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FE Release this fall? Discussion

FE Release this fall? Discussion

Hi there,

yesterday I got up again and played 6 hours of Fallen Enchantress... and I must say I'm a bit shocked about the state of the game. Yes I know this is still Beta, but the final Beta. I'll try to keep this short... but I really hope that the launch gets postponed. I've been here ever since I've heard of the original Element as it's kind of my dream game... so I really want this game to succeed.

Glitches everywhere

It's been the same story for me since the first Fallen Enchantress beta, glitches are everywhere. It got better, but still. At least I gotta comment on the stability, not a single crash for me on 8 hours of running Fallen Enchantress. But there is just too much of the little things: I can't read whole descriptions on traits when creating a new faction, I can't select multiple weaknesses, other factions just greet me turns after meeting them, some weird movement, still can't change the map color in the faction creation screen....

That's the little stuff, some of it can probably be fixed within less than an hour by an engineer. But there's also the more hardcore stuff. Often some improvements or buildings just aren't shown on the 3D map just to magically reappear a few turns later and in my last game I couldn't go on any quest more difficult than weak despite having researched all thos technologies. Oh and balancing. Don't get me started on balancing.

I filed issues for most of those problems just as I did in the past but somehow it doesn't seem to get much better which leads me to...

Questioning the engineering culture at Stardock

I'm seriously at the point where I start to question the engineering culture at Stardock. I mean what I've seen from patch notes and the game as a whole is that so many glitches made it in the game that should have never been there in the first place... like AI not being able to see goodie huts. What the hell? Seriously. I really don't think Test Driven Development (TDD) is practiced at Stardock, which right now is regarded as being unprofessional by many people. I know that it's hard with all the multi-threading and the graphics/GUI. But at least the game logic should be properly tested and TDD'ed from my point of view. Then again, I'm not a C++ guy myself but I know that tools for this exist and work.

It doesn't stop there... I mean essence is cool, I love random events and all the other new stuff. But from Beta release to Beta release I feel like the team is just like "Oh we got all those great new features! Check it out! Nahhhh those bugs everywhere... we'll fix them later." As the software grows larger it only gets more difficult to fix bugs. Imo fixing bugs should be the first thing on the agenda, only if those are reasonably clear new features should be added. That significantly reduces the amount of rework and also customer happiness. I mean seriously people, I like the new concepts, but I could have done without them. I would rather have a bug-free and more polished game.

Speaking of polish, truly great games (like Blizzard games or Guild Wars 2), those that get the aimed for metacritic score of 90+, feel like a finished product in their final beta. Fallen Enchantress is far from that. Too many little and bigger glitches, that turn people off.

Dude you're so negative!

Maybe I am. I just want FE to succeed. The Elemental franchise and Stardock can't take another blow like WOM. Conceptually this is a great game and a game concept I always wanted to have and play with. It's like Civilization and Heroes of Might and Magic had a baby. Although all these glitches I had a wonderful time playing FE until I was way too powerful again and the quests didn't work. I just hope that the team recognizes that this isn't ready for launch this fall and imo not this year. Yes I know how GalCiv 2 worked out but it can't be like this every time. Take extra care with FE. Please.

TL;DR

I love FE, but it is way too unfinished and unpolished to even consider a release this fall.

319,656 views 123 replies
Reply #51 Top

Well, maybe the campaign is perfectly paced, balanced and polished already and has no bugs, therefore needs no testing...

Sure it's another "WTF?" move from Stardock, but I can't really fault them for this one, after all the real target audience isn't really interested in the campaign. Yet, if that fails and sandbox fails too, we have a "nobody's happy" scenario once again. And I feel quite the same as Sentinemodo about the state of the sandbox game right now.

Reply #52 Top

There are still a lot of bugs and polish left. I to hope they take a bit more time.

Reply #53 Top

I think this game is good, but we need:

 

1. Bugfixing

2. Balancing (nerf heroes a bit, add monster strength)

3. More content. More quests, more heroes, UMBER, more magic ++

4. More random events and cool stuff

Reply #54 Top

Quoting kryo, reply 39

Seriously. I really don't think Test Driven Development (TDD) is practiced at Stardock

Large systems do not always lend themselves well to automated unit testing; games are a particular example of this. Due to the number of variables involved, enormous setup to test certain components or scenarios, etc., some or many parts can only be effectively assessed through traditional testing.

