Suggestions as per the Stream Request

  1. The end game (See: http://forums.sorcererking.com/463973/page/1/#3541252)
  2. More interaction from the Sorcerer King (Scott had some good suggestions regarding this, like the SK "helping you" in overbearing ways)
  3. Increasingly difficult Minor Faction quests, to avoid "steam-rolling" their favor
  4. Speaking of which, I don't see the SK working towards minors' favor too much
  5. Random events, via the Dungeon Master and as "advertised"
  6. Anything to increase replayability. ALL THE THINGS to increase replayability. Whatever you can think of.
18,275 views 8 replies
Reply #1 Top

Replayability - one cheap way to bring it in is to keep adding events/loot/monsters/XML-type stuff in a steady post-release trickle.

 

Another thing I'd like to see, though this is expansion material to me if this game gets one- I'd like to see you guys copy of the bonus strucutres from AOW3.  Have dungeons where clearing them will give bonuses to specific troops formed in the nearest city to that dungeon.  Like a haunted woods might give +attack to archers/snipers when cleared.

 

 

 

Reply #2 Top

Quoting Alstein, reply 1

Replayability - one cheap way to bring it in is to keep adding events/loot/monsters/XML-type stuff in a steady post-release trickle.

 

Another thing I'd like to see, though this is expansion material to me if this game gets one- I'd like to see you guys copy of the bonus strucutres from AOW3.  Have dungeons where clearing them will give bonuses to specific troops formed in the nearest city to that dungeon.  Like a haunted woods might give +attack to archers/snipers when cleared.

 

 

 

 

I like that! I'd also like to see the minor factions becoming playable in expansions, too. Would love to see random events affect the gameplay look and feel like they do in Age of Wonders 3.

Reply #3 Top

Quoting Alstein, reply 1

Replayability - one cheap way to bring it in is to keep adding events/loot/monsters/XML-type stuff in a steady post-release trickle.

 

This may or may not be cheap, but it will not add replayability with current state of affairs. Right now you grow you city to have essence, enchant it, produce all the raider you can, give them armor + onyx rings, enchant with oil/ogre blood, and go for a win. In some situations one such raider is enough to bring SK down. So no matter what events/loot/monsters you've encounterd, games are pretty much the same. Sovereigns add up a little to replayability, but not much. Especially with the course to make them all alike (with early two enchants slots, towers of mastery, and clairvoyance and army size bonuses being the same).

Reply #4 Top

Replayability

- I'd like to see more high-end unique items. They don't have to drop a lot, but if they are significant it may make me feel like my main unit is actually different from game to game.

- I'd like to see randomized enemy champions, with focus on specific invulnerabilities and damage potential. Ex one guy deals huge fire damage and can only be damaged by cold. The only way to defeat him is to build for that. This way, each playthrough I will need to adapt to different enemies guarding the endgame.

- Steam workshop is always nice. Or any way to better integrate mods into the game.

- More random, long-lasting events. Events that severely impact the game's progress over the next 100 turns. Preferably these should lead to quests to remove the problem / exploit the benefit. A perfect example is the plague quest, which I love, forcing you to go find whoever caused it.

- Beyond choosing spellbooks, I'd also like to see other benefits for customized "sovereigns". These should be used to introduce long-lasting change in playstyle. A good example is choosing to start with a turtle village in Warlock 2. Beyond getting access to unique unit upgrades, you can also eventually get a very strong end-game unit (siege turtle or somesuch). Anyway, the point is the initial choice presented the player with choices that lasted throughout most of the game. Being able to upgrade/exploit the initial choice is key, but it should not be free. You are not choosing a bonus, you are choosing a potential bonus path.

- Multilevel dungeons would be nice. It'd require some underworld / separate movement screen. One of my favorite quests is the arena where you fight increasingly powerful enemies. I'd like to see more like that, and multilevel dungeons seems like the natural place to go. Although it would need a nice tie-in with SK being the winner of everything.

Reply #5 Top

Heavenfall's suggestions are great!

 

Also, FIX THE DOOMSDAY COUNTER FPS DROP FOR THE LOVE OF ALL THINGS HOLY AND GOOD AND JUST AND GRAND AND LOVING AND...

 

Please :)

 

Reply #6 Top

Wish I could edit on my phone :( 

The more I think of it, the more I think the end game needs help. I really think legendary weapons and armor need to be more legendary. I would like to see an endgame super unit or two. Really, anything to make the in game more exciting. Make those last spvereign skills something that people really want to get to. Elementals, giant units, stuff like that...

Reply #7 Top

Quoting geniusisme, reply 3


This may or may not be cheap, but it will not add re-playability with current state of affairs. Right now you grow you city to have essence, enchant it, produce all the raider you can, give them armor + onyx rings, enchant with oil/ogre blood, and go for a win. In some situations one such raider is enough to bring SK down. So no matter what events/loot/monsters you've encounterd, games are pretty much the same. Sovereigns add up a little to replayability, but not much. Especially with the course to make them all alike (with early two enchants slots, towers of mastery, and clairvoyance and army size bonuses being the same).

 

Yes, this is unfortunately true. I expressed these same concerns months ago, but didn't mention it again, hoping it would be addressed.

Reply #8 Top

Quoting Borg999, reply 7


Quoting geniusisme,




This may or may not be cheap, but it will not add re-playability with current state of affairs. Right now you grow you city to have essence, enchant it, produce all the raider you can, give them armor + onyx rings, enchant with oil/ogre blood, and go for a win. In some situations one such raider is enough to bring SK down. So no matter what events/loot/monsters you've encounterd, games are pretty much the same. Sovereigns add up a little to replayability, but not much. Especially with the course to make them all alike (with early two enchants slots, towers of mastery, and clairvoyance and army size bonuses being the same).



 

Yes, this is unfortunately true. I expressed these same concerns months ago, but didn't mention it again, hoping it would be addressed.

 

This is balance stuff. I'm not worried about balance just yet. However, it would be good to see a giant balance pass in order to more accurately assess what is needed for Sorcerer King.