Gameplay Suggestion: Compiled Topics Index.

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  • #79056

    Sorax
    Keymaster

    Tombles Edit:

    Please read the rules below! We will delete posts that break the rules without warning!

    Dear all,

    This topic is a new version of Mezmorki’s original thread and has two aims:
    1) Enable the devs to get more quickly a sense of the current community-wishes and possible solutions.
    2) Provide the community with a platform of dev-remarks to the different problems.

    Please don’t post anything in here before it was discussed in another thread with several opinions. This thread should not contain a “wish-list” of individuals, but is supposed to reflect the opinions of the community as a whole. Hence, if you want topic x to be changed in the game -> Fine, open a thread for this, discuss it with others. If at least one more user shares your opinion, feel free to post here. Additionaly, be aware of the following rules:

    * Make sure to use the template below.
    * Please give your problem a number, by looking at the previous number and increasing it by one.
    * The template now contains a “dev-remark(s)” section, which is “not yet” by default.
    * Do not fill the dev-remarks. This will only be done by the devs. The maximum thing you can do is add a link to a post (NOT to a thread), where a dev said smthg. regarding the topic.
    * Do not post anything without having at least one link to a discussion.
    * Please make sure your discussion has OTHER PEOPLE agreeing that a problem exists! Do not post a thread and then immediately make a post here about it.
    * Potential solutions are more than welcome, but not a must.
    * Do not add your opinion or detailed explanations why you think something should be fixed/changed. We will look this up in the discussion threads.
    * Do not start discussions or votes to remove something from the list. Users are allowed to add any topics as long as there are at least 2 voices with this opinion.
    * Trolling or intentional misuse of this thread will be punished

    All posts in this thread that do not follow the guideline above will be deleted without any further explanations. In case you would like to edit a post you made earlier here, but can’t due to technical issues: Create a post in this thread, provide a link to the post you would like to have edited and the content you would like to have added. I will take care of this and afterwards delete your request. This should keep the thread tidy and up-to-date.

    I will update the problems with remarks from the dev’s, indicating which topics we are working on and which solutions we are currently preferring. Not all of the problems will have dev-remarks, which either means we don’t want to fix it, or we want to fix it as part of a large scale update that we do not yet wish to announce. Be aware:
    1) Some of the listed solutions are final, some are just “what we want to do”.
    2) Even a final solution might not be deployed, as it might turn out to be broken.

    TEMPLATE:
    ==================================================================
    * [Number] Problem: [ABCDEFG]
    ==================================================================

    Potential Solution(s):
    – [one]
    – [two]

    Link(s) to the detailed discussions:
    – [one]
    – [two]

    Dev-remark(s):
    – not yet

    #79058

    Sorax
    Keymaster

    ==================================================================
    * [1] Problem: City / empire management not deep enough
    ==================================================================

    Potential Solution(s):
    – Change/limit the growth of cities based on domain interruptions
    – Limit the number of building slots to the size of the city so that you can’t “do everything” with every city – require some level of specialization in cities.
    – Morale needs to matter a lot more. Make Moral changes more pronounced and impactful.
    – Consider bigger morale penalties for absorbing cities of opposed alignments and races.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/can-empire-building-be-seriously-mproved-by-patchesdlcs/page/2/#post-73566
    http://ageofwonders.com/forums/topic/am-i-the-only-one-who-misses-aow-1-city-size-limits/#post-72573
    http://ageofwonders.com/forums/topic/possible-quick-fix-to-perceived-lack-of-depth/
    http://ageofwonders.com/forums/topic/add-city-limit/

    Dev-remark(s):
    – New city upgrades were added in 1.10 patch.
    – More city upgrades are being designed, possibly linked to domain structures or races
    – We are looking into empire building mechanism such as diminishing returns and empire morale

    ==================================================================
    * [3] Problem: Production “wasted” because multiple units can’t be built in a single turn if you have enough production. Contributes to Tier 4 dominance as well.
    ==================================================================

    Potential Solution(s):

    – Let multiple units be built in a single turn if you have enough production. Apply left over production to the next unit/thing in the building que.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/the-fundamental-issue-with-t4/

    Dev-remark(s):
    – We will look into this as part of a bigger look into the game’s economy.

    ==================================================================
    * [5] Problem: Moral and alignment inconsistently applied (e.g. “Good” aligned players killing “evil” cities is an act of evil when it’s making the world more good).
    Related to this – absorbing cities of opposing alignments/races does not have much of an alignment OR MORAL impact.

