Gameplay Suggestion: Compiled Topics Index.

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  • #118127

    ==================================================================
    * [86] Problem: [prevent Dragons, Giants and Tier IV spamming]
    ==================================================================

    Potential Solution(s):
    Limit the number of units on that kind that can be grouped together in a stack, prevent rushing their production – make rushing their production much more expensive – allow giants and dragons to join players only by completing quests (maybe allowing players to compete over such quest)

    Link(s) to the detailed discussions:

    http://ageofwonders.com/forums/topic/should-be-impossible-to-rush-dragonsgiants/

    Dev-remark(s):
    – We made the dwelling tier 4’s harder to get.

    #122875

    Ayenara
    Member

    ==================================================================
    * [87] Problem: [Battle setting: Auto vs independents, Manual vs humans]
    ==================================================================

    Potential Solution:
    – Adding this option.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/what-automanual-combat-settings-do-you-use-and-how-my-choice-screwed-me-over/
    http://ageofwonders.com/forums/topic/aow-iii-mp-wishlist/
    http://ageofwonders.com/forums/topic/combat-options-in-mp-automanual/

    Dev-remark(s):
    – Added to the list of cases.
    – Auto vs independents, Manual vs humans options have been added.

    #124410

    Yarovit
    Member

    ==================================================================
    * [89] Problem: Condemn killing is useless for most class-race combinations
    ==================================================================

    Potential solution:
    -Condemn Killing affects caster’s all units/dedicated to good units/not dedicated to evil units

    Link to the detailed discussion:

    http://ageofwonders.com/forums/topic/condemn-killing-possible-solution/

    Dev-remark(s):

    -Will be looked at.

    #126636

    Narvek
    Keymaster

    Added dev remarks to all entries that didn’t have them yet!

    #128485

    Nuramon87
    Member

    ==================================================================
    * [92] Problem: not enough variety of classes
    ==================================================================

    Potential Solution(s):
    new class: economic. the class has no own units, but a scout-unit and the race-units. the class has many skills to increase the own economy to get more units like other classes. the economic builder can also build mines (but they could have a minimum distance to other), trade routes to allys are possible to him (which gives the ally and the economic an advanteage) and so on.
    maybe it could also be possible to him, to buy allys (or enemys – for much more gold) units?

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/idee-neue-klasse-okonom/

    #129288

    Gloweye
    Member

    ==================================================================
    * [93] Problem: No use for Treasure Sites in Dwellings;feels as lost oppertunity
    ==================================================================

    Potential Solution(s):
    1)Enable the construction of Mystical City Upgrades in Dwellings
    2)Only Enable those who have use

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/mystical-city-upgrades-rise-of-the-dwellings/
    http://ageofwonders.com/forums/topic/is-there-a-plan-to-re-enable-mystical-city-upgrades-for-dwellings/

    Dev-remark(s):
    none yet

    #130067

    decoy
    Member

    ==================================================================
    * [94] Problem: A cheaper way of expanding domain is needed
    ==================================================================

    Potential Solution(s):
    – Sentry Camp structure

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

    Dev-remark(s):
    – not yet

    #130390

    Kaiosama TLJ
    Member

    ==================================================================
    * [95] Problem: Heroes don’t feel unique from each other since they don’t get anything beyond what their class can offer besides basic racial traits
    ==================================================================

    Potential Solution(s):
    – Heroes/Leaders could be granted (depending on their level) minor/major skills/traits that may or not been normally accesible to their class, and these could be based on one or many aspects of them, like Race or even Specializations (and of course, for the latter, Heroes should be assigned their own Specializations just for this purpose)
    – Actually, the potential solutions for this problem are varied, a cautious and good read to every suggestion is recomended

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/what-if-racial-hero-upgrades/
    http://ageofwonders.com/forums/topic/unique-skills-for-each-hero/
    http://ageofwonders.com/forums/topic/racial-hero-abilities/
    http://ageofwonders.com/forums/topic/aow1-style-leaderhero-creation-other-ideas/
    http://ageofwonders.com/forums/topic/hero-upgrades/

    Dev-remark(s):
    – not yet

    ==================================================================
    * [96] Problem: Certain spells tend to be useless in certain configurations like Tropical Empire in Underground-only maps, making researching them a waste of time and slot for better spells
    ==================================================================

    Potential Solution(s):
    – Make these spells unavailable when creating a game where they would be useless

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/suggestion-quality-of-life-fixes/

    Dev-remark(s):
    – not yet

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

    #136200

    Gloweye
    Member

    ==================================================================
    * [96] Problem: Taunt is illogical, and overpowered
    ==================================================================

    Potential Solution(s):
    – [Bring back the Taunt as it worked in shadow magic]
    – [Simple script: At start of turn, calculate how the taunted unit can do most damage on itself to the taunting unit. Execute that, using all options, like spells, melee and ranged attacks.]