I would never disagree with this, traditional QA Testing is always needed. Even more so with the whole GUI/multi-threaded stuff.

But for instance if the graphics were sufficiently separated from the game logic, which would be good design (for instance according to the Single Responsibility principle), it shouldn't be such a big problem to write a test that assures that AI players can see goodie huts. Setup a small mao (2x2), a goodie hut and a hero unit of the AI player. Stub/Mock external dependencies.

I don't know how the game is build though and must admit that I don't know too much about your code base or game development and C++. I just know that testing often is hard, but if you're dedicated enough to automated testing and quality you often find a way.

 

edit: to clarify: I'm not speaking about acceptance testing. I speak about unit testing to integration testing. So I'd also love it if all the methods of a single sovereign were tested, which is definitely possible. Not speaking of all the other benefits that TDD brings with it.... Oh and yeah if you haven't already guessed, I'm kind of a hardcore TDD guy.

Reply #55 Top

Quoting Ausland, reply 52
There are still a lot of bugs and polish left. I to hope they take a bit more time.

That's exactly what I hope. When I read the announcement of the preorder some time back citing a release this fall I was mildly shocked. But then I was like: "Nah, they know what they're doing - let's wait for Beta 5 probably the game has moved further then you think". But then when I got around to play Beta 5 I was shocked regarding the state of the game and the projected release date.

  I don't want new features and I don't think FE needs more features. It needs bugfixes and polish. And hopefully an engine with more memory leaks removed...

Reply #56 Top

Quoting seanw3, reply 35
I think Civ V bribed about 10 of those metascore points. That game was not great on release in terms of bugs and a few major game mechanics. 

 

To add to the discussion, what about the AI? To me, FE blows the other two away, though I only think that about Warlock from other people's posts about it. I am getting some really great results from tactical AI these days. Strategic AI is doing pretty well, but needs a little more refinement. I think in terms of the metascore, which is only reviewing the shallowest parts of the game, one can expect at least an 85 by release. That is assuming we get all the bugs fixed and some reasonable pace improvements.

Have to disagree here. CIV V got the score it deserved. Yes it was buggy but it still felt more complete and I like the new CIV combat system which turns the world into one big tactical battle.

Warlock does the same thing which I love (turning the world into one big tactical battle) And it is basically CIV V with a fantasy setting. There is however a lot missing from it that CIV V has which I wish they would put in. However it is a very fun game.

Now currently both CIV V and Warlock blow away FE in it's current state.

1) They look better. Never liked the art in FE

2) They are more polished which is understandable since FE is still in the beta so this is not a big deal now.

3) FE is just not that fun yet. I have to force myself to play it and get very bored of it quickly. Not a good thing for any game. Not nearly as fun as the other two games. Now again the game is not finished yet so I'll reserve final judgement until the release of the game. (It has potential to be more fun but has not made it yet)

It is much better than WOM but then again Tic Tac Toe is more fun than WOM.

Look we are in Beta 5 (Bug killing phase) and Brad said there will be at least two more phases after this so it gives me hope that this game will be good when it is released however if they release this year it will be a disaster (not as bad as WOM but still bad neither the less)

Reply #57 Top

CIV V was highly overrated methinks and FE is already a far better game with more depth. If Stardock use a month or two on bugfixing and balancing we will have a great game. 

Reply #58 Top

Quoting Tuidjy, reply 49
I'm a IT professional as well (I'm still at programmer at heart, I just get paid more) and I usually get called to help with troubled projects.  Fallen Enchantress does NOT feel like a troubled project, but it looks very far from completion.  It needs balancing and polishing, but I cannot see that happening for a November release.  No way, no how.

It also needs content.  The campaign can make or break the game.  If I were called on a project like this, and were told that the project goes in production in November, come Hell or high water, I would say - put EVERYTHING into the campaign.  By having a series of small maps, by being able to limit levels, traits and units, one could produce a satisfying campaign that will wow reviewers and give a pleasant experience.

As for the sandbox, it can be enjoyed, and it is charming for a certain kind of player.  But I do not expect that it can be polished in time for a November release... It will have enough minor annoyances that it will frustrate a large number of people, and get terrible reviews...

