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1.1 Beta Impressions - After 5-6 Hours

1.1 Beta Impressions - After 5-6 Hours

First off, this is a serious step in the right direction. It's really starting to feel polished and it is finally fulfilling its promise. I am blown away by how much better this game continues to get. 

First, Global Mana was the right choice. It's nearly perfectly implemented, too. I don't have a single problem with it. 

The UI is significantly improved, too, from the cities to the units. A very nice upgrade. I still think it needs some help (I really dislike the "see more" button that I have to press each time I want a unit with magic to "auto-explore" - can we do something about that?), but overall, the UI is leaps and bounds better. I'm loving the hard work, Stardock. 

Also, the research trees feel like they're exactly what they should be now. I love that I have to research the different magic groups. It makes the game more strategic and feels right. Great job! 

The new spells are fantastic! I also really like the new graphics that go with them in the spell book. I'm so happy with them. BRAVO!

I like the way the cities' influence expands now, but I wish it weren't so....boxy? Can't we find a middle ground between what was and what it is now? It feels more calculated and less natural, if that makes sense.  

On the other side of things, there are some things I don't like:

I don't understand food anymore. Or population. Or how the AI has a million cities. The Hiergamenon is broken. I CTD a lot. The AI is still pretty dumb (I know it hasn't been changed that much yet). I don't understand the "Faction Power" bar (i.e. how is that determined?). I hate that it takes me many turns to start getting research under way unless I have a sovereign that has the ability to do that research. Can't cities have an innate, albeit small, research capability so I begin researching right away, please? I hate that I have to click that "more options" button a lot. AND I still hate how boxy the characters still look. Can we overhaul that a little while we're at it? 

I've already begun recommending this game. For the first time, I honestly believe this game is well worth the money I spent. 

You've won me back, Stardock. After a rest, could you please fix this patch so I can lose myself in the game compleltely? Thanks :)

229,568 views 84 replies
Reply #76 Top

might i add that i am also almost never held back by the citizen requirements; gold is almost always more of a factor. there are towns i have maxed out, but that's only because i have a desire to spread my production across my towns; as a faction i always have more space than i need citizen wise.

that's not to say i want players to be more limited; i'm still limited by population in that i need want more pop so i can get more taxes to fund more buildings and i find the pacing just about right there. the tax per population was justwhat the game needed (though i find it odd that my principal source of income is listed under "other").

suggestions: in the same way that hovels appear to being upgraded automatically to shanties as i level up, upgrade my materials/research production buildings (both existing and available) when i level up too (with the same maint cost ideally). that way you give people an additional incentive to reach levels, AND you reduce how many i have to build in the later game. if it was up to me i'd use the % bonus buildings for this and move all the % bonuses to the level up bonuses instead. this would give much more purpose to the level up idea (and meaning; currently i don't see the point in level up bonuses because everything they do could be better handled by buildings)

suggestions: reduce or remove gold maint from some buildings. i really don't see why i need to pay to maintain a wall. for me the cost in that should come from the research and construction itself. same goes for unique wonders and the such like. i should only have to pay to maintain buildings that produce stuff like research, materials, training facilities etc. instead maybe add citizen requirements for some of the buildings that don't have them now, or increase requirements for those that do.

suggestion: remove the requirement to build an actual building when you build a city wall. what does this achieve other than get people nearer to the tile limit?

i was told there was some bug at the moment that stopped your outposts getting their base non housing population. this should not be considered a bug but a feature. it makes perfect sense to me that a village with no housing can house no people. if it was up to me infact, i'd remove the food requirement for new outposts. buildings don't eat food, people do. people using pioneers to grab resources is not a problem; the problem is that all settlements are becoming developed. give an outpost with no people no influence, and just the ability to build on adjacent resources. if it enters another faction's sphere of influence the outpost is destroyed and they get the resource. give people an incentive to grow their towns, instead of a penalty for grabbing vital resources in the early game. that's how you beat city spam.

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Reply #78 Top

suggestions: reduce or remove gold maint from some buildings. i really don't see why i need to pay to maintain a wall. for me the cost in that should come from the research and construction itself

ยก A huevo!

 

means I agree or in more colloquial terms 'f-ing-a right/damn straight/word to your mutha!

Reply #79 Top

suggestions: in the same way that hovels appear to being upgraded automatically to shanties as i level up, upgrade my materials/research production buildings (both existing and available) when i level up too (with the same maint cost ideally). that way you give people an additional incentive to reach levels, AND you reduce how many i have to build in the later game. if it was up to me i'd use the % bonus buildings for this and move all the % bonuses to the level up bonuses instead. this would give much more purpose to the level up idea (and meaning; currently i don't see the point in level up bonuses because everything they do could be better handled by buildings)

Honestly, I don't like the auto-upgrade mechanic very much. In some ways it makes sense that I researched to shanties and now I may want all of my hovels to become shanties. Yet, at the same time, I now can not even build a hovel in a level 2 city for any reason, and as a player, I lose any reason to go back and manage my cities housing, since it completely done for me. With respect to hovels to shanties, it makes sense that your hovels upgrade simply to shanties as they are just better houses which have the similar maintenance values. However, with respect to upgrade resource buildings, I think it would be more interesting strategically if these buildings were not simply the same building, just one for level 1 and one for level2 with an upgraded production. It would be far more interesting if your level 2 study cost like 2x the people and maintenance for 1.9x income. The idea would be to allow a higher level city to make better use of its tiles, but not simply make a level 2 building which was equivalent to 2 level 1 buildings. Its all about giving players choice.

suggestions: reduce or remove gold maint from some buildings. i really don't see why i need to pay to maintain a wall. for me the cost in that should come from the research and construction itself. same goes for unique wonders and the such like. i should only have to pay to maintain buildings that produce stuff like research, materials, training facilities etc. instead maybe add citizen requirements for some of the buildings that don't have them now, or increase requirements for those that do.

