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










