drzampolit
08-26-2007, 05:43 AM
Allo Ubi, Zampolit again...
Ok several bugs I saw in the Demo...
Tutorial:
-Several Voice dialogs in the tutorial would stop mid-speak, then be unplayable even if you click the quest tab to resay.
-During gameplay it never really said how you buy/sell goods. Selling was kinda obvious, but took me forever to figure out I had to take my knight to an rival town near their storehouse to purchase. Perhaps good point to put in.
-In the main game, robbers didn't make too much sense to me. Might be descent to put something in the tutorial. I didn't know what the demand payment was until way later in a game when I had money to burn. But still not sure what "triggers" request for payment. I know the first doesn't start until you see them, but then is it a timed event..or each time you trot through their territory?
Graphics:
-Adjust shadows does not change their complexity / amount, but rather the antialiasing of them. Perhaps just my card, but my 1900xtx makes the shadows look really jaggy so it looks rediculous to have them on anything other than completely on or off
-Sometimes when moving units large distances, and you're at the "to" spot you can see the unit's icons appear with an "under the world" look.
-little hard to distinquish paths vs. roads. Perhap make "darker dirt" on the edges to help know which is which.
-Wall's bow wall(the part where on the crosswalk is higher on one side) always point into your city instead of out. So looks really silly since you don't defend into your city...and also if its a DMG calc it could be really bad cause you could only defend better vs. enemies in your city! hehe
Gameplay/Combat:
-Losing a territory with units on walls causes not only the walls to poof, but also any units on them. (Really bad because of next note!)
-I think territory management is really unbalanced/unfriendly/unfun. It really has no tactical value to just bumrush their outpost(or they yours) and then BOOM they/you loose everything. Units really don't mean much other than can you quickly kill those enemy on the outpost and occupy it. I think killing ALL dwellings THEN you can occupy would be more worthwile. Also walls should stay...would make a more interesting/realistic setting.
-Rival(friendly) towns do nothing to any enemy/robber units. OK, not going to believe they're just friendly with everyone because otherwise I'd expect the robbers/baddies to be friendly with me! Some UI aggro would make sense...cause enemy units can attack you in their town or go through it to reach you. And with the balance of the game's building/resourcing it just makes no sense
-Robbers never attak friendlytowns/enemys. I highly doubt they're always paid off...because as nasty as the evil town is, I doubt they'd let all those tents just chill in their prized areas.
-Enemys (lastly) never attack friendly/robbers...so why me?! *sniffle*
-Nature Spawns(enemy...wolves/bears) shouldn't respawn if you've killed them and there is a dwelling near. Otherwise you keep having a wolf spawn in the middle of the city! hah. That or make them have a "dwelling building" that needs to be destoryed.
-Swordsmen units seem to be worthless. Need to be a bit more dmging. They should be able to mow-through archer units...but they kill them just as fast as other melee.
-Knight usless in combat. Seems to be butter and everyone has butter knives(and goes after him first!)
Building/Harvesting:
-Building a bee/wheat and then 3 fields will keep one field always 100% but every time you hear "nothing to harvest" perhaps a 5second delay would be nice so they might see the wheat in front of them.
-I was building a wall once, and a deer was in the way, graphicaly it put a whole in the wall while building. But once built, it was gone. Just made me nervous!
-Would be nice to have a "storage is GETTING full" message. That way you can quickly ninja-build or sell to a rival city. Always said when too late
-Mines/quarries don't have enough places on the map and/or don't have enough in the mine. To build a force and conquer there isn't enough iron with current combat rules. To build up your town there isn't enough stone to upgrade and build defenses. (On a single mine of each)
-Having your church do its own sermons would be more useful than "whenever you kick the priest to talk" button. Having it as a steady steam of income in support of your taxes would make sense.
-Taxes, would be nice to have a 5-level taxation other than low-med-high. That just either makes everyone rich or poor. Would be nice ot have a "skim" of either direction.
UI:
-A way to speed/slow the hints on hovering would be nice.
Overall, I think this would be a GREAT game since I've always wanted a more "management" game, with a tactical part. (Civ just isn't it) I'd love to be in the beta, since I'm a soloer vs enviornment. i don't like multiplayer and just want to make sure that the game addresses my kind of play style. I know there is a lot of us who are like this, but never have a game built that can support us. Always seems to be multiplayer or nothing.
