Atari TeenAge Riot
[This message has been edited by Kitwar (edited 04-01-2014 @ 03:47 AM).]
[This message has been edited by Damon Rellik (edited 04-01-2014 @ 06:09 AM).]
[This message has been edited by Cay (edited 04-01-2014 @ 08:37 AM).]
[This message has been edited by Sleet (edited 04-01-2014 @ 02:10 PM).]
[This message has been edited by ffbj (edited 04-01-2014 @ 03:50 PM).]
I would like to see unit damage reduction based on number of units standing. Usually groups of 3 or 6 are the way cohesive units are displayed. 3 man units lose 1/3 damage amount for every fallen. 6 man units would lose 1/6 damage for every fallen. Takes effect immediately.I would appreciate that, but I don't think they will do it since it would require a complete rebalance of the game. However, if they keep the current system, I think they should not reduce the amount of squad members depending on the damage since it seems to confuse too many people. So you always see a full strength squad just with a reduced health bar.
[This message has been edited by Ninevah (edited 04-01-2014 @ 11:00 PM).]
[This message has been edited by Merkraad (edited 04-02-2014 @ 05:51 AM).]
The game is indeed a triumphWhat about the music? I loved the Life Theme in AoW2 and several themes (March of the Halflings!) in AoW1!
Installation: was nice and fast, registering required asking twice, as I didn't get an e-mail the first try - no biggie.
Setting up and performance: I'm running an old Intel core 2 Duo, 3 Ghz, 4 gig RAM, Nvdia Geforce 9400 GT. The game was really sluggish on high settings, still a bit hogged down on medium. I Changed from borderless to fullscreen, then to windowed mode and it got better. In the end I just decided to play with low settings, and while the graphics lost shadows and most eye candy, the performance is great!
The game still seems very heavy. I used to dual box MMORPG games, 3 at a time, and AoW3 seems close to that system drain.
Its a real concern to me since AoW:SM had performance and memory leak issues where after some hours even high config PCs had to restart - and it was a 2d game. Comparing to other games, they wouldn't drain the system after 8+ hours anywhere near AoW:SM after 4-5 hours of play.
I use monitoring programs and literally, AoW:SM sometimes came close to melting some elements on my motherboard; it would go 10 degrees above other games! ;( Some people on official forums said their 3d cards seem to be very noisy so apparently struggling.
I hope this tech part keeps getting improved and fixed.
Campaign: Played the fist Elven campaign scenario. The story is compelling and the illustrations are awesome! The voice overs are great too. Tactical battles were brutal and I lost my leader on the second battle. Reminds me of AoW1 combat which is nice AoW: SM seems to stall combat with Units missing, in comparison.
There were some issues due to me sending crows to explore - like getting the siege weapons but my army was far away, but I guess that happens on campaign maps with events etc. Maybe set some events to tigger only when the Leader is present?
Good ol' random maps: Played around with making the leader, then the map. Restarted a couple times due to having started near too much water - half the domain wouldn't have anything really; then I simply slided down water on advanced settings
Choosing AI opponents is GREAT!!! So is saving my leader! I went with a dwarf Dreadnought, and the other 5 leaders (AI) of every race and class left so I check everything on the first go, if they don't murder each other too much before I do =P
I wanted to try Dreadnought and only that, so I missed an option to make only Heroes of my class join my empire. Can you guys please add such an option?
Am getting to tier 4 units, just started rolling my Juggies around timbering down those ugly trees that slows down my dorfs =D No big battles with AI's yet, they seem far away.
Quests are getting harder. Still have to do mythical camps, had some epic? Ones that required reloading, all my units died which lead us to...
Combat: is *REALLY* deep and vicious. Wow! I recall reloading games in AoW:SM to retry hard battles and would think some hits were faded to do the same low damage and some attacks to miss.
In AoW3 the way we play can COMPLETELY alter the outcome of the battle. One single bad positioning and a hero getting flanked means failure. It means player skill and tactical decision is REAL, and prevails over the randomness of attack hit and miss, and damage from AoW:SM. Prevails even over bad army choices, weaker units, provided the player compensates flanking and making smart moves. Its fantastic! The best aspect of the series took on to a whole new level!