    ==================================================================

    Potential Solution(s):
    – Change alignment impacts to city conquest to be more consistent and logical.
    – Change alignments in accordance with racial oppositions as well (e.g. Elves vs. Orcs)

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/reducing-cherry-picking-making-morale-matter/
    http://ageofwonders.com/forums/topic/alignment-and-races/

    Dev-remark(s):
    – We will look into inconsistencies within the system

    ==================================================================
    * [8] Problem: Mana balance is totally out of whack – early into the game player’s are swimming in mana with no way to spend it. It’s essentially irrelevant to gameplay at the moment. Also, with huge reserves of mana it’s REALLY easy to bribe the AI with huge piles of useless mana to make them do whatever you want!
    ==================================================================

    Potential Solution(s):
    – Rebalance mana generation sources and upkeep costs of spells/creatures to make mana more balanced and in alignment with Gold (which is appropriately tight).
    – bring permanent unit enchantments back, and make them cost lots of upkeep

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/gold-is-so-much-important-than-mana-and-pop-in-founding-cities-reduce-manapop/
    http://ageofwonders.com/forums/topic/so-what-happend-to-all-the-magic/

    Dev-remark(s):
    – Patch 1.1 implements a number of fixes in this area.
    – We will look into this as part of a bigger look into the game’s economy

    ==================================================================
    * [10] Problem: Multi-figured, “squad” visualization of some units leads to confusion when “squads” that have been visually reduced in number is not correspondingly reduced in damage potential.
    ==================================================================

    Potential Solution(s):
    – Proportionally decrease “squad” unit damage whenever it appears to lose “men”
    – Revert to pre-AoW 3 visual of having all units represented by a single figure or have it as an option.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/low-health-units-just-as-strong-as-full-health/
    http://ageofwonders.com/forums/topic/squad-size-damage-and-unit-differentiation/

    Dev-remark(s):
    – We will add an option that stops figures in a squad dying as the unit takes damage. When the unit “dies”, all figures in the squad will die at once.

    ==================================================================
    * [13] Problem: AI Behavior
    ==================================================================

    Potential Issues + Solution(s):
    – AI dominion invasion spam – Domain invasions without a Border Agreement automatically triggers war.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/ai-ignores-domain-invasion-while-you-cant/

    Dev-remark(s):
    – We are looking into this as part of a revamp of the diplomacy system

    ==================================================================
    * [14] Problem: Walls do not present enough of an advantage for (at least AI) defenders; in particular, it is absurdly easy to abuse heroes with powerful battlefield or AoE spells to near-singlehandedly take well-defended AI cities, because the AI will not venture forth from its walls.
    ==================================================================

    Potential Solution(s):
    – Introduce defensive structures – especially a defensive tower with a ranged attack as in prior AoW games.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/any-point-to-walls-anymore/
    http://ageofwonders.com/forums/topic/garrison-we-need-it/

    Dev-remark(s):
    – New code will be added to the siege defense AI to detect people trying to cheese it. The AI will leave the walls and attack if you attempt to kill everything with powerful spells.
    – We are looking into the possibility of new city upgrades that add automatically firing defenses, such as defense towers.

    ==================================================================
    * [15] Problem: The strategic AI, on all difficulties, places too much emphasis on protecting its throne city at the expense of the rest of its empire.
    ==================================================================

    Potential Solution(s):
    – The AI should assign less value to its throne city, OR react more quickly/strongly when enemy armies are near a non-throne city.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/is-the-ai-this-bad-for-everyone/

    Dev-remark(s):
    – We are aware of the issue and are looking into possible improvements

    ======================================================
    * [19] Problem: Disjunction mechanics making global spells less viable.
    =======================================================

    Proposed Solution(s):
    – Cost increase for Disjunction (mana, time, inside versus outside own domeain)
    – Line of sight requirement
    – Luck based Disjunction (Master of Magic – style)
    – AI behaviour change

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/ai-disjunction-behavior-in-1-09/
    http://ageofwonders.com/forums/topic/ai-spam-of-global-dispel-is-gamebreaking/
    http://ageofwonders.com/forums/topic/mom-disjunction/

    Dev-remark(s):
    – We are looking into mechanisms to allow players to make spells harder to dispel.

    ===============================================
    * [22] Problem: Issues with UI functionality
    ===============================================

    Proposed Solution(s):
    An overhaul of the UI with many minor changes including
    * More accessible information
    * More options for individualizing UI options

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/general-ui-discussionsuggestions/

    Dev-remark(s):
    – We will review the thread to look into ways of making some interfaces clearer
    – Player UI customization cannot be supported due to the cost of development.