But then, what do I know.  I have not worked on a game since the '90s, and most importantly, I do not know enough about Stardock.  All I know is, I have really enjoyed some of their games, and none has held me for as long as Fallen Enchantress. 

As a Softewear Developer and a part Time Brain Surgeon (I can claim this because I'm on the internet) I will have to disagree. The Sandlot game is the more important part of this game and should come first. The Campaign should take a back seat besides campaigns are kinda lame in TBS/RTS games anyway

Reply #59 Top

@Supreme Shogun: All very good points!   :thumbsup:   On the staves point, maybe have their elemental damage scale with shards? Just a thought.

@Tuidjy: It saddens me that you say that. X(   Sandbox is what I'm here for....don't tell them to cast it aside. :annoyed:

@Angry_Hominid: Agreed that the map generator could use some love. However, I think that's low priority all considering... :-"

@joasoze: An emphatic 'YES' to all your points! :thumbsup:

Civ V was/is overrated...but that's just imo. I'll stick with Civ IV.

 

 

Reply #60 Top

Quoting Bellack, reply 59
The Sandlot game is the more important part of this game and should come first.

It is to you, and it is to me.  But the campaign is what will make or break the reviews, and there is a chance a campaign can be polished in the time left.  For the right kind of player (read: someone like me and many of the Beta testers) the sandbox is enjoyable as it is, with home rules, modding, and a lot of tolerance for bugs.

Quoting GFireflyE, reply 60
@Tuidjy: It saddens me that you say that. Sandbox is what I'm here for....don't tell them to cast it aside.

I'm not saying to cast it a side.  I'm saying that if they insist to release soon, they should be focusing mostly on the campaign.  If they hope that "the campaign will just work because we will perfect the sandbox by November"...  They better be very, very good, and need no sleep.  Which may be the case.  You'd be amazed how foolish we men can be and what stupid sacrifices programmers do for their projects (and egos)

Quoting Bellack, reply 59
As a Softewear Developer and a part Time Brain Surgeon

Do I feel a dig here?  No, it's my wife that's the Brain Surgeon... well, the Cognitive Science researcher.

 

Quoting GFireflyE, reply 60
Civ V was/is overrated...but that's just imo. I'll stick with Civ IV.

Absolutely.

Reply #61 Top

Quoting Bellack, reply 57
Warlock does the same thing which I love (turning the world into one big tactical battle) And it is basically CIV V with a fantasy setting.

 

I feel this style is better suited for board games.

Reply #62 Top

Ugh I keep forgetting this game will have a campaign. It saddens me to think of the time and effort that is spent on the campaign that could instead be used on the core game. 

Reply #63 Top

Also say what you will about CIV V but its hard to argue against the elegance and ease of use of its UI, something that FE needs more work on

Reply #64 Top

Oh, I forgot that Jon Shafer worked on CIV V. Hope he isn't reading this thread, but CIV V had terrible balance and an AI that couldn't fight back. The primary limiting factor on military conquest was economic penalties. I could go into it more, but if you like you like it. No reason to rehash opinions. I did have a lot of fun once they fixed the game breaking crashes a few months later.

Reply #65 Top

also civ PROMISED a good multiplayer

i clearly remember posts on official site reassuring community online would have been competitive while it was the worst shit ever, even inferior to civ 4 release that was something i want to forget

but yeah ai was ridicolous for months, i won deity np after few days, they just couldnt fight at all

Reply #66 Top

My 2 cents...

I wouldn't say that the game is ready for release right now. But I think anyone suggesting that it's months away is being hyperbolic. You could spend 10 years on something and there will still be people who will say it's not ready.

Just a casual look through the beta reports makes it patently obvious that the game is just about ready for release. It's no longer about crashes or game stopping bugs. It's UI nitpicks or balance nitpicks.

Even the OP goes out of his way to list the inability to have multiple weaknesses in character creation as if that's a bug instead of a design choice he just happens to disagree with.

I think the next update will tell us a lot about where it stands. Maybe it's ready for release in a week, maybe it'll take a month. But more than that? Please.

Reply #67 Top

Quoting Mmrnmhrm, reply 67

(...)

