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Community Feedback - Wishlist (Your top three must haves) ;)

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11 years ago
Jul 4, 2014, 12:00:53 PM
Hi Guys and Girls,



So we've just entered Beta, congratulations to the guys and girls at Amplitude, this game is shaping up very, very nicely!



I just thought i'd see what everybody is really hoping gets added to the game before it goes Gold. Judging by the community feedback list, there are quite a few things in yellow smiley: yellowspot, which the team hopes to implement before the official release.



So, referring to this thread: https://www.games2gether.com/endless-legend/forum/6-game-design/thread/3570-g2g-endless-legend-s-list-of-community-feedback of the smiley: yellowspot features, which are your top three must haves (in no particular order). Try not to include smiley: greenspot features because they are high priority features, that almost definitely will be implemented, and avoid smiley: redspot features, because these are almost definitely future dlc/updated related features



So here goes - my top three must haves are:



1. smiley: yellowspot Would be nice if the Major Faction heroes had different classes

2. smiley: yellowspot Would be nice if the Major Faction heroes had different skills/spells/abilities

3. smiley: yellowspot Minor factions should have their own village



For me, if these feature make the release Ill be uber stoked.



I really love the look and the aesthetic of the game. So for each minor faction to have their own village, would be a very welcome edition - especially seeing how all the Major factions are so unique looking, and visually they are very different from one another.



The Class diversity for heroes is so majorly important to me, because the skill tree seems to be originally envisioned as providing diversity, but unfortunately as of now, the racial skill tree, is locked to the class skill tree. It would be very nice to see heroes rocking different classes, so there can be a lovely diverse combination of skill trees available to the player. See my comments in this thread for more on the matter: https://www.games2gether.com/endless-legend/forum/5-general/thread/1158-class-diversity-for-heroes



So I've gave you mine what are yours? Please remember to stick to the smiley: yellowspot features if you can. Cheers smiley: wink
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11 years ago
Jul 4, 2014, 1:32:43 PM
I agree with the top 3 you mentioned. Those are easily my top 3 as well.



Major faction heroes already have 3 model variations, so it's easy to imagine them being different classes too.

I was kind of disappointed when I saw there are only few unique minor faction villages (like sisters of mercy village, bos village, delver structure and those burrows which I don't know to whom they belong). I'm always for more visual diversity and customization. smiley: smile



That being said, it was hard to choose only 3 of the planned features, but I guess after the ones you mentioned I'm most exited about these:



smiley: yellowspot Walls, battlements and siege units or even just siege abilities

smiley: yellowspot More wonders like the initial founder's one

smiley: yellowspot More biomes: lava, low gravity



At the moment sieging a city feels a bit lacking. Adding militia units was a great step forward, but I'd like to see more siege specific units like trebs or catapults. Some city takeover preparation is always exciting.smiley: sarcastic

I'm a huge fan of wonder system in Civ games for example, and would love to see something similar in EL. Expensive, hard to build structures which would give us that sense of accomplishment once they are finished. Bonus points if they come in faction flavors or if they appear as actual models within our cities.

And as for biomes, I think it can't never hurt to have more variation even though the current in-game ambient is pretty diverse already.
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11 years ago
Jul 4, 2014, 5:34:35 PM
Love that thread ^^ !



Hard choice, only 3.



Anyway, I agree with you 2 choices guys smiley: stickouttongue



smiley: yellowspot Walls, battlements and siege units or even just siege abilities



smiley: yellowspot More wonders like the initial founder's one



smiley: yellowspot Minor faction could be also help personalize your faction



In my opinion, a siege battle must be ... an epic thing. More than any battle. So... we need features to make those Sieges epic ! Atm... its nothing epic ^^



Like Telum, I love wonders, favorite feature in Galactic Civ/ Civ IV and V, that would be great if the Dev' find a way to make a unique Wonder system !



My last choice is about customization, at the moment, I found the customization quite limited, I think it need to be improved !



