Gameplay Suggestion: Compiled Topics Index.

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This topic contains 110 replies, has 67 voices, and was last updated by  Manuelbar 1 month, 2 weeks ago.

Viewing 21 posts - 91 through 111 (of 111 total)
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  • #189987

    Dreepa
    Member

    ==================================================================
    * [116] Bad readability on who is friend and who is foe in tactical battle
    ==================================================================
    Potential Solution(s):

    – Colored decal (Blue: Friend / Red: Enemy)
    – Colored Hex
    – Better contrast for flags
    – Bigger flags
    – Adjustment of bloom lightning (e.g. undead city siege)
    – Bigger unit models for units that consist of many small individuals

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/readability-in-combat-is-really-terrible/

    Dev-remark(s):
    – Not yet

    #192058

    TjenStylez
    Member

    ==================================================================
    * [Number] Problem: [117] Hall of the Forefathers rewards
    ==================================================================

    Potential Solution(s):
    Adjust instance strength (Frost Dragon/Giant) and/or balance rewards?

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/hall-of-the-forefathers-unbalanced-strengthloot-ratio/

    Dev-remark(s):
    – not yet

    #193285

    Griffith
    Member

    ==================================================================
    * [118] Problem: Mass Stasis is OP. Please Nerf!
    ==================================================================

    Potential Solution(s):
    – Reduce the attack power of the spell
    – Reduce the movement point penalty when the spell is resisted
    – Increase casting point cost

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/mass-stasis-working-as-intended/

    Dev-remark(s):
    – not yet

    #202042

    guile44600
    Member

    ==================================================================
    * [119] Problem: [Customizing random MAPs in editor]
    ==================================================================

    Potential Solution(s):
    – Best : Introduce the Random Map Generator Routine inside the Editor (Same options as in game + “too” ideally the number of expected floors)
    – Alternative : Allow to save current random MAP just generated in the editor format at end of generation (just before game effectively start)

    Link(s) to the detailed discussions:
    – i’m sure to have seen this low priority whining somewhere else, i’m not even original -_-. If it would be introduced in an ulterior DLC, i could even understand why.

    Dev-remark(s):
    – not yet

    #207260

    Outis
    Member

    TEMPLATE:
    ==================================================================
    * [120] Problem: [Building cost not shown on Production Resources pickups]
    ==================================================================

    Potential Solution(s):
    – Show cost next to Building on the Popup

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/suggestion-for-developers-show-production-cost-on-production-resource-pickups/

    Dev-remark(s):
    – not yet

    #207623

    Gloweye
    Member

    ==================================================================
    * [121] Not enough Skewers
    ==================================================================
    Potential Solution(s):

    – Allow Goblins Skewers to be build from the Barracks.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/request-skewer/#post-207542

    Dev-remark(s):
    – Not yet

    #209137

    rilian-la-te
    Member

    ==================================================================
    * [122] Problem: [Damage spells is very similar]
    ==================================================================

    Potential Solution(s):
    – Add different inflict effect to damage spells based on class or sphere.

    Link(s) to the detailed discussions:
    – [http://ageofwonders.com/forums/topic/one-thing-what-i-miss-for-aowsm-very-much/]

    Dev-remark(s):
    – not yet

    #211465

    Sartharina
    Member

    ==================================================================
    * [123] Class units of different races hard to visually differentiate/Class-granted units of a race aesthetically clash with that race’s racial unit aesthetic.
    ==================================================================

    Potential Solution(s):
    – Update models with more race-appropriate assets (Such as Tigran Sunshields on Tigran Crusaders and Phalanx) as time and budget allow.

    Link(s) to the detailed discussions:
    http://ageofwonders.com/forums/topic/why-are-all-the-class-units-the-same/

    Dev-remark(s):
    – not yet

    #216155

    Host
    Member

    ==================================================================
    [124] Roaming 3-Lost-Soul stacks spawning from Necromancer Circles are too common and significant an impediment to scouting on current duel settings, since their superior mobility allows them to reach and kill even cleverly-used class scouts. This increases randomness, delays player-to-player interaction, and decreases the value of dedicated scouts.
    ==================================================================
    Potential Solution(s):
    – Change one of the souls to a ghouled T1 with less movement options (this has less support than other options)
    – distinctly lower the frequency of Necromatic Circle spawns compared to other sites (this has more support)
    – have roaming indy stacks only attack things within their own vision range (this is likely impossible, and would not necessarily solve the issue)
    – lower the spawning frequency of Necromancer Circles/move the floating-only spawns to only later turns, for instance 3 banshee and 3 souls on the 3rd/4th spawn (this would not necessarily be practical)

    Link(s) to the detailed discussions:
    http://aow.triumph.net/forums/topic/scouts-being-killed-too-easily-by-lost-soul-independents/

    Dev-remark(s):
    – not yet

    #220028

    Sorax
    Keymaster

    Guys, please read the first post.

    Any suggestions without a link to a detailed discussions will be deleted.

    #220989

    mouseodoom
    Member

    ==================================================================
    * [124] Problem: [Lack of random option in map editor]
    ==================================================================

    Potential Solution(s):
    – [Implement the Random Map Generator in the map editor]
    – [Allow editing of randomly generated maps from single player]

    Link(s) to the detailed discussions:
    http://aow.triumph.net/forums/topic/editing-random-map/
    http://aow.triumph.net/forums/topic/gameplay-suggestion-compiled-topics-index-2/page/4/ **The post on suggestion 119 didn’t follow the rules, so I walked into this trap for the good of random map editing.

