Lord Xia Lord Xia

Not liking random and gear is OP

Not liking random and gear is OP

When the ideas were first put up for items in the Tech Tree being Random, I liked the idea.  I was wrong.  Tech trees should not be random, they should either be faction specific, and/or truly be able to specialize within trees.  If I make a persoanl faction ow eak, but magical and research gifted Wraiths, plate armor is of no use to me and masterwork plate is of little use too.  But maybe masterwork Chainmail would be?  

 

I think we should scrap the 3 tree aproach, make one tree, but make different trees for every faction.  But random is not the answer.  Even putting everything on the tree and getting rid of random is better than leaving the randomness in.

 

I feel that we should start off with a lot more of the basic techs, like some basic armor, weapons, and being able to mine or farm, etc.  Starting out with clubs and no armor feels boring.  Very boring game to start.  I would like techs to increase the quality of the items produced, not introduce them.  I can build crude iron plate from early on, it's heavy, slow, but offers fair protection.  Techs then improve the types of armor I can build.  Maybe my Wraiths never learn plate armor of any kind.  But they excel at light armor.  Early light armor made from rough hides, to masterwork fine steel chainmail.  Or maybe my powerful trogs never use light armor, they use thick bear hides and crude iron plate early on, but later develop masterwork steel plate later.  

 

Champions.

Champions upgrades are too random and of too little importance.  What is a trait that gives +2 to strength compared to going from a weapon with a 20 atk to one with 66?  Nothing.  Why does my mage character have only the choices of warrior type characters?  I want champions to be different and become more different from each other with each level.  And what does the +2 or +3 strength traits compare to the one that you get that gives +1 per level?  Or the Champion gear that is easy to obtain that gives +1 to strength per level.  The randomness of level upgrades is boring and there are too few choices.  Less random, more design.

 

Gear.

A level 10 governor champion in Champion gear is far better than a normal level 10 warrior champion without Champion gear.  And we can even build troops with that gear and sell it in our shops.  Great gear should not be available to troops or for sale in the shop.  

 

 

46,640 views 57 replies
Reply #51 Top

Quoting seanw3, reply 50
I posted something earlier about making the random techs possible to find through quests. So you have a random collection of the unique techs at start, presumably from your travels and local resources. Then you can seek out the fire techs you want by adventuring. That would seem to be the best design scheme. It satisfies randomness and replayability, while still allowing players to get those spells they feel they are entitled to.

I would make this even better by having a building like Pyre of Anniellum unlock the given fore quests, but that relies on having quests spawned or unlocked by buildings. Something we are not guaranteed. 

I would rather have special techs (like the masterwork bowmaking) come out from certain faction abilities, like the abilities that is existing atm which start with 1 technology, would also unlock 1 technology later in the tech tree (cause right now they are dam rubbish xD)

Sincerely
~ Kongdej

Reply #52 Top

Hmm.

Special techs that are unlockable through quests ...

as well as traits that give 2 techs (1 now, 1 much later) would be an interesting way to introduce "random" techs of a sort into the game.

Reply #53 Top

Quoting Tasunke, reply 52
as well as traits that give 2 techs (1 now, 1 much later) would be an interesting way to introduce "random" techs of a sort into the game.

 

Oh my... That sounds fantastic!

Reply #54 Top

I might mess around with the "requires force unlock" function this weekend. If we don't get new beta next week, I'll add masterwork techs through traits like Mastersmith. 

Reply #55 Top

The champion traits don't really seem all that random to me.  I always seem to get the same common, uncommon and rare ones.  I find the magic lvl up to be the rarest.  I'm sure this will be fixed later.  What I would like is if say all my traits choices were terrible, what ever I pick really wont make a difference, I could careless at that point.  I wish I could just roll the dice and get stuck with a random unique trait or injury.  Gambling is fun.  Could make my disappointing champion lvl alot more exciting.

Regarding tech, it would be nice to set a tech lvl for a new game.  I have never seen past the later half of the tech tree in any of my normal paced games.

 

Reply #56 Top

Wow avarin13, one problem at a time. They can't fix it all at once.  ;)

Reply #57 Top

Disclaimer: I didn't read all the posts in the thread yet, but I will! (I promise).

I'm usually against randomness in strategy games, but seeing as this one focuses on single player, I really don't mind. As long as it doesn't go overboard, I think it does add some spice to it.

Anyway...I don't see the randomness in the tech trees you talk about, but I agree they should be somewhat customized for each faction to make them make sense and give them flavor. It's true that the route for a given tech is not clearly displayed if it requires several trees, but I'm sure that will be corrected.

As for champions, I belive they should expand on the great, great idea of the "paths of...". IMO, all those paths should be trees themselves, that you would be unlocking as your champion levels. Using trees give you the advantage of specializing your heroes, removing the randomness and still making them very powerful (with powerful abilities), when they reach the top of the tree. So, for example, you could have a path of the warrior giving you the chance to make him a dps juggernaut or a tank; a mage specializing in fire or cold, aoe or single target, etc.; a governor choosing between improving recruitment, faster buiding or better income, etc.... and so on. Even build hybrid champions with several paths on them.

The gear and weapons problem I think it's a balance problem. But I'm sure it will be tackled as the betas progress. They're still introducing mechanics and features and so, it's not the time to focus on that yet, IMHO.