Post-scriptum : And im sorry, but I have to say that feature need to become yellow :



smiley: redspot Armor and accessories changes should be reflected on models



I LOVE the graphics of the game and I think, like drewwest, that aesthetic is a huge part of a game and Armor visual change would send me to Heaven if implemented smiley: wink
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11 years ago
Jul 4, 2014, 9:03:41 PM
Telum wrote:


smiley: yellowspot More biomes: lava, low gravity





This is something i'd like to see, more biomes and more anomalies. especially when it comes to the lava aesthetic. Ash fields, Charred forests, Basaltic Traps. Magnetic soil/rocks. Fens. Savannah. ect.



Also how about anomalies in the water or on coastlines? Or random weather events on the sea.



Maelstroms. Flotsam. modern Shipwrecks, Ancient shipwrecks and Ancient buoys from the days of the endless, that can act as ruins on the sea.
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11 years ago
Jul 5, 2014, 12:56:15 AM
smiley: yellowspotInventory sheet – comparison between items

smiley: yellowspotWalls, battlements and siege units or even just siege abilities

smiley: yellowspotCity Improvement Limitation



The reasoning for me for these 3 - When selecting items it requires a lot of mental mathematics which would be made a lot easier if a comparison of some sort was implemented. Say I have tier 2 Glass steel spear and want to see at a glance what the change to my unit's stats will be if I wanted to change to a tier 2 titanium claymore, currently it's not made too easy. Also would be good to know what the different capacities do, confidence, sharp sense etc.



Siege needs improving to be a lot more unique and fun.



Cities currently have a lot of the same ES build everything feel and changing this would be benefical to EL. Making it so that you have to premeditate on what a particular city is going to be geared towards and making it so that if you decide to make a city with EVERY improvement on it then it impedes you in some way. Differentiation makes the game feel more strategic.
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11 years ago
Jul 5, 2014, 5:21:17 AM
smiley: yellowspotGive the possibility to rotate the map.

smiley: yellowspotCity Improvement Limitation.

smiley: yellowspotImprove Empire Plan UI drag&drop system.



Players need to be properly oriented in order to experience the game to the fullest, yet the player's orientation varies map to map, faction to faction, and player to player. By allowing the players to rotate their map, it would improve the understanding of the terrain and allow the opportunity to snap better in-game-pictures. Just like in the book Ender's Game, "The enemy's gate is down."



Providing players meaningful choices depending upon their goals is very important to the immersion/re-playability of a game. Players (including myself) do not want to follow the same path/formula game after game. The best way to prevent this (I feel) is through city building.



This 3rd placed ranking is more geared toward the Drag&Drop UI system for citizen orientation and army placement. When placing my population into FISDi on the city menu, they tend to "stick" to where they currently are. Moving them from say food to science can require multiple attempts/clicks/drags to make the change.

Another instance is when an army on the map is moving next to a Minor faction village in the attempt to parlay/bribe/attack. I often find myself double clicking/right clicking on the village immediately after I have instructed my army next to it. Apparently, the army needs to visually make it to the tile in order for the options (attack/bribe/parlay) to be operational. For factions with a lot of movement (such as the Roving Clan), it can take a decent amount time for that army to make it there and to resume play.
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11 years ago
Jul 5, 2014, 10:40:36 PM
smiley: yellowspot Audiotory feedback from units on map etc. click a unit, unit says:"whats is thy bidding" and command unit to move:"as you wish" and command unit to attack or defend:"to war" and so fourth...wait a minut...smiley: stickouttongue

smiley: yellowspot A good reason for me and the AI to not build 7 city extentions in one direction, i hate seeing those cities.(reason pending)smiley: confused

smiley: redspot I sure do hope it is possible but i would love to see the units change in a way the reflects the armor they are wearing.



