game-provided direction to take you there.  The pieces are there but the player is left to just “know”. That’s bad.

#2 The UI requires far too many steps to do stuff. It just needs a lot of love still.



I hope that these issues become a priority soon. They're related I think - some aspects of the UI reduce immersion.

The unit movement and turn mechanics in Elemental pretty much match Galactic Civilizations and to me that just don't feel right for Elemental. It is what most interferes which me feeling engaged. I suggest:

1) When a unit has the focus, gently highlight (with a color transparency) all tiles the unit can move to in the current turn. If the player has grid line display turned off, outline the edge of the reachable area and round corners in the outline. As soon as the unit starts to move, turn off the reachable tiles highlighting, then turn it on again when the movement animation is complete if the unit can still move this turn. (Note: this was mentioned in https://forums.elementalgame.com/386279 but I don't know if that was read by the developers.)

2) Add a mechanism which changes the focus to the "next" (any order is ok) unit which has moves remaining in the current turn. I suggest putting this just left of the "end turn" button, and graying it out when no moveable units remain.

3) Add a start of turn popup whenever a town finishes building something showing what it has completed, what it will build next, and with a button to set focus to the town's build dialog. Checking towns manually is tedious.

I haven't gone looking for stuff to tweak (haven't played much, it feels too much like work in its current state) but noted some other things I encountered:

4) When the kingdom is founded (first town) automatically display the build dialog. This would help to guide the first time player.

5) As mentioned in the post at https://forums.elementalgame.com/386279, remove an unnecessary click from the town build interface.

6) The way units enter and pop out of towns seems awkward to me. I especially dislike that I have no control over where a unit appears after leaving a town, and the similar random feeling movement off the tile after founding the kingdom. A possible fix would be, after founding the kingdom or popping a unit out of a town, change the cursor to the unit's icon and highlight the possible "drop" tiles. User clicks to drop the unit. The escape key could be used for auto-placement, just as a way out for new users who don't get the suggestion made by the highlit tiles.

7) The "Research Breakthrough" dialog includes in the description for each possible selection "Likelihood of being available", "xxx". This is confusing to a new player. Does it mean something might not be available even though it is being displayed? (Of course not but I stumbled over it first time.) Does it mean that something which is available at this instant might not be available on our next breakthrough? (I don't know the answer to this.) This wording should be reworked.

8) The dialog confirming the founding of a new Kingdom should include verbiage which says that the town will grow over time and is best founded near resources (fertile land, metals, shards, etc.) which it will be able to use when it grows. Verbiage like this would eliminate the uncertainties I had when I first played the game about how a town would eventually harvest resources.

You make some very good points here.

Best regards,
Steven.

Reply #97 Top

Quoting Bellack, reply 78

Quoting Gorstagg, reply 13


Quoting Frogboy,
reply 8
All the ones in the official list at least. But I think we need twice that many.


 

I'm guessing this was in regards to spells. 

Yes, you will Need a LOT of different spells. An example of spells/powers that may be inspiring is 4th edition powers, for all 26 classes. Each power in a sense functions as a spell, in that it's an attack of some kind or some variation on it. And there are thousands and thousands of powers now for all the classes.

Maybe glancing through them, for inspiration... would be worth your time. (An easy way to do this is get a DnD Insider subscription, download the character builder, and then run the Quick Character option, set them to level 30, and then go look at that classes levels and read the various spells.)

See in 4th edition D&D they really made it so that a fighter has an attack, and a wizard has an attack.. neither run out of power. But those same classes also have encounter powers.. powers usuable only once per encounter, (simple math to avoid extra complexity, by 30th level a character will have 2 at-wills, 4 encounter powers, and 4 daily powers, and 7 utility powers. But as they go through the progress, levels 1-10 is heroic, and building their base powers.. level 11-20 is Paragon, kingdom level events, and you begin to replace earlier level powers with new ones, encounter and daily, and level 21-30 is epic level, you still are replacing earlier encounter and daily powers, but now the powers are appropriately epic. And going up to epic level the at-wills scale up and do more damage now.)

 

All of that just gives a great way to provide interesting combat experiences.. of which you should be able to find things that are just super compelling.. more so than just a fireball.. and so on.

 

And this is great to hear about the monsters becoming aggressive! Thanks, I'm really excited now!


 

I perfer the 3.5 combat to the watered down 4.0 any day.

 

3.5 is the version that got watered down.. 4.0 distilled it. 

Reply #98 Top

Quoting Ryan, reply 44
It's encouraging to consistently see Brad noting the same problems that I see when I play, namely the UI is click-heavy and still not that intuitive and magic is just not there yet.

I realize most of the people on this forum are hardcore players who want tactical battles to take 30 minutes and will always want "moar spellz!!!" but remember there is a huge group of casual players who make up the majority of Stardock sales and if they get turned off by an overly complex and un-intuitive magic system where they spend 80% of their time fighting the interface and only 20% of the time actually playing the game its going to cause problems.

Super complex and extensive spell books can easily be added in via modding for the hardcore players, but if casual players get turned off to the "base" game because there is too much complexity to the magic system its going to hurt sales, I can guarantee it.  Particularly if the game gets the reputation as a hardcore player-only game.

It's almost like magic needs an "easy mode" option or something.

I agree that it is essential to appeal to the casual gamer. To increase the fun and replayability of magic:

  • Have a ton of spells that are all useful and well-balanced.
  • Have a random draw each time just like the research (and spells in MOM), with rare, uncommon, common spells, and some spells only developed by quests.
  • Limit the number of spells you can learn for each level and book. If you can only have four first level spells, which would you choose? It would greatly shape your strategy for that particular game.
  • Random elements such as this make replayability so appealing, and in this way, twice as many spells would be awesome.
Reply #99 Top

Quoting KellenDunk, reply 97
3.5 is the version that got watered down.. 4.0 distilled it. 
*cough* *hack* *wheeze*

I just spewed water over my monitor and threw up a little in my mouth.

Reply #100 Top

3.5 is the version that got watered down.. 4.0 distilled it.

 

OMG!!! LMAO!!!

At least I wasn't drinking anything when I read this...