Even the OP goes out of his way to list the inability to have multiple weaknesses in character creation as if that's a bug instead of a design choice he just happens to disagree with.
(...).

Just nitpicking again, but then the label should be "Weakness" not "Weaknesses" - it's just something that was bugging me. Just like the combination of natural leader or other stuff I don't want to get into right now ;-)

I disagree by the way about being hyperbolic, there have been games were I was like: "Release them already, god damn it!" and there are still big bad crashes and big bad memory leaks if you look around the forums... and actually not being able to do quests more difficult than weak is pretty game breaking to me.

Reply #68 Top

Like a lot of people said here - fun factor is a major problem. Most of us who find ourselfs forcing us to play are real, true old school veterans of the 4X and RPG-genres. And there just is something, something that the game is lacking or has wrong. 

From my point of view the bugs aren't a big problem. It's a beta and I can live with bugs. Sure, it might crash or behave weirdly, but I kind of trust Stardock to get these fixed over time.

Starting position problem is big fun-wise. Map generator needs to have "2nd phase" after starting positions have been set. If it has that already, improve it. A fun game needs to start "easy", so that you can quickly and somewhat fast settle a couple cities, get attached to them and think your doing fine. It's important to feel you are actually doing something. Only after getting attached to your little empire challenges should start.

Cities and troops being simply irrelevant is possibly one of the biggest problems. I know I don't need those cities. I know I don't need to built those troops. What I don't know is if 5B will fix this. You will just use those now cheap troops to defend your cities, but still use your sov and your sov alone to to kill and conquer everything.

Minimized UI design is annoying and actually obstrusive. It works on some games, say space RTS-games like Homeworld or The Jupiter Incident. In fantasy setting hiding and making the UI to "tell" as little as possible is just annoying. In this kind of a game seeing UI adds to the immersion, not take away from it.

Btw, font improvement was massive.  

Maybe the biggest problem is that the game cannot decide what it is.  There's a lot of stuff but it's not really connected well, you don't get attached really to any parts of the game, your empire, your heroes or your sov. It's a little like Microsoft OneNote, you kind of want to like it, you kind of want to use it, it kind of has lots of nice features, but you don't really need it for anything. Take a deep breath and talk together why game lacks fun. What was fun in the games it's recreating or trying to improve upon. What kind of a play session is fun in the first place.

Reply #69 Top

Quoting vesa2, reply 69
Minimized UI design is annoying and actually obstrusive. It works on some games, say space RTS-games like Homeworld or The Jupiter Incident. In fantasy setting hiding and making the UI to "tell" as little as possible is just annoying. In this kind of a game seeing UI adds to the immersion, not take away from it.

 

Personally hoping that this^ is just being treated as polish and reserved for a future update.  In a game that can be called nothing less than a work of art, the UI should follow suit.  Windows can be hidden if so preferred, especially if we get hot key customization.

Reply #70 Top

Quoting Mmrnmhrm, reply 67
My 2 cents...

I wouldn't say that the game is ready for release right now. But I think anyone suggesting that it's months away is being hyperbolic. You could spend 10 years on something and there will still be people who will say it's not ready.

Just a casual look through the beta reports makes it patently obvious that the game is just about ready for release. It's no longer about crashes or game stopping bugs. It's UI nitpicks or balance nitpicks.

Even the OP goes out of his way to list the inability to have multiple weaknesses in character creation as if that's a bug instead of a design choice he just happens to disagree with.

I think the next update will tell us a lot about where it stands. Maybe it's ready for release in a week, maybe it'll take a month. But more than that? Please.

Why would 'monthes away' not be realistic? Two monthes from now would be late November, would qualify as 'monthes away' and could be considered by many to be more realistic a goal than in two weeks. Obviously, the relativity of such a statement is based off of how much beta tester thinks Stardock can complete in the time they alot themselves and what they hope to acquire as a final product.

Reply #71 Top

I'm sure Stardock will wait until the community thinks the game is done before ending Beta5. However I agree that it will probably take them longer then they think to balance the game correctly and fix most of the bugs. It will take them as long as it takes, the end.