While this sounds good on paper, walls take more time and energy to maintain than one might think. Weather and wildlife can wreak havoc on walls and other buildings, causing maintenance to be a real concern. As for wonders, these buildings still have workers that need to be paid, and these wages are part of the abstraction of maintenance.Yet, beyond the reality checks, maintenance serves as a limiter for balancing player choice. Without them, there would be no reason not to simply build every building in every city.

remove the requirement to build an actual building when you build a city wall. what does this achieve other than get people nearer to the tile limit?

Here I think you have answered your own question. Building defenses should not be "free" for a city. It should most definitely force a choice upon the player to either build defenses or more civilian structures.

Reply #80 Top

 

  Great feedback in this thread and I appreciate everyone who took the time to add it.  Please check out the changelog for 1.09o so you can see the next step: https://forums.elementalgame.com/400468

  Brad's done amazing work with the AI and as you can tell from the list the team is working hard.

  Toby and I have been thinking a lot about the the population problem lately and trying to get prestige under control so that a single pop matters and players are making strategic decisions between making that archer, building that pioneer or creating a study.  As many have mentioned since population isn't much of a constraint (because it comes in so fast) players choose to do all three.

  It's a hard needle to thread because we also don't want the player sitting with nothing to do, especially in the early game.  Finding that balance is crucial and I will be interested to hear what people think after 1.09o on the balance between fielding armies, exploring the world, threats form other players, creating infrastructure and magic.

  Please keep the great feedback coming.

Reply #81 Top

Looking good Derek, I can't wait to try this out!

 

Reply #82 Top

Quoting kenata, reply 79


Honestly, I don't like the auto-upgrade mechanic very much. In some ways it makes sense that I researched to shanties and now I may want all of my hovels to become shanties. Yet, at the same time, I now can not even build a hovel in a level 2 city for any reason, and as a player, I lose any reason to go back and manage my cities housing, since it completely done for me. With respect to hovels to shanties, it makes sense that your hovels upgrade simply to shanties as they are just better houses which have the similar maintenance values. However, with respect to upgrade resource buildings, I think it would be more interesting strategically if these buildings were not simply the same building, just one for level 1 and one for level2 with an upgraded production. It would be far more interesting if your level 2 study cost like 2x the people and maintenance for 1.9x income. The idea would be to allow a higher level city to make better use of its tiles, but not simply make a level 2 building which was equivalent to 2 level 1 buildings. Its all about giving players choice.

/snip


While this sounds good on paper, walls take more time and energy to maintain than one might think. Weather and wildlife can wreak havoc on walls and other buildings, causing maintenance to be a real concern. As for wonders, these buildings still have workers that need to be paid, and these wages are part of the abstraction of maintenance.Yet, beyond the reality checks, maintenance serves as a limiter for balancing player choice. Without them, there would be no reason not to simply build every building in every city.

/snip


Here I think you have answered your own question. Building defenses should not be "free" for a city. It should most definitely force a choice upon the player to either build defenses or more civilian structures.

alright some good points here.

on the first matter: brad actually announced, spookily enough that this is exactly what is going to happen in the dev journal just hours after i made this post. spooky no? personally, i always preferred the idea of limiting the number of buildings by city level and having them produce proportionally to population because i thought it was simpler. so i agree there. it's always going to be tough to get people to use up 1000 citizens worth of buildings. what they seem to be doing now is limiting the number of buildings by pop and determining their production by level, which is not great, but still getting towards the combination of the two factors that is necesarry.

yes, walls take time and money to maintain, but so does housing and any other building you care to name. yet we do not charge maint for all these things. people like building walls and a lot of such things, and right now the gold factor is a much stronger limitation than the pop factor. so why not reduce some of that gold consumption and give people more fun stuff to play around with? choosing between food and heating is also a meaningful tactical choice, but it's not exactly fun to make. if nothing else a greater profligation of walls would really help slow down the steamroller conquest effect.

the tile limit is a hard coded maximum that is there as a last resort for performance reasons. if the game was working as intended, players would never have the opportunity to reach it, so i very much doubt that the footprint of walls is intended as a balancing measure.

Reply #83 Top

Quoting Sethai, reply 62

~snip
the global mana is really nice. however, i don't think linear generation with no limit is a good idea. first of all, running any summons or enchants in the long term cripples your stockpiling. every time you cast a spell you put yourself at a mana disadvantage to everyone else for the rest of the game. it encourages peole to save all their mana for a rainy day instead of actually using it. there is more discussion on this elsewhere however.

Totally agree with this. I love the idea of global mana, but it needs to be tweaked. 1 mana a turn for a extra food is way to expensive. There should be a maximum amount of mana and it should recharge faster at lower amounts. Logarithmic please.

Reply #84 Top

I think a cap that cam be raised by controling crystals, and researching and building certain structure is a good idea, don't think it's vital but it would add to the game.