Cheers,
Zampolit
Ok several bugs I saw in the Demo...
Tutorial:
-Several Voice dialogs in the tutorial would stop mid-speak, then be unplayable even if you click the quest tab to resay.
-During gameplay it never really said how you buy/sell goods. Selling was kinda obvious, but took me forever to figure out I had to take my knight to an rival town near their storehouse to purchase. Perhaps good point to put in.
-In the main game, robbers didn't make too much sense to me. Might be descent to put something in the tutorial. I didn't know what the demand payment was until way later in a game when I had money to burn. But still not sure what "triggers" request for payment. I know the first doesn't start until you see them, but then is it a timed event..or each time you trot through their territory?
Graphics:
-Adjust shadows does not change their complexity / amount, but rather the antialiasing of them. Perhaps just my card, but my 1900xtx makes the shadows look really jaggy so it looks rediculous to have them on anything other than completely on or off
-Sometimes when moving units large distances, and you're at the "to" spot you can see the unit's icons appear with an "under the world" look.
-little hard to distinquish paths vs. roads. Perhap make "darker dirt" on the edges to help know which is which.
-Wall's bow wall(the part where on the crosswalk is higher on one side) always point into your city instead of out. So looks really silly since you don't defend into your city...and also if its a DMG calc it could be really bad cause you could only defend better vs. enemies in your city! hehe
Gameplay/Combat:
-Losing a territory with units on walls causes not only the walls to poof, but also any units on them. (Really bad because of next note!)
-I think territory management is really unbalanced/unfriendly/unfun. It really has no tactical value to just bumrush their outpost(or they yours) and then BOOM they/you loose everything. Units really don't mean much other than can you quickly kill those enemy on the outpost and occupy it. I think killing ALL dwellings THEN you can occupy would be more worthwile. Also walls should stay...would make a more interesting/realistic setting.
-Rival(friendly) towns do nothing to any enemy/robber units. OK, not going to believe they're just friendly with everyone because otherwise I'd expect the robbers/baddies to be friendly with me! Some UI aggro would make sense...cause enemy units can attack you in their town or go through it to reach you. And with the balance of the game's building/resourcing it just makes no sense
-Robbers never attak friendlytowns/enemys. I highly doubt they're always paid off...because as nasty as the evil town is, I doubt they'd let all those tents just chill in their prized areas.
-Enemys (lastly) never attack friendly/robbers...so why me?! *sniffle*
-Nature Spawns(enemy...wolves/bears) shouldn't respawn if you've killed them and there is a dwelling near. Otherwise you keep having a wolf spawn in the middle of the city! hah. That or make them have a "dwelling building" that needs to be destoryed.
-Swordsmen units seem to be worthless. Need to be a bit more dmging. They should be able to mow-through archer units...but they kill them just as fast as other melee.
-Knight usless in combat. Seems to be butter and everyone has butter knives(and goes after him first!)
Building/Harvesting:
-Building a bee/wheat and then 3 fields will keep one field always 100% but every time you hear "nothing to harvest" perhaps a 5second delay would be nice so they might see the wheat in front of them.
-I was building a wall once, and a deer was in the way, graphicaly it put a whole in the wall while building. But once built, it was gone. Just made me nervous!
-Would be nice to have a "storage is GETTING full" message. That way you can quickly ninja-build or sell to a rival city. Always said when too late
-Mines/quarries don't have enough places on the map and/or don't have enough in the mine. To build a force and conquer there isn't enough iron with current combat rules. To build up your town there isn't enough stone to upgrade and build defenses. (On a single mine of each)
-Having your church do its own sermons would be more useful than "whenever you kick the priest to talk" button. Having it as a steady steam of income in support of your taxes would make sense.
-Taxes, would be nice to have a 5-level taxation other than low-med-high. That just either makes everyone rich or poor. Would be nice ot have a "skim" of either direction.
UI:
-A way to speed/slow the hints on hovering would be nice.
Overall, I think this would be a GREAT game since I've always wanted a more "management" game, with a tactical part. (Civ just isn't it) I'd love to be in the beta, since I'm a soloer vs enviornment. i don't like multiplayer and just want to make sure that the game addresses my kind of play style. I know there is a lot of us who are like this, but never have a game built that can support us. Always seems to be multiplayer or nothing.
Cheers,
Zampolit