Beta 0.7 Feedback (Continued in 0.701 Feedback Thread)

Subsequent 0.701 feedback thread located here: http://forums.sorcererking.com/458360/page/1/

I am thoroughly enjoying the game. In my opinion, you guys have done a wonderful job. Kudos to the team!

Feedback (work in progress, some other player input as well noted in thread):

  • Example 1 - please improve the road-building algorithm. Currently, the algorithm does not always properly connect the road network between outposts and cities. Considering your design wants players to build outposts, it can be aggravating to build them and not have the road network connect. The road crew oftentimes decide the shortest distant between two points is, in fact, not a straight line... or any line. It's like Rube Goldberg is foreman.
  • Example 2 - unless human error, it appears I cannot train a Paladin despite building the Citadel.
  • Example 3 - enemy AI in tactical dogpiled a single tile. Those bastards.
  • Example 4 - Arctic Wolf Cloak missing text descriptor of benefits.
  • Example 5 - I killed the Sorcerer King but no victory celebration or end game. The turns keep going. :( He's a real bad dude.
  • Example 6 - for some reason the ZOC on that tower shrunk from 2 to 1. I lost the shard as a result. Weird-sauce.
  • Example 7 - please place quantity in inventory within the crafting window. For example, in order to see whether I should make more of a consumable I have to navigate to the inventory screen. Less navigation is good.
  • Example 8 - the Clerics Ring is not allowing Tandis to cast heal. Please heal the healer's ring.
  • Feedback - preferably, can you make range attacks suffer from distance and/or line of sight? I feel it is something sorely missing from LH.
  • Feedback - cities die in one turn and it appears "salt the earth" is in the game. Is it possible to incorporate some aspect of sieges this go around? Even some aspect out of Total War, such as getting units to the city center or something to provide some element of strategy to city warfare. City warfare feels like warfare anywhere on the map. Moreover, cities immediately disappearing after a successful attack hurts the immersion factor for me.
  • Feedback - love the cloth map
  • Feedback - love the art style
  • Feedback - would prefer minimal gear reflects on unit, like 1h and shield, or 2h, plate vs. leather, etc. This will help immersion. I totally get not overdoing this part for memory and performance concerns, but I'm optimistic there is a sweet spot to be found.
  • Feedback - I hate trog archers.
  • Feedback - expanding crafting to incorporate old loot (such as upgrading a normal sword to a magical sword) would be cool. This would provide variety for lewtz and choice for the player.
  • Example 9 - please note the dead Ogre remains on the map after battle. I had hypnotized him and he was killed by his colleagues during the tactical battle.
  • Feeback - love the music!
  • Feedback - maybe it's the play-style I am finding myself doing, but pioneer training in order to build and upgrade outposts kind of feels like constructor spam in GCII. Maybe this will correct itself over time but for now, it feels "spammy."
  • Feedback - if the player puts more than one pioneer in a group, and then heads to an outpost, only one upgrade will occur. The player then needs to move the 2nd pioneer off the tile, and then back again, in order to use both pioneers.
  • Feedback - notifications will sometimes overlap making it confusing to see what is going on. For example, the player will be given a warning about a shard being damaged. When the player clicks to "Go To" the location, the player can sometimes get another notification that something was destroyed. In other words, the notifications interrupt the flow causing the whole experience to be disjointed and out of order.
  • Feedback - the crafting window makes no mention of level requirements for weaponry. In addition, I found the Pyre Band and Sovereign's Sword in a gold chest. I am unable to equip them as my hero is not level 18. However, if I craft them from the crafting window I can subsequently equip them.
  • Feedback - Varda the Slayer's special abilities will allow teleportation without teleportation. In other words, the player can select in ineligible tile to teleport, damage or stun the surrounding tiles using the special abilities, and Varda will stay put rather than put herself in harm's way.
  • Feedback - I imagine you already have this planned but need some kind of notification of enemy units within the player's ZOC. This is especially important as it relates to Sorcerer King units making a beeline for shards.
  • Feedback - I absolutely love the simplicity of the economic mechanics. In my opinion, deep yet simple. Well done.
  • Feedback - need some way to heal units and have a reminder pop up when done healing. For example, it appears the only way to heal over time is to place them in a city. However, I oftentimes forget they are there. It would be nice to give them a "heal and tell me when you're ready" notification.
  • Example 10 - I entered this lost battlefield with the scout and then realized it meant a battle. It gave me the option to leave and come back. However, when going back it will not retrigger the quest.
  • Example 11 - the murder quest leads to a screen titled "Gumshoe" but there is nothing listed.
  • Reply #15 - marlowe221 compiled a list of six personal feedback suggestions
  • Reply #16 - Leo in WI responded to marlowe221 with further thoughts on Trog Archers

Example 1

Example 2

 

24,006 views 25 replies
Reply #1 Top

The underwater roads are quite amusing to see. :P

Reply #2 Top

Example 3 - enemy AI in tactical dogpiled a single tile. Those bastards.