    ==================================================================
    * [23] Problem: I meet reviews on various web-resources that after studying all available skills \ spells, game becomes boring.
    ==================================================================

    Potential Solution(s):
    – After a player has learned all available skills/spells, he is given “the unknown knowledge” to learn for infinite number of times (as scientists can not sit idle). It will cost a large amount of learning points.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/suggestion-the-unknown-knowledge/

    Dev-remark(s):
    – We’re looking into possible extra things that can be researched once all main research has been completed.

    ==================================================================
    * [24] Problem: Partly ruining the exploration fun, by unnessesarily giving away information on ‘unknown leaders’ and ‘map layout’
    ==================================================================

    Potential Solution(s):

    – Make sure that unallied, unknown leaders actually remain ‘unknown‘ until met by the player
    a) Refer to an unknown leader as ‘player 3′ or whatever number when they take their turn in Classic turn mode, instead of showing their name
    b) Do not show unallied, unknown leaders in Diplomacy overview in case you started a game with Fixed Teams
    – Do not show the map layout when choosing a scenario

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/unknow-leaders-not-so-unknow-after-all/

    Dev-remark(s):
    – We will look into bugs in this system for a future patch

    #80190

    ==================================================================
    * [26] Problem: The limit of one spell per in tactical combat causes a bias for attack spells and restricts the potential of a varied spell book.
    ==================================================================

    Potential Solution(s):
    – Allow players to cast one attack and one defensive (enchantment) spell per combat turn
    – Introduce a game mode setting for Magic such as High Magic (No limit), Balanced Magic (1 attack/1 enchantment) and Strategic Magic (as released, one spell only)
    – Allow players to cast enchantments prior to combat with a duration of one turn

    Link(s) to the detailed Discussion(s):
    http://ageofwonders.com/forums/topic/why-a-limit-of-one-spell-per-turn/
    http://ageofwonders.com/forums/topic/only-1-combat-spell-per-round/
    http://ageofwonders.com/forums/topic/so-what-happend-to-all-the-magic/

    Dev-remark(s):
    – We are looking into buffing the weaker non-direct damage spells to make them a better investment.

    #80603

    Gonzo100100
    Member

    ==================================================================
    * [27] Problem: Building up our heroes ==================================================================

    Potential Solution(s):
    – The easiest solution is to add a slider to allow changing hero level cap up to level 50.
    – Make a skill tree where player will be able to plan the hero development (like in standard hack & slash or MMO game).
    – Do something so a hero or leader could upgrade his skills over the whole time of playing on Extra Large maps.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/i-am-disappointed-that-maximum-level-50-cap-was-removed-and-now-it-is-only-20/

    Dev-remark(s):
    – We’ve increased the maximum levelcap to 30 and will look into adding a few new hero skills.

    #81031

    ==================================================================
    * [29] Problem: Unit information screens can be overwhelming and require a lot of reading to learn important information or compare units, races and roles.
    ==================================================================

    Potential Solution(s):
    – Upgrade the unit information screen so it groups similar abilities together ( attacks, defenses, movement abilities, etc) and clearly identifies what is modifying those abilities. If possible, make it dynamic so newly acquired abilities and modifiers move to the appropriate group.

    Link(s) to the detailed Discussion(s):
    http://ageofwonders.com/forums/topic/suggestion-upgraded-unit-information-screen/

    Dev-remark(s):
    – A feature request for upgraded unit information screens has been added to the development list. However, it is considered lower priority.

    #81398

    Low_K
    Member

    ==================================================================
    * [30] Problem: Too few heroes in scenarios (especially with 8 players), no possibility to add custom heroes to “official heroes” pool, as well as no heroes after pool is empty and you cannot afford/didn’t hire/killed offered heroes
    ==================================================================

    Potential Solution(s):
    – Make the game take leaders from the customised-pool (the leaders/heroes the player made him- or herself). This way players can make as much heroes as they want and always have enough for bigger games or let players add heroes to official hero/leader pool.
    – Make a Random Hero Generator (RHG). This functions like a generator which has as fixed feature of the race, but randomises the numbers of customisation. E.g. the Generator generates a Dwarven hero and then randomly issues numbers regarding hairstyle, head type, pose, background, etc. It just needs to generate some numbers in all the categories, and as there are many, there are thousands of combinations possible.


