Beta feedback

I just "finished" a game as Altar. It was a nice game in which I tried to found my kingdom with Relias. I only used champions since the monsters where not that big of a treat even on the most brutal world setting (plus dense monsters). More wondering monsters would be nice. The best lair I think is the 'demon lair', it has a strong defender and a releases smaller demons that are a treat towards my settlements. The AI never attacked me even tough there armies where stronger. Oh well, the beginning was really nice. Here are my notes that I took while playing the game. I hope you guys find something usefull in it.

Plus notes:

  • You made me wonder about 15 minutes before picking a faction.

  • The new diplomacy lay-out is much better and nice (The information).

  • Nice additions of faction differentiation, it's on the right track baby.

  • It's nice that monsters use there abilities now.

  • The story change of Altar, being rebels from Pariden. So are the story changes from other factions. :)

  • Battles are now much better with the auto defense with +5 armour.

  • The spell books are a nice addition (Pariden).

  • I like the look of the red Altarian armour, please make this a complete set, if only for the colour scheme.

 

Sad panda notes:

  • No experience per unit, destroying a large army fields as much exp as only killing the strongest foe.

  • Why should I build monuments when outposts are much better?

  • Why does attacking an enemy cost movement points if I don't move to the location? Either let it cost no movement cost to attack something or make the unit move toward the location it attacked. Giving the option to move toward the attacked location would also be an option, but this will increase the micro for little gain.
    P.S. Well thank you, now Pariden took my lair right under my nose. It let my hero do all the dirty work and when my hero can't move on the lair that it just attacked, Pariden took the loot...!

  • How do I get 'Glyph of life'? Is it NPC only?

  • Why are wargs and horses two separate things?

  • Why can't I see how much exp I'll get for completing a quest (as in the quest reward exp).

  • The first level up options don't feel special.

  • Sparse resources and magic is not sparse but abundant. WoM did this better.

  • Ridicules monsters are not that scary. WoM did this better.

  • The monster AI is not aggressive enough.

  • City spam is part of the game, accept it, just enlarge the minimum distance. Outposts work great to fill up the gap.

  • Performance drop.

  • What does the 'Diplomat' profession do? The text is too long in the sovereign editor.

  • Archers take to long to research

  • Why are mites and darklings not enslaveble?

  • Why does Relias look like Justin Bieber?

  • If I click on mountains, please don't make my unit move towards the end of the world! This really irritates me when it happens. It kills the move action I had and I need an move action to go back to the correct place. This is really annoying when this happens!

  • When I move over a quest location don't activate it. Only activate a quest location when You stop on top of it.

  • Don't put resources in the building cue. Why am I punished for building next to a farm or shard by having to build it for 20 turns, while building it in your zone of control only takes only 14 turns and doesn't take up a production cue.

  • The AI uses throwing daggers when there in melee and there melee weapons are better.

  • The rivers look nice, but the normal grassy terrain (kingdom) looks dull. Maybe some trees would be nice on the kingdom grass.

  • It's anoying when your standing on top of a lair and you don't explore it. When this happens, I need to move from the lair title and then move back on top of it, which takes me two extra moves and micro to do.

  • Extra material yield next to an metal mine is nice, extra food next to a food resource feels double.

  • The new trees look like squares, I prefer the old ones. The color is better though.

  • Pathfinding problem. The AI uses the nearest square towards the destination to exit, but when there's a mountain range in between jump out and find that they need to go back trough the city to get the quickest way toward the destination. Please first plot a course like the city isn't there and then let it jump on the path next to the city.

  • Special faction items come to late into the game.

  • The kingdoms and empire still play largely the same.

 

Ideas:

  • What about dragon hatchlings that you could use. They would start out as babies, harmless. But given time they would grow large and true dragons! Maybe this could be incorporated into a faction that receives large prestige bonuses for each dragon you have. I took this idea from A song of Ice and Fire, but so are some names in this game.

  • How about using the research points you get while researching to get technologies like wildland allies when you got a ogre lair in your territory.

  • I would like an option to change AI difficulty with one bar instead of going to the AI selection menu and changing all of them separately. I like my world über tough, but I don't like giving AI resource bonuses.

  • A wait till healed option would be nice.

  • A popup would be nice if you click on the outpost button while you could settle, I made this mistake several times and was stuck with an outpost on a 4/3 location. A pop up that ask if your sure would be nice (Maybe this can be optional in the menu).

  • What about land specific resource title. Like fertile mud banks along a river. A water cave that allows 40 population in the wasteland.

20,895 views 12 replies
Reply #1 Top



You made me wonder about 15 minutes before picking a faction
End of quote

About what? :)

Sincerely
~ Kongdej

Reply #2 Top

1: No experience per unit, destroying a large army fields as much exp as only killing the strongest foe.

2: Why should I build monuments when outposts are much better?


3: Ridicules monsters are not that scary. WoM did this better.

End of quote

1: No experience per unit...

Not? I seem to get more experience from killing 4 fire shrills than 1 fire shrill.

 

2: Why should I build monuments...

They are protected by city borders, outposts are not, while outposts are fairly cheaper and quicker early game rushing, monuments provide a more stable area of influence.

 

3: Ridiculous monsters are not...

What are you thinking about, imagine I did not play WoM...

 

Some of the others are bugs, and should probably be reported in the bug section xD


Sincerely
~ Kongdej

Reply #3 Top

Quoting Kongdej, reply 2

2: Why should I build monuments...