3D graphics: I have to say that, at first, the 3D annoyed me. AoW: SM 2d graphics are brilliant, and easier to see on Tactical combat, and even overland. I thought 3d was uncessary after playing Monday. But Tuesday I got used to it, and am rotating the camera around quicker, and I'm really getting into it. I tried to rotate view on the overland map, but couldn't do it - would be nice.
Squad Units: I think the Units lose some of their graphical charm from the previous iterations of the game due to being squads. Some attack animations seem clumsy. I do like the army feel it evokes though.
Maybe the camera starts too far back in TC and Units look to small?
Conclusion - TLDR:
- the game is a total triumph and seems very polished so far.
- Its a new game not a revamp of its predecessor, and the boldness of the changes is very inspiring and refreshing!
- the graphics look incredible.
- tactical combat is very deep in options and complexity; its vicious and unforgiving if you make bad decisions, which means player skill really matters and its very rewarding to master the combat.
- its scarily addictive!
- Leader Classes really took the game to another level. I knew I'd like this as soon as I read about it. Wizards always felt generic, now there is real difference in gameplay and flavor besides magic spheres!There is something about playing a Dreadnought and making a machine army that I really like, it changes the typical fantasy flavor (I had done something even more radical on my mod, with laser beam shooting, sentient machines from the future)
- some performance issues, although my machine is a low config setup (will buy a new PC soon =D). Don't let this turn you away from the game; but as I used monitoring programs on AoW:SM to find it 10 degrees above other games, I will watch AoW3 performance closely. Obviously different games yes, but I'm allowed some paranoia, since graphics are 3d now and from what I've seen and read so far.
[This message has been edited by Insincere endorsement (edited 04-02-2014 @ 11:58 AM).]
Oh yes the music!Quoted from Insincere endorsement:
What about the music? I loved the Life Theme in AoW2 and several themes (March of the Halflings!) in AoW1!
[This message has been edited by nyarlathotep (edited 04-05-2014 @ 11:53 AM).]
[This message has been edited by ffbj (edited 04-05-2014 @ 05:51 PM).]
[This message has been edited by The_Stranger (edited 04-08-2014 @ 02:36 AM).]
[This message has been edited by Merkraad (edited 04-29-2014 @ 10:50 AM).]
Not having permanent unit enchants- everyone notices that and I also lamented it at first. But the devs really didn't want to have these; as they didn't want to see enchanted armies running around all over the place.And instead of that we've now only T4 stacks running around anymore in late game because it's the only way to get a powerful army.
[This message has been edited by ArkhanTheBlack (edited 04-29-2014 @ 04:09 PM).]
The once spell per round limit was put in because some of the direct damage spells were too powerful if you had multiple heroes in an army. E.g., in early game if you were attacking an army of two heroes with your leader, your leader could die in turn 1 before making a move sometimes because of three spells hitting him. The other option is to make spells less powerful, but no one wanted that. Hopefully they'll change this a little as Merkraad says, or add more combat spells that enchant your entire army. They wanted to do the latter but couldn't in March because it would involve changing spell descriptions, which is a lot of work because of translations.Interesting information! Were you on the beta test team? I was not and did not follow any posts before launch of the game.
Not having permanent unit enchants- everyone notices that and I also lamented it at first. But the devs really didn't want to have these; as they didn't want to see enchanted armies running around all over the place.Interesting too - so somebody on the dev team killed the unit enchantments. I wonder why - they were in since AOW, AFAIK.
Reduce the period of unhindered early game expansion in Random MapsSo exploring is not the play style they want, probably because of growing game imbalances in later games? Or because of the constant whining of 'T4 spam'?
The distance between player start positions now take into account the amount of players with regards to map size. Few players on a large map will result in a significant nearer distance. Likewise, many players on a smaller map will result in a slightly larger distance.
And instead of that we've now only T4 stacks running around anymore in late game because it's the only way to get a powerful army.Yes, and to correct the problem with longer games (100+ turns) they now place opponents together so they fight fast and the rest of the map is not needed at all. You have no time to explore it, you should not have the time, or T4 spam will develop. So XL maps are for 8 players only. And games should end after less than 100 turns or so? I can understand this for MP games, but SP? Some maps in AOW-SM I played for weeks (1-2 hours on many evenings).