    Dev-remark(s):
    – not yet

    #239310

    mettius
    Member

    ==================================================================
    * [125] Problem: [Ping Map in Multiplayer / Tools for better communication in MP]
    ==================================================================

    Potential Solution(s):
    – [Add ability to ping the map and have it “beacon” on the minimap, visible to all players or just allies, selectively]
    – [Allow basic drawing tools on paper map, each player has one or more “layers/overlays” which can be made visible to other players selectively.]
    – [Add alpha/numeric map grid references to paper map]

    Link(s) to the detailed discussions:
    http://aow.triumph.net/forums/topic/add-map-pings/
    http://aow.triumph.net/forums/topic/feature-request-map-pingdraw-on-map/
    http://aow.triumph.net/forums/topic/ping-option/

    Dev-remark(s):
    – not yet

    • This reply was modified 1 year, 5 months ago by  mettius.
    #240050

    VORP
    Member

    ==================================================================
    *[126] Problem: [Vassal cities’ defenses don’t increase when vassal cities grow]
    ==================================================================

    Potential Solution(s):
    -[Make so that defenses of vassal cities would increase when vassal cities grow.]

    Link(s) to the detailed discussions:
    -[http://aow.triumph.net/forums/topic/suggestion-for-vassal-cities-defense/]

    Dev-remark(s):
    – not yet

    #241803

    Gilafron
    Member

    ==================================================================
    *[127] Problem: Prevent experience farming
    ==================================================================

    Potential Solution(s):
    – The consensus is to cap experience awarded from a battle. Each battle has an experience pool that cannot be exceeded.
    – The pool could be determined by enemy combatants (including tier level) and potentially structures, due to structure defense spell.
    – A couple of approaches to awarding experience:
    – Option 1: Current XP awards are changed to “contribution” points and the pool limit is then divided by contribution after the battle is over. As a result, no more mid-battle medal awards nor losing-side getting experience (which comes into play with resurrect, ghoul curse, etc.).
    – Option 2: Stop awarding experience in battle after the limit is reached. Hence, aggressiveness by units at the beginning of a battle is awarded. I imagine this solution would be easier to implement.
    – See thread for other options as well

    Link(s) to detail discussion:
    http://aow.triumph.net/forums/topic/game-suggestion-to-stop-experience-farming/

    Dev-remark(s):
    – not yet

    #242253

    Kylord
    Member

    =============================================================
    *[128] Problem : difficulties to read what provides skills, bonus or malus in the sheet of heroes or units
    =====================================================================

    The Point :
    Everyone seems to agree there are many skills for heroes and units (and it’s a good thing !), but it’s very difficult to combine and optimize them when we are checking our armies because we don’t see quickly what provides skills (we have to wait for tooltip for each line)

    Potential Solution(s):
    – Highlight background with colours for each line of skill. Each colour would mean what provides the skill : the ground, an artifact, a leading hero…
    – Similar solution with modifying the color of the font instead : it would be more esthetic.
    – Better solution : add a clear icon to the right of the skill which identifies what provides skill. We could have several icons in the case of several things which provide the same skill and this could help the player to remove useless artifact for instance (because hero has already the skill)

    Link(s) to the detailed discussions:

    Cool feature suggestion for skills list

    Dev-remark(s):
    – not yet

    NB : sorry for being late, the discussion is old but the problem is still there

    • This reply was modified 1 year, 3 months ago by  Kylord.
    • This reply was modified 1 year, 3 months ago by  Kylord.
    #244480

    VORP
    Member

    *[129] Problem: [Chaos Rift has wrong disjunction cost]
    ==================================================================
    Potential Solution(s):
    -[Increase Chaos Rift disjunction cost up to 70.]

    Link(s) to the detailed discussions:
    -[http://aow.triumph.net/forums/topic/chaos-rift-has-wrong-disjunction-cost/#post-244478]

    Dev-remark(s):
    – not yet

    #244742

    Knasterbax
    Member

    ==================================================================
    * [130] Problem: [Empire Difficulty not challenging for experienced player]
    ==================================================================

    Potential Solution(s):
    – Merge Opponent Teams to create one strong opponent
    – Introduce a Godlike Opponent Difficulty

    Link(s) to the detailed discussions:

    Suggestion: Merge Team Option for AI Opponents

    Dev-remark(s):
    – not yet

    #245230

    VORP
    Member

    *[131] Problem: [Cardinal Culling is overpowered because it’s stackable]
    ==================================================================
    Potential Solution(s):
    -[Make Cardinal Culling not stackable]

    Link(s) to the detailed discussions:
    -[http://steamcommunity.com/app/226840/discussions/0/357287304436314490/]

    Dev-remark(s):
    – not yet

    #245420

    Skaapman101
    Member

    ==================================================================
    * [132] Problem: [One city production paused while another keeps producing round after round because gold runs out before first city can produce]
    ==================================================================

    Potential Solution(s):
    – Maybe a city priority queue where production for one city can be prioritized above another.

    Link(s) to the detailed discussions:
    http://aow.triumph.net/forums/topic/how-to-prioritize-a-citys-production/#post-245410

    Dev-remark(s):
    – not yet

    #245790

    dsafer
    Member

    ==================================================================
    * [133] Problem: [Bridges cannot be removed (easily)]
    ==================================================================

    Potential Solution(s):
    – Give the ability to raze bridges like watchtowers and fortresses.
    – Give the ability to raze bridges like cities, with a turn requirement.
    – Give builders an ability to destroy bridges while standing on the bridge or on the tile connecting to it.
    – Lava bridges should be either undestructable or get a way to build them, like a new terraforming spell. If lava bridges become destroyable, there should be a way to destroy them without killing the unit on it in the process.

    Link(s) to the detailed discussions:
    http://aow.triumph.net/forums/topic/suggestion-add-the-ability-to-destroy-bridges/

    Dev-remark(s):
    – not yet

    #253125

    Manuelbar
    Member

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