    Link(s) to the detailed discussions:
    – [http://ageofwonders.com/forums/topic/brainstorm-about-units-inspiration-for-devs/page/2/#post-136191]
    – [http://ageofwonders.com/forums/topic/taunt/]

    Dev-remark(s):
    – not yet

    (Note: There has been more support, but general spread out among the forums. Should a Mod/Dev consider this to be to little support, I will not challenge that decision.)
    EDIT:Added Support Topic

    #138246

    The Mentat
    Member

    ==================================================================
    * [97] Problem: Hero development not deep enough
    ==================================================================

    Potential Solution(s):
    Implement connections between some skills (e.g. a skilltree) but in a way that a player doesn’t always take the same skills (e.g. by including varying racial abilities)

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/suggestion-skill-trees-for-heroes/

    Dev-remark(s):
    – not yet

    #143058

    Jaduggar
    Member

    ==================================================================
    * [98] Problem: Naval Combat Is Uninteresting And Mostly Pointless
    ==================================================================

    Potential Solution(s):
    • Cause RMG to create more significant bodies of water, to foster strategic value
    • Add greater incentives for naval exploration, including reasons to maintain a naval presence
    • Expand naval roster (ie: more class based navy units, where appropriate)
    • Diversify Frigates/Galleons (ie: allow for racial variations of primary naval units)
    • Allow naval units to attack/bombard cities from the sea
    • Give bonuses to coastal cities to encourage players to build near the water, fostering strategic value
    • Add aquatic structures or dwellings

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/let-the-sea-matter/
    http://ageofwonders.com/forums/topic/harbors-should-repair-ships/
    http://ageofwonders.com/forums/topic/brainstorming-naval-combat/

    Dev-remark(s):
    – none yet

    EDIT: Added third url to the discussions list.

    #146224

    Telenil
    Member

    ==================================================================
    * [96] No shortcuts or key bindings for recurring gameplay actions.
    ==================================================================

    Potential Solution(s):
    – Add a command, preferably one that can be set by the player, to open often-used menus like Cast Spell or Research.
    – If possible, add similar shotcuts for unit production (A for “build racial archer”)

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/hotkeys-key-binding/

    Dev-remark(s):
    – not yet

    #147248

    vormav78
    Member

    ==================================================================
    * [97] Problem: [Darters spamming is ruining goblin race against Emperor AI]
    ==================================================================

    Potential Solution(s):
    – [Have the AI focus more on darters when in a siege]
    – [Reduce Darters’ bonus ranged damage on medals]

    Link(s) to the detailed discussions:
    – [http://ageofwonders.com/forums/topic/goblins-and-computers/#post-147234]

    Dev-remark(s):
    – not yet

    #148723

    Grog of Bolg
    Member

    ==================================================================
    * [99] Problem: [Limited battle engagement options / Concealment advantages on tactical map]
    ==================================================================

    Potential Solution(s):
    – [Add more battle engagement types (ambush, skirmish, ect)]
    – [Add advantages of concealment on the tactical map]

    Link(s) to the detailed discussions:
    – [http://ageofwonders.com/forums/topic/requested-feature-battle-engagement-modifiers/#post-147140]

    -Community reaction: Mostly positive with biggest concerns on balance

    Dev-remark(s):
    – not yet

    #150141

    *[100] Problem: [Fleets and ports seem quite useless]

    Potential Solutions:
    [Limit speed and visual range of other units at sea ]

    [Flyers and swimmers should suffer from attrition when ending turn at sea and die when ending two turns in a row on water.]

    [Allow ports to become an important source of income and allow the now improved ships to conquer them – If only fleets can contrast fleets having one will become a must]

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/how-to-give-more-relevance-to-shipssea/#post-150138

    http://ageofwonders.com/forums/topic/do-ships-have-any-use-at-all/

    (a discussion on various subjects including this one:)
    http://ageofwonders.com/forums/topic/much-needed-improvements/

    Community reaction positive, there is a general agreement that something should be done in that direction.