    Link(s) to the detailed discussions:

    http://ageofwonders.com/forums/topic/lack-of-heroes-call-for-a-rhg/


    Dev-remark(s):

    – We’ll look into a random hero generator

    Kind regards,

    Low

    Why is it when I turn off the laptop, after hours of playing Age of Wonders 3, the girlfriend is there waiting? I'll look up and stare at 140 pounds of pure Satan!
    #81462

    Rymdkejsaren
    Member

    ==================================================================
    * [31] Problem: Happiness and Morale systems lacking depth. For a majority of games, Empire Happiness is not much of an issue and does not limit the player’s choices much. Morale effects on battles are not strong enough to motivate
    ==================================================================

    Potential Solution(s):
    – Introduce mechanics that increase the effects of happiness and morale and make them more interesting and diverse.
    – Make morale and happiness effects more severe and make managing managing happiness an actual problem, especially for large empires.
    – Further discussion required.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/empire-happiness-loss-from-losing-battle-and-scouts/
    http://ageofwonders.com/forums/topic/reducing-cherry-picking-making-morale-matter/
    http://ageofwonders.com/forums/topic/suggestion-thread-for-lending-more-depth-to-happiness-and-morale/

    Dev-remark(s):
    – Effect of critical hits and fumbles has been increased.
    – New mechanics that make use of unit morale in combat are planned.

    #81742

    Kaiosama TLJ
    Member

    ==================================================================
    *[32] Problem: Aligment don’t have a noticeable impact on gameplay other than not getting a morale penalty with Dedicated to Good/Evil units, and you can be just Neutral and pick some Bard Skills to have both Good and Evil units. The buffs from Festival of Light/Darkness aren’t noticeable either.
    ==================================================================

    Potential Solution(s):
    – Dedicated to Good/Evil should only gain significant morale boost based on the Leader’s aligment. Making them stable (no penalty/bonus) on Neutral and raise/decrease depending of the Leader aligment and “level”. And they should suffer a morale penalty if put on the same stack with opposing aligment units.
    – Neutral aligment should gain a similar “Festival” that gives both Good Slayer and Evil Slayer.
    – Aligment should affect better the options you can do with cities, and the further you upgrade your aligment more Good/Evil options could be available.
    – Being Good/Evil should give small permanent bonuses to your empire that reflects the aligment.
    – Aligment points should have a maximum cap past Pure Good/Evil, so players should be worried about maintaining their aligment and not “cheese” it by commiting to much opposing actions and not be “punished” in the process.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/alignment-specific-unitsbenefits-brainstorming/
    http://ageofwonders.com/forums/topic/flaed-good-evil-balance/
    http://ageofwonders.com/forums/topic/is-attacking-undead-a-good-or-an-evil-act/
    http://ageofwonders.com/forums/topic/idea-for-goodevil-overhaul/
    http://ageofwonders.com/forums/topic/good-and-evil-system-should-be-redone/

    Dev-remark(s):
    – We are looking into reworking this

    ==================================================================
    *[33] Problem: Aligment is almost useless on Diplomacy in Single Player because the AI isn’t worried about building an aligment like the players, and the chances of you reaching Pure Good/Evil and them staying Neutral and Suspicious/Hateful of you are really high.
    ==================================================================

    Potential Solution(s):
    – Give the Leaders different personalities that will define their actions on Diplomacy and Resource Guards when controlled by the AI. Like an agressive personality that always shows no mercy, an more peaceful one, an more balanced one and one that’s completely chaotic in his/her actions.
    – Give the option of a Random/No Default personality where the game itself will choose the personality randomly from the list for the match.
    – Give the option to choose one of these personalities to our custom Leaders.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/a-slightly-different-approach-to-some-perceived-problems/
    http://ageofwonders.com/forums/topic/alignment-specific-unitsbenefits-brainstorming/
    http://ageofwonders.com/forums/topic/lets-help-tombles-with-ai-feedback/

    Dev-remark(s):
    – We are looking into reworking this

    The meaning of procrastination? I'll tell you later...

    #83534

    ==================================================================
    * [35] Problem: The Evolve trait is fun but generally not worth the investment. It can also force a role change that may not be desired.
    ==================================================================

    Potential Solution(s):
    – Allow an evolved unit to retain some of its experience (1 or 2 ranks for the new form)
    – Make evolution happen faster when the tier gap is smaller. Require n+1 ranks to evolve where n is the difference between the starting and final tier.
    – Confirmation before evolve happens so the unit could be locked in its current form if desired.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/evolve-perk-and-implementation/
    http://ageofwonders.com/forums/topic/evolving-units/

    Dev-remark(s):
    – We’re looking into improving the evolving of draconian hatchlings

    #83806

    D00m
    Member

    ==================================================================
    * [39] Problem: No random geography setting
    ==================================================================
    Potential Solution(s):
    – Add a random geography setting
    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/random-map-geography-problem/#post-83798

    Dev-remark(s):
    – A request has been put through to implement this.