 

Reply #72 Top

Quoting vesa2, reply 69
Like a lot of people said here - fun factor is a major problem. Most of us who find ourselfs forcing us to play are real, true old school veterans of the 4X and RPG-genres. And there just is something, something that the game is lacking or has wrong. 

From my point of view the bugs aren't a big problem. It's a beta and I can live with bugs. Sure, it might crash or behave weirdly, but I kind of trust Stardock to get these fixed over time.

Starting position problem is big fun-wise. Map generator needs to have "2nd phase" after starting positions have been set. If it has that already, improve it. A fun game needs to start "easy", so that you can quickly and somewhat fast settle a couple cities, get attached to them and think your doing fine. It's important to feel you are actually doing something. Only after getting attached to your little empire challenges should start.

Cities and troops being simply irrelevant is possibly one of the biggest problems. I know I don't need those cities. I know I don't need to built those troops. What I don't know is if 5B will fix this. You will just use those now cheap troops to defend your cities, but still use your sov and your sov alone to to kill and conquer everything.

Minimized UI design is annoying and actually obstrusive. It works on some games, say space RTS-games like Homeworld or The Jupiter Incident. In fantasy setting hiding and making the UI to "tell" as little as possible is just annoying. In this kind of a game seeing UI adds to the immersion, not take away from it.

Btw, font improvement was massive.  

Maybe the biggest problem is that the game cannot decide what it is.  There's a lot of stuff but it's not really connected well, you don't get attached really to any parts of the game, your empire, your heroes or your sov. It's a little like Microsoft OneNote, you kind of want to like it, you kind of want to use it, it kind of has lots of nice features, but you don't really need it for anything. Take a deep breath and talk together why game lacks fun. What was fun in the games it's recreating or trying to improve upon. What kind of a play session is fun in the first place.

 

I have this same feeling for the game.  I like to play after each new release, just to see whats new, but then it doesn't have that replay fun factor for me.  I thought maybe it was just balance, and maybe it is, but I think you have a point.  Why do I want to build more cities and troops?  I can just smash everything with my heroes.  I like the idea of wildlands, but do they help the game progress? no.  By the time I can clear one, I am already the most powerful empire in the game.  Wonders/Unique building?  I don't really care about them and am not dissapointed when an opponent builds one.

 

I dunno, it just feels like something is missing.

 

I was thinking about Fall From Heaven and what made that fun, and I think it was that each faction played so different.  Cool traits, different troops, different heroes.  I wanted to start a new game and play as a different faction each time.  With FE, it just feels like I make the same choices each time, which is basically to just make my heroes powerful and then trounce the world with them.

 

I think it will get good reviews, because it does have that immediate cool factor, but replayability is low IMO. But, maybe I've played it too much and need a break.

Reply #73 Top

Nice comment Ausland. I feel somewhat the same, however reading through my post I found myself thinking that most of your problems are in theory solvable with balance improvements.

  • Smashing everything with heroes and not needing troops/cities - balance issue
  • Already won by the time can defeat wildlands - balance issue (and AI arguably because the AI needs to remain competitive but not overpowered) all game.
  • Wonders/unique buildings not worth caring about - balance issue.

So perhaps there is hope. However just because they can in theory be fixed with balancing doesn't mean they can be in practice because the act of fixing them may cause too much damage - there may not be a viable solution that balances everything with the current mechanics! (eg balancing heroes may make heroes too boring and not worth the effort, etc).

Hard to know. But I certainly think Stardock have a lot of work ahead of them. They've got mechanics that I can see making a good game now but turning it into a great game is a whole different level.

Reply #74 Top

Quoting seanw3, reply 65
Hope he isn't reading this thread, but CIV V had terrible balance and an AI that couldn't fight back.

You should try Civ 5 with the expansion... The AI is significantly better and the game overall is just that much better ..  its easy to forget Civ 4 wasnt that good or balanced before its expansions.

In saying that Civ 4 remains the greatest TBS game of all time IMO.

As far as FE goes review wise, personally I think its going to get savaged deservedly or no particularly in its current form. Each component needs to gel together alot more coherantly, it was said more eloquently in another post that the game currently feels like an RPG-lite, with a city sim lite tacked on. Id add that the tactical battles feel tacked on as well.

 

Reply #75 Top

CIV IV rules supreme among the TBS, but FE will be up among the best (for me).