I know it gets old to always get back to the good old Master of Magic, but there all T4 units were summons and summons could neither get permanent enchantments (except some rare battle field spells) nor could they get experience.
This way even normal troops stayed useful and could even get powerful enough to offer a decent alternative or counter to powerful T4 summons.
Not to mention the whole elegance of the mana/casting power/research system. And what's Triumph's answer to mana overflow?! A mana cap!!! *sigh*Players today want fast action, fast success and easy success. Things should not be too complicated. Background information and thinking is out...
Why can't people just copy-paste solid good game mechanics instead of introducing new broken ones?!
I appreciate Triumph's efforts to fix the problems by releasing huge patches with balancing changes, but I think some problems are the result of broken game mechanics, and those can only be fixed by changing these game mechanics themselves.I am not happy. Unhappy with the last changes and unhappy with the direction this takes...
[This message has been edited by Marilith77 (edited 04-30-2014 @ 06:19 PM).]
[This message has been edited by COCONUTKNIGHT (edited 05-03-2014 @ 07:53 PM).]
I'll comment on the rest later, but you do realise that you THERE is a list of spells in the tome of wonders, right?No - I did not find it. I do not really like this kind of documentation, but I klicked on every content marker (Icons left side) and did not find it. Will look again...
Also, people asking for overland enchantments need to remember how you used them in Shadowmagic-stacks of doom. Bring them in, and the game will become meaningless. It's a game about soldiers, led by heroes, not about heroes with the occasional solider (which is what AoW1 was more like).As I said in my first post above: It also has to do with play style. If you create '.... of doom', I am sure, this is also possible now and every time. If you style a game so, that
Ditto multiple damage spells/combat turn. I do wish people would stop asking for these and actually think about how that would work out. Try chain lightning and hornet swarm on the same round, with no reply. Or multiple quick dashes on a flying unit. Or, 6 hero stacks, each with a damage spell (result:P dead enemy stack, before they have a chance to say hello. Result, terrible game) Thankfully, that's already been tested, and found to be very unfun. A combat spell and a support/buff/debuff spell in the same turn could work.See above - and somebody pointed this out. But - why was this not a problem in AOW-SM? Or was it? I do not know. I found it interesting, I can understand that the devs wanted to do something - I cannot understand that it never popped up in early play tests before the beta test. It is a rather obvious problem, if you know all the numbers...
As for transportation by rivers, I actually use the rivers as roads. You get extra movement there, and you aren't likely to fight anything difficult enough to make embarkation a real penalty, and you can move after you disembark, so you can cover some serious distance that way. Also, would it make any difference, fundamentally, to your complaint if the movement requirement was 12 mp, or even 2? I suspect you want to get rid of the turn you have to wait, yet this I find odd, ...I was not very clear on that, obviously.
<snip>
EDIT: Also, you have to consider this as the foundation/framework of a new game, and I FIRMLY believe that there will be new races put in (or old ones coming back).Yes to the framework idea. I am typing this posts in the hope, that others will read it and it will somehow reach the devs. I also write on the official forums, but there is so much noise, that I see only a small chance.
I also think that the alignment system is indeed being looked at.
[This message has been edited by Marilith77 (edited 05-04-2014 @ 03:40 PM).]
Please try this: In a cave with many small (1-3 hexes) bodies of water, which you must pass, try to move a stack of walkers, dwarves for example. Then you will see what I mean.And the alternative is what? Is your stack of walkers portaging their boats, enough to carry your entire army and all its equipment, at no additional cost? Think of the time spent waiting not only as embarking upon but
You could also add a ferryboats that have similar rules at reduced cross so if you half your movement points you could cross from ferry point to ferry point.And therein lies the rub. How do you build/move those ferries there in the first place, without spending time doing so. Sure, there could be additional units or structures created, but it won't answer Marilith's original objections which essentially translates to "I don't want rivers to be an obstacle at all."
[This message has been edited by COCONUTKNIGHT (edited 05-05-2014 @ 01:55 PM).]
Copyright © 1997–2024 HeavenGames LLC. All rights reserved.
v2.5.0