    If you're looking to play AoW 3 MP, add me on Steam. ID: D00m.

    #83965

    Yarovit
    Member

    ==================================================================
    * [40] Problem: Structures and cities visual variety by terrain
    lower than in previous parts & low terraforming variety
    ==================================================================

    Potential Solution(s):
    – Terraforming create varied terrain rather than visually similar hexes.
    – Cities and structures vary by climate and/or race for more visual interest
    – huts[domain huts? homes?] appear on both fertile plains and race favourite terrain.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/visual-immersion/

    Dev-remark(s):
    – It would be too much work and take too much time.

    #84354

    Perq
    Member

    ==================================================================
    * [42] Problem: No “dice rolls” policy for damage
    ==================================================================

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/dice-rolls-were-cool/

    Dev-remark(s):
    http://ageofwonders.com/forums/topic/dice-rolls-were-cool/#post-80577

    PS. As someone said before, could you index all of the topics (42 so far) in a single, easy to search, list? Search option doesn’t help a lot, since you need to know how someone put the case in words. First post will do, I suppose.

    #84370

    Mezmorki
    Member

    PS. As someone said before, could you index all of the topics (42 so far) in a single, easy to search, list? Search option doesn’t help a lot, since you need to know how someone put the case in words. First post will do, I suppose.

    See if this works for you. I did it on Google Docs because these forums are infuriating to use in any sort of efficient manner (no editing top posts, gotta URL hack to edit posts, sign-in is a pain, etc…)

    https://docs.google.com/spreadsheets/d/1d0-Awg6WCds1S7p2n8MxOCrxg73MsSvrrxYW96IQOcc/edit?usp=sharing

    I sorted it by “category” although you can see the item # as well for referencing back to here. Looking across the categories, “higher priority” issues (in my own subjective opinion) that don’t have a dev response include:

    – AI improvements
    – Alignment + Morale improvements
    – Some combat mechanics (#41 and #26)

    #84423

    Malanir
    Member

    =========================================================================
    * [43] Manual combat, in multiplayer games : being able for other players to keep on
    their own business (managing cities for exemple) while another player is fighting vs AI/neutrals

    =========================================================================

    Potential solution(s):

    -MINIMUM REQUIRED : Implement the possibility in multiplayer for fighting player to be able to do his manual/tactical combat while others can keep managing their cities.
    -AVERAGE REQUIRED : Same as minimum + other players can do their own fights too meanwhile. Additionally : when two players are too close of possible fights make them play turn by turn like they do in civilisation 4 when they are too close from each others when it’s about fights.
    -ADVANCED REQUIREMENTS if you can give us that : <3 :
    Same as Minimum & Average + Add the possibility at map creation for people to watch/allow others to watch their fights if the turn is a bit too long as we could consider that managing our cities, research, troops movement is slower than a whole attack on a metropolis and if allowed to watch it.

    Link(s) to the detailed discussions:

    http://ageofwonders.com/forums/topic/11-years-later-and-we-can-still-only-do-one-manual-combat-at-a-time/
    http://ageofwonders.com/forums/topic/suggestions-and-ideas-for-implementing-simultaneous-manual-combat-into-mp/

    Dev-remark(s):

    http://ageofwonders.com/forums/topic/aow2-compared-to-aow3-quick-first-impression/#post-60338

    #87088

    Athei
    Member

    * [47] Problem: Magic spheres too limited and unimportant, sphere choice barely an afterthought, not enough spells.
    ==================================================================

    Potential solution(s):
    – Add more spells, empire upgrades…

    Link(s) to the detailed discussions:

    http://ageofwonders.com/forums/topic/more-spells-per-sphere/

    http://ageofwonders.com/forums/topic/so-what-happend-to-all-the-magic/

    http://ageofwonders.com/forums/topic/problems-with-spheres-of-magic-and-some-new-unit-ideas/

    Dev-remark(s):
    – We are looking into adding more specializations to the game.

    #87107

    Mezmorki
    Member

    ==================================================================
    * [48] Problem: “Simultaneous Turns” mode, especially in multiplayer, degenerates into a game of “who can click the fastest,” undermining the strategy.
    ==================================================================

    Potential Solution(s):
    – When battles occur, the attack and defender are “locked” in combat, but the defender can postpone the battle to move additional forces into the fight first.