Reply #3 Top

Example 4 - Arctic Wolf Cloak missing text descriptor of benefits.

Reply #4 Top

Example 5 - I killed the Sorcerer King but no victory celebration or end game. The turns keep going. :( He's a real bad dude.

Reply #5 Top

Example 6 - for some reason the ZOC on that tower shrunk from 2 to 1. I lost the shard as a result. Weird-sauce.

Reply #6 Top

Example 7 - please place quantity in inventory within the crafting window. For example, in order to see whether I should make more of a consumable I have to navigate to the inventory screen. Less navigation is good.

Reply #7 Top

Example 8 - the Clerics Ring is not allowing Tandis to cast heal. Please heal the healer's ring.

Reply #8 Top

Example 9 - please note the dead Ogre remains on the map after battle. I had hypnotized him and he was killed by his colleagues during the tactical battle.

Reply #9 Top

Quoting AlLanMandragoran, reply 2

Example 3 - enemy AI in tactical dogpiled a single tile. Those bastards.

Yes, and this map just needs to be fixed.

Reply #10 Top

Example 10 - I entered this lost battlefield with the scout and then realized it meant a battle. It gave me the option to leave and come back. However, when going back it will not retrigger the quest.

Reply #11 Top

Example 11 - the murder quest leads to a screen titled "Gumshoe" but there is nothing listed.

Reply #12 Top

Thanks for the feedback! 

Reply #13 Top

Ya, this is incredibly useful.  Thanks!

Reply #14 Top

You are very welcome!

Reply #15 Top

In the interests of compiling things in one, main thread...

1) The Sorcerer King seems to send out a lot of 1 unit armies that can often be killed without having a full tactical battle. I assume that the Sorcerer King probably has to do some scouting so I can understand some of that, but he seems to do this A LOT - and to some of the same places over and over again.

2) Sorcerer King units do not attack outposts - is this how it's supposed to work?

3) Suggestion - units on the same tile as an outpost or inside a city get a defensive bonus that represents the walls or other defenses of the structure/city. If this is already happening, please make it more obvious somehow so that players may appreciate their own (possibly inadvertent) cleverness!

4) Sometimes the cursor/tile alignment is off on the tactical battle map - what I mean is, when one is using the mouse to select a tile to move a unit in tactical combat, sometimes the tile that highlights is not actually the one under the cursor. This has only happened to me once or twice and seemed to correct itself when the turn passed to the next unit in the initiative list. (I will admit the possibility that a combination of the late hour and the isometric perspective of the tactical combat could have been playing tricks on my eyes).

5) Balance suggestion - Archers vs Trog Archers - I am not a techie, but I am a game-rules kind of guy (rules, their interaction, and their effects are a big part of my profession in real life).

Here's the problem: The Trog Archers (great unit, btw) do so much damage that they can one-shot player made archers. Player Archers have such low initiative that they often die before ever getting to act in combat. Meanwhile, the Trog Archers seem to have medium-high(ish) initiative scores, which means that they virtually always act before Player Archers get an opportunity. Also, I have noticed that AI controlled archer units tend to attack the player unit with the lowest HP at any given time, and archers are relatively low HP units. The up shot of all this is that I don't really want to build archers myself since I never really know when I might have to face some Trog Archers (bandit archers seem to have lower initiative) and when I DO face some Trog Archers, my archers tend to die before they ever have a chance to act at all in battle. 

(Edit: Just took another look at the new patch notes. Was the "Snipe" ability the cause of this problem?)

Solution: We either need a damage penalty for ranged units based on distance from target over (i.e. greater than) a certain number of tiles or the initiative score of Player Archers should be raised so that they might have an opportunity to act before they are killed in one shot. Alternatively, raising the HP of Player Archers so that they could survive the initial attack could work. But please don't alter the Trog Archers! They are a really cool enemy and I like the flavor of them being a glass cannon.

6) Suggestion - Notification when the AI uses a special move in combat. Sometimes there is a graphic and you can kind of tell what's going on but it doesn't seem like that happens with all special moves to which the AI has access.

