Out of the candidates, the staff decided that Jomungur would make a very interesting first interview! It indeed turned out to be a great interview with lots of information and room for discussion!
[This message has been edited by swolte (edited 01-22-2005 @ 07:37 PM).]
Author
Replies:
ChowGuy HG Cherub
posted 01-22-05 07:39 PM
EDT (US)
1 / 10
Conga Rats to Jomungur both for winning, and for a well done and insightful response.
*thread stickied*
ChowGuy - The LaChoy Dragon - Servant of the Tiger and disciple of the Wanderer The Hall of Wonders - HeavenGames Fantasy Role Playing and Creative Writing Forum
[This message has been edited by ChowGuy (edited 01-22-2005 @ 07:42 PM).]
The Harlequin Member
posted 01-23-05 00:17 AM
EDT (US)
2 / 10
As usual, one can see the smartness that has always been caracteristic of this person. I'm proud for him, and glad I had the priviledge of him sharing some of his knowledge and time with me.
Kudos to you, my friend !.
flyguy Member
posted 01-23-05 00:33 AM
EDT (US)
3 / 10
Nice interview.
Magog Member
posted 01-23-05 12:38 PM
EDT (US)
4 / 10
Interesting stuff. It almost makes we want to play online...
DarkMystery Member
posted 01-23-05 07:05 PM
EDT (US)
5 / 10
yes, interesting interview, Jomungur! i think there is a problem with TBS games, its the movement issue. movement is just too important in aow. your wyvern example is a good one, i for one used iron maidens with haste and moved through the woods directly in the next haste berry that allowed me to move the same distance into the enemys capitol.....he could not see me cause of the vast distance and the phase is an incredible abilty on a strong unit in siege also considering if those units have enchants like static shield and stone skin, and the enemy no way to dispel those enchants on the global map cause of no vision or time to react on the global map. i wonder if this can be fixed in a way? cause i find this a bit too easy. i am looking more for not so strong race and sphere combination to have a challenge. 3 air and 3 earth is a bit too powerful for my taste for example.
as for a challenge, i think its better to challenge Jomungur in a RTS game, would certainly interesting if 2 guys play a game they have no clue about or at least are not too strong. the most fun games i played, are the games i played with people where we both had no idea how the game works on a competetive level or exactly the opposite highly competetive games.
Honored Core Balance Team Member of UPatch 1.4 Also known as TirAsleen Dwiggsvillain
RogerRabid Member
(id: Roger the Rampant)
posted 01-23-05 07:38 PM
EDT (US)
6 / 10
Great interview (as I would have expected from such a gifted and intelligent player)
"Shooting down a plane of civilians isn't careless, it's politcal opportunism." - Stormraider
Jomungur Member
posted 01-25-05 11:29 AM
EDT (US)
7 / 10
Thanks, guys. And I'm glad you found it interesting to read.
Quoted from DarkMystery:
"i think there is a problem with TBS games, its the movement issue. movement is just too important in aow."
This is a game design problem that can't really be fully fixed in AoW. Movement on the strategic map is so important. Warlords III had this problem, too; some of the heroes had movement upgrades which skewed the balance too much and had to be banned in multiplayer. The main way I think it could be fixed from a game design perspective would be to separate movement values on the strategic map from movement values on the tactical map. That would make things interesting.
There are some counter-measures that can be used in mods in AoW. The spread in movement points between slow and fast units should not be 24-40, like it is AoW2. 28-36 would make it better, with a few units with 40 movement for spice. But it becomes tricky to try to maintain diversity among 15 races and hundreds of units if you cramp down too much on movement. Explorer should definitely cost 2 picks instead of 1. Another thing is to give ground transport units to all the races that help move units on the strategic map, but are useless in TC. This works well in Dwiggs.
Tearion Member
posted 01-25-05 12:41 PM
EDT (US)
8 / 10
I totally agree with you, Jomungur
DarkMystery Member
posted 01-25-05 09:12 PM
EDT (US)
9 / 10
Quoted from Jomungur:
The main way I think it could be fixed from a game design perspective would be to separate movement values on the strategic map from movement values on the tactical map.
this is how it was done in homm4 or at least in a way. there were units fast on the global map but could not move far in tactical combat and vice versa.
dwiggs mod is very good! 2 picks for explorer is a no brainer and transports are important for the slow but powerful units.
Honored Core Balance Team Member of UPatch 1.4 Also known as TirAsleen Dwiggsvillain
Air_warlord Member
posted 01-29-05 06:09 AM
EDT (US)
10 / 10
Wyvern idea is very unreliable and works only if u find alone wizard in enemy capitol or was very lucky at start Player will get 6 wyverns turn 19 without happy building in 1 turn which is too slow, 4 silver medalled trolls + 2 possible random lev3 units from quest seems much more better to get. But seems we always disagree in ways of playing