    – As a modification of the above, defending armies are only “locked” in combat if they have FEWER movement points than the attacking army. So an army that hasn’t yet moved is always able to do so first. This would better simulate truly simultaneous movement. Armies that begin the turn concealed or out of sight will lock a defending regardless of it’s remaining movement to simulate “ambushes” and retain viability of fast moving and/or infiltrating units.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/simultaneous-turn-issues/
    http://ageofwonders.com/forums/topic/simultaneous-turns-and-reinforcing-do-not-work-together-possible-solution/
    http://ageofwonders.com/forums/topic/simultanious-turn-feature-request/

    Dev-remark(s):
    – We are considering alternative solution to this issue. The suggested ‘defender reinforces’ has some technical and game flow issues.

    #87112

    Mezmorki
    Member

    ==================================================================
    * [49] Problem: The only way to win is by conquering all non-allied players’ cities – which can be slow and tedious when victory is inevitable. We need more victory conditions!
    ==================================================================

    Potential Solution(s):
    – Add additional victory triggers for conquest like controlling a certain % of the map or total population.
    – Add new victory goals, like king-of-the hill or point control objectives (that keep the focus on the wargame nature of the game)
    – For games with AI’s make the AI surrender to you when requested if defeat is inevitable.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/victory-by-other-means-request-for-more-victory-conditions/
    http://ageofwonders.com/forums/topic/more-choices/

    Dev-remark(s):
    – Dev’s appear to be looking into expanding victory conditions, but nothing determined yet (see “More Choices” thread) above.

    #87613

    Lord Giutip
    Member

    ==================================================================
    * [51] Problem: If two players attack together a city, the order of play is always the same. First computer, then Player A, then Player B. More variety would be desirable.
    ==================================================================

    Potential Solution(s):
    – The player who initiate the attack can move first when the attackers is on turn.
    Example: Player A and B are attacking the Computer C. Player A moves into the City (A starts the Fight) so the Order should be. 1 to move Computer C then Player A then Player B.
    If Player B attaks it should be. 1 to move Computer C then Player B then Player A.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/attack-order/

    Dev-remark(s):
    – Low priority, but we’ll look into fixing this.

    #87836

    Tombles
    Keymaster

    We just had a meeting and reviewed a bunch of things in this thread. We got through the first 25 or so before we ran out of time, we will have another meeting soon to get through the other issues.

    I also deleted a number of issues because:

    1) They are now “fixed” in the latest patch (1.1)
    2) They broke the rules (see below)

    If you post an issue here please provide a link to a thread (or threads) that show that other people agree that the issue is a problem and need to be fixed!

    This thread is for issues the whole community find important, so please try and raise support for your ideas before posting them in here. Thanks!

    #89811

    Epaminondas
    Member


    ==================================================================
    * [52] Problem: In a larger map game, it is difficult to keep track of how other factions are individually doing. This, in turn, hinders intelligent decision-making when it comes to things such as prioritizing potential war targets.
    ==================================================================

    Potential Solution(s):

    – Implement a panel that displays – via graphs or other devices – the general strengths of other factions in the game in matters such as the size of the territory, research progress, economy, and military strength.

    Link(s) to the detailed discussions:

    http://ageofwonders.com/forums/topic/suggestion-a-comparative-faction-panelgraph/

    Dev-remark(s):

    – We have a some solutions for this in development.

    #89821

    Malanir
    Member

    @ The dev remarks on my [43] , i read the whole conversation of the link you posted in “dev remarks” category, but it seems that my post wasnt understand or i expressed myself wrongly (im french so my english isnt perfect).

    What i mean is that for players that enjoy tactical battles for leveling and invading dungeons etc, if we keep playing like that, i give you an exemple for a 4 players game, waiting one by one every combat of everyone (2-3 battle / turn X 4) = turn 30 after 5 hours… So basicly all we want is to be able to do sync battles for “tactical fights allowed game mode” otherwise its unplayable in multiplayer or a 300 turns game (which could be much more) would last 50 hours ? thats a bit too much when it could be divided by 4 if just we could fight on our own sides.

    Thats why i’m asking for a correction in the -dev remarks of my thread it is not answering my thread in my opinion, perhaps it needs a correction in the topic to explain what i am asking for. Thanks and sorry for bothering.

    Best regards, Malanir.