7) Scouts - when ordered to "Explore," Scouts will not pick up treasure chests. This may be working as intended but it would be great if that could be changed. I don't mind moving my scouts manually on the smaller maps that we currently have access to but I could see it becoming a bit too micro-managing-y on larger maps where multiple scouting units would be necessary/efficient.

Reply #16 Top

marlowe,

There may be a couple other options, not saying these are all in game now, just options to either use or be added to the game:

-Armor up your archers to prevent easy death (which itself may need balancing)

-Leave archers behind when attacking a group with trog archers

-Craft something that increases initiative for either archers or for another unit that would let it go before those trog archers and cast a spell to kill/debuff them

-Some type of strategic spell to cast slow on enemy army before attacking

 

And I agree, they are an awesome enemy to be facing, and also wouldn't like to see them changed dramatically. But there definitely should be some type of counter against them.

Reply #17 Top

Quoting Leo, reply 16

marlowe,

There may be a couple other options, not saying these are all in game now, just options to either use or be added to the game:

-Armor up your archers to prevent easy death (which itself may need balancing)

-Leave archers behind when attacking a group with trog archers

-Craft something that increases initiative for either archers or for another unit that would let it go before those trog archers and cast a spell to kill/debuff them

-Some type of strategic spell to cast slow on enemy army before attacking

 

And I agree, they are an awesome enemy to be facing, and also wouldn't like to see them changed dramatically. But there definitely should be some type of counter against them.

Yeah, at the moment sending out unequipped archers is kind of a suicide mission for the archer in a lot of cases. Crafting does cover a multitude of bases, but at the moment I can see no reason not to give a crafted item to Tandis or to a Pikeman unit (Pikeman are great! Maybe too great...).

The problem I see right now is that there is basically no reason for the player to train any archers at all from what I have seen so far. The best strategy against Trog Archers at this point seems to be to hit them with a fireball scroll and/or direct damage spell, and to bum rush them with Tandis for clean up.

The other problem with building archers currently is opportunity cost. Unit slots in armies are pretty limited, especially early on, and I just can't justify taking up a slot in an army with an archer when I could have a pikeman instead (metal permitting, of course) which is just a universally better unit.

I realize that balancing will come with time but I wanted to get some of these issues out there in the talk-space.

Reply #18 Top

Absolutely. At this point though, archers are somewhat decent if, as you say, keep them out of the line of fire of trog archers. Get some levels under their belts against non ranged enemies, throw some armor on them... they do improve.

Also, I'd have to look but are there any spells that help protect from ranged attacks as in FE:LH?

Reply #19 Top

Quoting Leo, reply 18

Absolutely. At this point though, archers are somewhat decent if, as you say, keep them out of the line of fire of trog archers. Get some levels under their belts against non ranged enemies, throw some armor on them... they do improve.

Also, I'd have to look but are there any spells that help protect from ranged attacks as in FE:LH?

There is one but I forget the name off hand - essentially the caster summons up some wind to blow the arrows off course (well, a chance to do so anyway). Tandis does have the "give everyone +15 dodge" but it doesn't seem to help my poor archers much.

Reply #20 Top

Yep, those would help, but I'm thinking strategic level buff, so it would be permanent (well permanent until you cancel that is).

Reply #21 Top

Archer plus 6 rings of haste.  Try it.

Reply #22 Top

Quoting mqpiffle, reply 21
Archer plus 6 rings of haste.  Try it.

Ya know, I had thought of trying to duplicate numerous trinkets and such but figured they were unique and would not equip. There I go making assumptions again!

Reply #23 Top

They'll probably nerf it, but it is pretty fun }:)

Reply #24 Top

Quoting mqpiffle, reply 23

They'll probably nerf it, but it is pretty fun }:)

They probably SHOULD nerf that one... :D

In all seriousness though, I find the opportunity cost of training an archer I can't use a lot of the time until I can deck him out with equipment to be just too high. After all, just think what could be done with that Logistics point - a different unit (Pikeman!), a mine, a wheat field, some horses, etc.

I'm sure I could also find better uses for the metal used to make all those rings or give the rings to units more likely to survive in the first place.

I don't think it's WAY off, but something with player-made archers is out of whack.

Reply #25 Top

I just get my champion, usually Tandis or Varda to cast Blizzard or Fireball or use scrolls. It is mana or resource intensive, though.

Trog Archers are super dangerous. Lol.

 

One thing I didn't like is when you have a huge army and you run into Trog Archers and it goes into auto combat and I end up losing a unit. *Grrr*