These are just some small things that i think would make the game feel more alive.



smiley: redspotOh and one last wish. It would be so awesome if somekind of "semi non-linear storyline" to link the endless legend universe with the endless space universe was present. (btw if this is already in the game then i need a pair of glasses).
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11 years ago
Jul 5, 2014, 11:14:18 PM
1. I noticed several AI cities under siege from random monster armies. The AI is too passive and I recommend that:



* The AI should field better armies. The AI needs full size armies led by military generals. First and foremost, AI fields armies that are too small. This gives the benefit of salami tactics to the human player with even doing anything to arrange it. The AI should field armies that reach whatever unit cap that their current tech allows and give some priority to researching cap raising technologies as ages unlock. And these armies should be led by generals whose level upgrades are spent towards military (rather than economic) traits.

* If the AI is at war, it should take war seriously, it shouldn't just be at war on paper. If an AI is at war it should attack any hostile armies near its own territory and if no suitable targets are available then it should attack a hostile province. Obviously without better armies this part is meaningless.

* In a war an AI should try to take other factions territories. The AI should try to take cities if it has a sufficient upper hand, not just lay siege endlessly as it does now.



2. Currently you can see six different attributes or stats for a unit. It would nice to have a range attribute to know the attack range of a unit. There is of course a leader boosts to range if the leader has that ability. Do different types of weapons have different ranges: Wands vs. Crossbows vs. Bows, different tiers and materials (glassteel), etc? Racial effects on range? Does leveling affect range? This is the sort of info that should be out in front of the player in the UI.



3. I think the windwalker quest line should instruct you to assimilate any faction rather than specifying which faction to assimilate. Some minor factions are just going to be a better fit than others. The Jotus are just not that great of a pick, the windwalkers already have range units covered and the Jotus visibility bonus is OK but not great.



Bonus: If the future difficulty levels in Endless Legend are largely going to be determined by giving economic advantages to the AI players, I would recommend having those advantages scale upwards throughout the game. What I have found from playing 4X games in which the AI has massive economic advantages is that you spend the early game praying that the AI doesn't find/notice you and but still steamroll it during the later stages of the game. The problem with the sort of solution to the AI problem in 4X games is that it makes for an AI that is too difficult in the early game but yet still too easy in the late game. By having advantages that scale up as the game progresses, this would level out the too-hard to too-easy pattern that most 4X AIs follow.



Super Bonus: Not really a suggestion but more of a rhetorical question: shouldn't tier 1 adamantian and palladian equipment be at least as good as tier 3 glassteel and titanium equipment?



Super extra bonus: If you botch your unit designs you can be left with units rendered un-upgradable. I had ideas in this thread (with no takers)
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11 years ago
Jul 8, 2014, 5:22:48 AM
smiley: yellowspotWalls, battlements and siege units or even just siege abilities


Not so much siege units, but walls and battlements would add a dynamism to the map that is currently lacking since each region can only have one city.



smiley: yellowspotGive the possibility to rotate the map.


This is pretty much essential in my opinion. For a game that places such an emphasis on it's unique aesthetic style, it is just criminal not to allow the player to enjoy the view from multiple angles. Even a fixed 0, 90, 180, 270 (degrees) option would be acceptable, but camera freedom is preferable.



smiley: yellowspotCity Improvement Limitation


Yes. Cities must have some feature/limitation to encourage specialization. As I've posted elsewhere, I suggest the number of city improvements to be directly tied to the number of boroughs.



If I could wish for one thing to be included in a later DLC, it would be improved armor reflected on the unit models.
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11 years ago
Jul 8, 2014, 11:08:59 AM
Haven't spent lot of time with the game yet, so these are mostly usability improvements:

smiley: yellowspot Implement path highlighting. I read movement confirmation is hard to implement, but I believe path highligthing on mouse over is achievable. Those cliffs are so annoying.

smiley: yellowspot Change interaction with active map objects and allow units to stand on them. Make some popup icons over objects with available actions or leave actions on unit's command panel.
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