    #89866

    Helgrind
    Member

    =======================================================================================
    * [53] Problem: 1: No razing options available to structures. To be able to raze buildings would open up for more strategic depth and interesting tactial choises. There should also be ruins of all razed buildings. It makes the map look more like a battlefield and creates more of a lasting impact and a feel of war. The razed buildings should be able to be rebuild on top of the ruin with a builder just like previus AOW games.
    2: Clear rubble of a razed city/structure needed for builder. The AI usually plants a city next to a single resource structure in your “overall territory”, and when you take it and raze it, there is now no way to get a hold of that resource. I think there should be
    =======================================================================================

    Potential Solution(s):

    – Make raze a building more difficult by making it only possible with 3 units in one stack or more. Craving a larger force to destroy structures and hence stopping the raging raze tactic with a simple scout unit. Make it take a couple of turns to raze the structure so it gets more difficult to perform the raze but still keeping the option open to do so.

    Make the Builder unit so it could Raze Structure as well as plow Land in addition to its existing functions, that could be a strategic level on its own.

    It could take a few turns to Raze a structure, then a few turns more to return a hex to its background type. This will allow two things; the Builder unit as a part of a total war strategy, and the option to clear the rubble of a razed city/structure from the map in order to build a new structure or prevent its reconstruction.

    Link(s) to the detailed discussions:

    http://ageofwonders.com/forums/topic/razing-structures/

    >Dev-remark(s):

    – We are looking into ways to allow players to do more economic damage against each other but it’s unlikely we’ll go down the path of allowing you to raze goldmines etc. because of the annoying gameplay (scouts razing your stuff and vanishing) that resulted from this in Shadow Magic.

    Ia! Ia! Cthulhu fhtagn!
    #90166

    embrace
    Member

    ==================================================================
    * [55] Problem: [summoner dont need to build 2nd and 3rd class buildings]
    ==================================================================
    Potential Solution(s):
    – summoners (druid/sorc) have to build the 2nd and 3rd class spezific building in atleast one city to be able to summon t3/t4 units, they reach lategame much to early otherwise

    Link(s) to the detailed discussions:

    http://ageofwonders.com/forums/topic/1-092-beta-patch-feedback-thread/page/3/
    (starting at page 3 with minusthedrifter post)

    Dev-remark(s):
    – We are looking into the bonuses that the Sorc/Druid class buildings provide.
    – We do not think it’s a good idea to limit the summon spells Sorc/Druids can cast based on whether they have those upgrades.

    #90578

    Helgrind
    Member

    ==================================================================
    * [56] Problem: [Building roads in dense vegetation affects city happiness for high elves when the forest tile disappears after the road is constructed, meaning that building roads in a heavily forested domain means a happyness decline for that race. Making the High elves the only race that suffers from road building]
    ==================================================================
    Potential Solution(s):
    Make the roads coexist with forest tiles. In general the roads should be able to be razed, opening up for more strategic options and more use of the builder unit.

    Link(s) to the detailed discussions:

    http://ageofwonders.com/forums/topic/roads/

    http://ageofwonders.com/forums/topic/intended-plant-forrest-removes-bridges-and-streets/

    Dev-remark(s):
    – Roads are not placed in dense vegetation since you cannot see the roads behind the trees.
    – These issues will not be fixed.

    Ia! Ia! Cthulhu fhtagn!
    #91347

    grumpysmurf
    Member

    ==================================================================
    * [58] Problem: Save Random Map Settings / Display their meaning
    ==================================================================
    Starting a random map with values differing from defaults is cumbersome as the game resets to default values.
    The result of certain options is not clear – How much is few/many/… – How do geography sliders affect map generation

    Potential Solution(s):

    • New random map retains the settings of the last session
    • a new UI button – use last random map settings, setting the selection as they were last time
    • numerical values in the geography streen – so setting the sliders is easier
    • A description how the geography sliders affect map generation – e.g. which side has less or more mountains
    • dwellings – it is not clear how much few/many dwellings are – an estimate for the map size would be nice – e.g. 3-5 on large map
    • map cites size / dwellings population selectable – e.g. only giants

    Link(s) to the detailed discussions:

    Dev-remark(s):

    • Last used random map settings will be saved so they are preset when the player makes a new RMG map
    • A Restore Defaults button will be added to the RMG screen
    #91596

    jakjak
    Member

    ========================================================
    Problem 59 Mass trebuchets still rediculous
    ========================================================