    #150378

    =======================================================================
    *[101] Problem: [more limitations would make each game feel more “special” and promote the use of different units in different maps – (That would be a huge boost to AOWIII’s life span)]
    ========================================================================

    Potential Solutions:
    [Limit unit availability in cities based on resources (no forest no wood, no wood no arrow, if a specific city has no forests in its territory no bowmen available to be built there]

    [Increase minimum distance between cities or add a setting to let player choose such distance before a game starts. That would make cities feel more important instead than seeing a map crammed with cities that should feel “medieval-fantasy” but instead looks “over populated and sci-fi”) – Forts would still allow to gather resources outside borders]

    [Limit Red Dragons in dragon dwellings when on volcanic terrain, and white dragons for the ones on snow, same for giants & apply similar concept to other dwellings]

    [Heroes could gain some/all skills randomly or based on their actual behavior instead than having player choosing the same improvements for all heroes all the time, making them identical, as they tend to do right now]

    Link to detailed discussions:
    http://ageofwonders.com/forums/topic/new-extra-difficult-setting-more-restrictions/

    A discussion on various improvements including this one:
    http://ageofwonders.com/forums/topic/much-needed-improvements/

    #150423

    brother-eros
    Member

    ==================================================================
    * [102] Problem: [Empire quests being limited to first player to obtain encourages senseless rushing and detracts from core gameplay, especially for co-operative games]
    ==================================================================

    Potential Solution(s):
    – [Allow empire quests to be obtained by every player as they meet the criteria individually as thematic milestones in empire building]
    – [A toggled option would allow players who enjoy empire quests as currently implemented to continue yet also please players who enjoy co-operative rather than competitive play]

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/what-if-empire-quests-were-not-competititve/

    Dev-remark(s):
    – not yet

    #151089

    Fonzosh
    Member

    ==================================================================
    * [103] Problem: More evolve units
    ==================================================================

    Potential Solution(s):
    – Would be fun to see more units able to evolve like elephants, feathered serpents a.s.o.(especially the feathered serpent into a King Feathered serpent, since it is quite hard to get and would be more worth fightning for if it was able to evolve)

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/more-evolve-units-and-therefore-more-tier-iv/#post-151087

    Dev-remark(s):
    – not yet

    #151661

    Gloweye
    Member

    ==================================================================
    * [104] Problem: [Lower Tier combat spells(i.e. single target) get useless late.]
    ==================================================================
    Potential Solution:
    – Allow players to select any number of targets for a single target spell, and pay the CP cost for each of these.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/multiple-spells-per-turn-aka-unit-enchantment-revisited

    Dev-remark(s):
    – None yet

    #154546

    Yelok
    Member

    ==================================================================
    * [105] Climate and Terrain don´t give a deep enough strategic advatage and variety to the game
    ==================================================================

    Potential Solution(s):
    – Add bonuses/penalties which applies on units under specific terrain/climate conditions.
    – Add Natural Phenomena factor.
    – Make terrain/climate affect tactical combat.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/weather-and-terrain-applied-on-strategic-map-strategic-changes-part-ii/
    http://ageofwonders.com/forums/topic/weather-and-terrain-applied-on-tactical-map-and-masteries-strategic-changes-iii/

    Dev-remark(s):
    – not yet

    http://ageofwonders.com/forums/topic/synthesized-feedbackanalysissuggestion-index/
    My feedback, analysis and sugestions about the game.
    Last update Part VI. Sage class is up

    #157668


    ===========================================================================
    *[106] Problem: High Elves seem a bit generic and some player miss the Dark and Wood Elves, but many of their traits from AOWSM have been recycled and used.
    ============================================================================

    Potential Solution:

    1) Add Wood Elves and Dark Elves as Races
    or:
    2) Add Wood Elves and Dark Elves as Dwellings (may least favorite)
    or (my favorite):
    3) Instead than just adding them as a Race, since it was their union that created the High Elves, allow one of those two groups to re-emerge from the High Elves and take over in specific circumstances like an appropriate change of alignment or in the case of the WEs when the Elves become very close to nature (through the frequent use of specific spells and/or when the leader chooses the archdruid path) – A solution that would allow to recover the lost Elven races without having to entirely add two more races from scratch, that would give an interesting twist to the game and would be perfectly in line with game lore

    LINK TO DISCUSSION:
    http://ageofwonders.com/forums/topic/how-high-elves-could-specialize-into-wood-or-dark-elves/

    Community Reaction : Mixed to this particular solution but there is a strong impression in the forum in general that at least the Dark Elves are missed.

    Dev-remark(s):
    – not yet

    #159471

    Helgrind
    Member

    ==================================================================
    * [106] Problem: There is no blood during tactical battles.
    The lack of blood in tactical battles takes the edge of the the feel and realism during combat.
    It would bring the battlefield much more alive and create the right touch and feel to the battles if you would include some blood during tactical battles. I think the demand is high for this sort of feature in the AOW community. There is ways to walk around the rerate issue of the game that may be a fact if you would include blood in the battles. One idea is that you release it as a DLC, it would only affect the rating of the DLC but not off the whole game.