They are protected by city borders, outposts are not, while outposts are fairly cheaper and quicker early game rushing, monuments provide a more stable area of influence.
End of Kongdej's quote

 

This is a very good point.  The mid-beta isn't a finished product, and the development team has already issued a 0.911 list of changes that includes ramping up the aggressiveness of monsters.  A wider zone of control isn't of much value now, but it will be.

Reply #4 Top

Quoting Kongdej, reply 2

quoting post1: No experience per unit, destroying a large army fields as much exp as only killing the strongest foe.

2: Why should I build monuments when outposts are much better?

3: Ridicules monsters are not that scary. WoM did this better.


1: No experience per unit...

Not? I seem to get more experience from killing 4 fire shrills than 1 fire shrill.

 

2: Why should I build monuments...

They are protected by city borders, outposts are not, while outposts are fairly cheaper and quicker early game rushing, monuments provide a more stable area of influence.

 

3: Ridiculous monsters are not...

What are you thinking about, imagine I did not play WoM...

 

Some of the others are bugs, and should probably be reported in the bug section


Sincerely
~ Kongdej
End of Kongdej's quote

 

1. I only got 11 exp in one battle against a group of 4 or 5 bandits. Do they give so little per unit? (Maybe I'm expecting more since I play with buffed monsters.)

2. In that scenario the monument would be better. But the resources would still not be protected. So what differance would it make.

3. Monsters in WoM roamed the world and could have much, much, much more hp then monsters in FE can get (I'm talking about bears in the beginning with 100 hp).

Reply #5 Top

Quoting Alfdaur, reply 4

2. In that scenario the monument would be better. But the resources would still not be protected. So what differance would it make.
End of Alfdaur's quote

Well you will still lose the resource production for a couple of turns if you are not carefull, but not the territory, and since you are given a +25% bonus to damage (some damage anyways) and defense on your own territory, and you do not have to build another pioneer to rebuild the outpost all the time due to raids, the benefit is there.

It is not just "strictly better" lategame, but it doesn't cost upkeep and expands your view distance from the city, and the distance in which you can purchase armors and gain bonuses to combats, should you be in a war of attrition.

Sincerely
~ Kongdej

Reply #6 Top

Quoting Kongdej, reply 5


Well you will still lose the resource production for a couple of turns if you are not carefull, but not the territory, and since you are given a +25% bonus to damage (some damage anyways) and defense on your own territory, and you do not have to build another pioneer to rebuild the outpost all the time due to raids, the benefit is there.

It is not just "strictly better" lategame, but it doesn't cost upkeep and expands your view distance from the city, and the distance in which you can purchase armors and gain bonuses to combats, should you be in a war of attrition.

Sincerely
~ Kongdej
End of Kongdej's quote

Oh wel, they got there merits. You give some good points. I would like it a little cheaper before using it.

Reply #7 Top

Quoting Alfdaur, reply 6

Oh wel, they got there merits. You give some good points. I would like it a little cheaper before using it.
End of Alfdaur's quote

Well thats a fair statement, I am not trying to "counter argument", just trying to give you some... uh... mental incentive to try them out :P
I find them pleasing enough, mostly due to cities growing rather big, so that +1 square radius in each direction gets quite alot of tiles at some point.

That said, I do not touch monuments until midgame... except if it is all I need for some awesome resource I need asap, I might build it instead of a pioneer.

Sincerely
~ Kongdej

Reply #8 Top

O yeah, I forgot to say that the wandering monsters in E:WoM also attacked your cities.  Because of this soldiers where needed in your kingom/empire or you would lose a settlement. (Monsters razed settlements to the ground.) These monsters also banded together to form armies of there own. It was rare to see an army of nine bandits with bears and stuff.

Reply #9 Top

Quoting Alfdaur, reply 8
O yeah, I forgot to say that the wandering monsters in E:WoM also attacked your cities.  Because of this soldiers where needed in your kingom/empire or you would lose a settlement. (Monsters razed settlements to the ground.)
End of Alfdaur's quote

This still happens in FE, as I discovered when I founded a city a little too close to a dragon and then built an outpost right next to it. It mobbed up a couple of the smaller drakes, attacked the outpost and then made a beeline for my city (which actually was defended, but not nearly well enough to cope with a full-scale draconic onslaught).

Reply #10 Top

I don't think you should be able to raze resources protected by an outpost.  Outposts should cost gold, be upgradable, and have militia

 

 

Reply #11 Top

Why are wargs and horses two separate things?


Wargs give a higher initiate boost (I buy for my warriors), whilst horses give a weight carrying bonus instead (I give to my weakling casters who complain their bags are too heavy).

Reply #12 Top

Quoting Patho, reply 11

Wargs give a higher initiate boost (I buy for my warriors), whilst horses give a weight carrying bonus instead (I give to my weakling casters who complain their bags are too heavy).
End of Patho's quote

I know this, but making them two different technologies makes the techtree larger then it has to be. You already get a trade-off with the weight versus initiative. I think the different mounts are great, except I would like them to use the same technologie: "Riding". It's really irritating that you have to research horses before you can research wargs. Wargs are not better then horses. Horses and wargs are not the same as boarspears and pikes. Horses and wargs are more like swords and spears. They are both used like mounts, just like both weapons do damage. But wargs don't give more of what horses are already giving units. Horses and wargs each give something different like swords and spears. Initiative versus weight for mounts and armour-penetration versus retaliation versus backswing. Wouldn't it be anoying that you have to research swords and spears separately? Or you have to first research axes before you can research spears? That's what it feels like for me. So I would like to have horses and wargs in the same technologie like axes and swords are. ^^

P.S. I would love to get javalins with a throwing range of 4, is equiped like throwing knives, costs weight and gives an intiative reduction.