    #Idont know how to bullet

    Potential Solutions

    Solution 1
    – make them tier 2 cut hp in half or whatever proportionally so that a tier 3 or 4 unit has a 50% chance of killing it on a charge mass trebuchets should not be a viable strategy they should only be able to ever be good support for other units
    solution 2
    -add a whole lot more effective ways to kill them right now there is the destruction spell still only against one and very costly or your own trebuchets/cannons. the rest are far to ineffective or only target 1 trebuchet blind rot rust strike and fireball are cool but only take the edge off and most importantly destroy the pacing of the game where one team is backing up to use every possible spell before daring to go forward against trebuchets
    Solution 3
    -cooldown which does not recharge if you spend the turn running
    Solution 4
    -halve their damage against troops
    Solution 5
    -make them availuble later in the game around the same time as tier 4s
    Solution 6
    -cut their defense slightly take away rienforced lower range by 1 take away stun immunity etc and make them take longer to build
    Solution 7
    -make their damage and damage done against them not count in the 4 turn calculation and lower their range by 2
    Solution 8
    -make them unable to hurl boulder if there is a unit within 2 hex forcing them to spend a turn to reposition
    Solution 9
    – Take BBBs ram suggestions and also apply them to trebuchets ie)more damage against other machines and walls but less against units

    Notes
    *pacing is my primary concern with them
    * have been on both ends not biased
    *Everything else about the game is great trebuchets are the only major thing otherwise there are only small adjusts many of which are above that I think should be made until the expansion good job on the game!

    http://ageofwonders.com/forums/topic/ram/
    http://ageofwonders.com/forums/topic/trebuchets-are-enormously-op-repair-machine-stuff/
    http://ageofwonders.com/forums/topic/holy-shit-trebuchet/page/2/

    Dev Remarks
    – We’ll look into your remarks and come up with a solution

    #91685

    grumpysmurf
    Member

    #Idont know how to bullet

    on the top the UL/OL and LI items.

    • UL unordered list – needs to surround a bullet block
    • OL ordered list – needs to sourround a numbered item block
    • each item needs an li list item start and end tag

    e.g.:

    <ul>
    	<li>item one</li>
    	<li>item tow</li>
    </ul>
    • item one
    • item tow
    
    <ol>
    	<li>item one</li>
    	<li>item tow</li>
    </ol>
    1. item one
    2. item tow
    #91727

    Epaminondas
    Member

    ==================================================================
    * [60] Problem: The balance between “medium” ranged and melee units at lower tiers is problematic at least in two ways. First, there is a lack of sufficient differentiation between medium ranged and melee units, because both types of units can attack the same turn. Second, because the aforementioned equalization of the “attack range” led to an increase in ranged damage to compensate, medium ranged units tend to be over-powered when massed due to focus fire.
    ==================================================================

    Potential Solution(s):

    – First, extend the range of medium ranged units to ensure that they can fire without being attacked by melee units in the same turn. Second, to balance the increased range, decrease ranged damage. Third, to prevent the “kiting” issue, introduce a concept of “limited ammo” that is used now in the majority of fantasy TBS games such as Dominions III, HoMM VI, and Eador.

    Link(s) to the detailed discussions:

    http://ageofwonders.com/forums/topic/why-not-introduce-a-limited-ammo-concept-as-an-option/#post-91722


    Dev-remark(s):

    – We already tried the solution of increasing attack range while decreasing damage output and found it didn’t work. The ability for ranged units to fire on melee units over multiple turns made ranged units far too powerful. It wasn’t possible to reduce damage enough to compensate for this without making ranged units annoying to use (the only way to use the ranged units effectively was to kite with them).

    #93942

    Griffith
    Member

    ==================================================================
    * [62] Problem: “Center on player actions” option (aka. observe mode, “o” button) dont give notice whether the mode is on or off. This can cause various issues, like accidentally moving stacks to wrong directions if it’s off (?), or not noticing hostile parties if it’s on.
    ==================================================================

    Potential Solution(s):
    – Give visible notice whether the mode is on or off

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/observe-mode/

    Dev-remark(s):
    – We’re looking into a fix for this!

    #94216

    Gilafron
    Member

    ==================================================================
    * [63] Problem: Allow migration of same race.
    ==================================================================

    Potential Solution(s):
    – Allow migration of same race. This change would allow evil players to stay evil with migration. Also, absorb can take many more turns than migration. This problem occurs when I conquer same race but differing alignment. I can’t migrate to the existing race in the city (i.e. I can’t migrate my evil dwarves into the city of good dwarves).

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/suggestion-allow-migration-of-same-race/

    Dev-remark(s):
    – We’ll look into this.

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