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

    Potential Solution(s):
    – Release a Blood/Gore DLC

    Link(s) to the detailed discussions:

    http://ageofwonders.com/forums/topic/blood-and-gore-in-tactical-battle/

    Dev-remark(s):
    – Not yet

    Ia! Ia! Cthulhu fhtagn!
    #159600

    solitaryone
    Member

    ==================================================================
    * [108] Problem: City ruin is blocking resettlement. AI (including indie cities spawns) loves to create cities in a bad spots. Even then the bad placed city is razed, the good spot is lost forever. This encourages players to turn “city founding” OFF.
    ==================================================================

    Potential Solution(s):

    – give an option to cancel this rule;
    – give an option to “raze” city completely (with no ruins left);
    – give an option to “clear” (to delete) city ruins with builders and settlers.

    Link(s) to the detailed discussions:

    http://ageofwonders.com/forums/topic/city-ruins/
    http://ageofwonders.com/forums/topic/city-ruins-and-why-i-dislike-them/

    Dev-remark(s):
    – Not yet

    #162332

    Athei
    Member

    ==================================================================
    * [109] Problem: Need for more RPG elements.
    ==================================================================

    Potential Solution(s):

    – Battle unit speech bubbles
    – Class based random quests
    – Leader starting heirloom
    – Adept specialization to heroes
    – And maybe even more solutions in the tread, since it’s still active

    Link(s) to the detailed discussions:

    http://ageofwonders.com/forums/topic/suggestion-rpg-ish-elements/

    Dev-remark(s):
    – Not yet

    #172709

    Joni
    Member

    ==================================================================
    * [110] Problem: No interface/visual feedback/information provided for successfully evolved units
    ==================================================================

    Potential Solution(s):

    – after having evolved, make a small but fancy highlighted arrow similar to the flashing medal after a unit has gained a rank in the “after-battle window”
    – evolving could trigger an event similar to hero level-ups
    – let Tibbles make an awesome and super-fancy animation! :)

    Link(s) to the detailed discussions:

    http://ageofwonders.com/forums/topic/suggestion-popupinterface-addition-for-evolved-units/

    (so far universal agreement, although admittedly there are not that many voices)

    Dev-remark(s):
    – Not yet

    #173870

    Sen
    Member

    ==================================================================
    * [111] Problem: During the fight can not retreat and keep part of the army. This leads to inevitable defeat after a major battle. The game goes from the strategic to the tactical plane.
    ==================================================================

    Potential Solution(s):

    – We need to create an opportunity to retreat in battle (even in the case of protection). After the retreat of the army, it should decrease (60-80%), during which his army automatically moves in the opposite direction from the enemy (50% movement points) and he gets another + 50% movement points for maneuver.

    Link(s) to the detailed discussions:

    the further development of the game

    Dev-remark(s):
    – Not yet

    #176228

    ==================================================================
    * [112] Problem: Aside from the useful spells, the specializations don’t offer that much combinations to the races and classes in game. Passive, active or otherwise.
    ==================================================================

    Potential Solution(s):
    – Like how the beta update gave race units unique, different abilities and stats based on their assigned classes, why not implement a similar system involving specializations that would benefit/weaken both the race and class we choose?

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/race-class-and-specialization-combinations/

    Dev-remark(s):
    – not yet

    #179855

    ariga
    Member

    ==================================================================
    * [113] Problem: The stun from sorcerer and support go to high % succeed(same as bleeding but as lightning(harder to get resistance & almost no unit whit lightning res inherent or giving lightning res
    ==================================================================

    Potential Solution(s):
    -Decrease % by decreasing the strength of the stun
    -Also add light of sight penalty like before on all this kind of effect?(Whit ranged attack bleeding, immolate, etc too high % to success almost sure to work whit 3 hit)

    Link(s) to the detailed discussions:

    -http://ageofwonders.com/forums/topic/sorcerer-support-stun/ (link add bug after edit :/)

    Dev-remark(s):
    -Not yet

    #184244

    ephafn
    Member

    ==================================================================
    * [114] Problem: It is not possible to have random AI that does not have duplicate race/class.
    ==================================================================

    Potential Solution:
    – Add an option when setting a game that would make the game only picks random AI amongst leaders with classes and races that have not already been picked (either by the player or by previous random AI). If none of them are left, then that rule is ignored.

    Link to the detailed discussions:

    http://ageofwonders.com/forums/topic/suggestion-no-duplicate-raceclass-option-for-random-ai/

    Dev-remark(s):

    – not yet

    #189386

    ==================================================================
    * [115] Problem:Not enough female units
    ==================================================================
    Potential Solution(s):
    – broom riding witchs, or a warrior nun minor faction, some bow wielding amazons. Maybe even an anime style “magical girl” group of units.

    Link(s) to the detailed discussions:

    http://ageofwonders.com/forums/topic/the-game-needs-a-lot-more-ta/

    Dev-remark(s):

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