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Home › Forums › Age of Wonders 3 Discussions › Gameplay Suggestion: Compiled Topics Index.
This topic contains 113 replies, has 69 voices, and was last updated by Nick_Kelker 4 years ago.
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April 27, 2015 at 19:24 #189987
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* [116] Bad readability on who is friend and who is foe in tactical battle
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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 individualsLink(s) to the detailed discussions:
http://ageofwonders.com/forums/topic/readability-in-combat-is-really-terrible/Dev-remark(s):
– Not yetApril 30, 2015 at 19:45 #192058==================================================================
* [Number] Problem: [117] Hall of the Forefathers rewards
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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 yetMay 3, 2015 at 14:36 #193285==================================================================
* [118] Problem: Mass Stasis is OP. Please Nerf!
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– Reduce the attack power of the spell
– Reduce the movement point penalty when the spell is resisted
– Increase casting point costLink(s) to the detailed discussions:
– http://ageofwonders.com/forums/topic/mass-stasis-working-as-intended/Dev-remark(s):
– not yetMay 18, 2015 at 18:53 #202042==================================================================
* [119] Problem: [Customizing random MAPs in editor]
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– 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 yetJune 1, 2015 at 19:00 #207260TEMPLATE:
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* [120] Problem: [Building cost not shown on Production Resources pickups]
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– Show cost next to Building on the PopupLink(s) to the detailed discussions:
– http://ageofwonders.com/forums/topic/suggestion-for-developers-show-production-cost-on-production-resource-pickups/Dev-remark(s):
– not yetJune 2, 2015 at 19:39 #207623==================================================================
* [121] Not enough Skewers
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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-207542Dev-remark(s):
– Not yetJune 7, 2015 at 12:03 #209137==================================================================
* [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-
This reply was modified 3 years, 11 months ago by
President.
June 16, 2015 at 13:51 #211465==================================================================
* [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.
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– 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 yetJuly 11, 2015 at 10:37 #216155==================================================================
[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.
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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 yetJuly 31, 2015 at 09:34 #220028Guys, please read the first post.
Any suggestions without a link to a detailed discussions will be deleted.
August 6, 2015 at 03:47 #220989==================================================================
* [124] Problem: [Lack of random option in map editor]
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– [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 yetJanuary 11, 2016 at 04:00 #239310==================================================================
* [125] Problem: [Ping Map in Multiplayer / Tools for better communication in MP]
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– [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 6 years, 5 months ago by
mettius.
January 28, 2016 at 13:11 #240050==================================================================
*[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 yetMarch 12, 2016 at 17:40 #241803==================================================================
*[127] Problem: Prevent experience farming
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– 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 wellLink(s) to detail discussion:
http://aow.triumph.net/forums/topic/game-suggestion-to-stop-experience-farming/Dev-remark(s):
– not yetMarch 20, 2016 at 18:21 #242253=============================================================
*[128] Problem : difficulties to read what provides skills, bonus or malus in the sheet of heroes or units
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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:
Dev-remark(s):
– not yetNB : sorry for being late, the discussion is old but the problem is still there
May 10, 2016 at 17:43 #244480*[129] Problem: [Chaos Rift has wrong disjunction cost]
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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 yetMay 20, 2016 at 08:03 #244742==================================================================
* [130] Problem: [Empire Difficulty not challenging for experienced player]
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– Merge Opponent Teams to create one strong opponent
– Introduce a Godlike Opponent DifficultyLink(s) to the detailed discussions:
Dev-remark(s):
– not yetJune 1, 2016 at 11:45 #245230*[131] Problem: [Cardinal Culling is overpowered because it’s stackable]
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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 yetJune 7, 2016 at 14:11 #245420==================================================================
* [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-245410Dev-remark(s):
– not yetJune 22, 2016 at 15:12 #245790==================================================================
* [133] Problem: [Bridges cannot be removed (easily)]
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– 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 yetJuly 6, 2017 at 15:16 #254620hi
my proposals
1. its not well structured if in battle
2 colours , 1 for attacker, 1 for defender
heroes flags , creatures stars or whatever2. unfair starts and more tactical options
pre-choosing 1st hero-class
Buy In points (BIP):
you get for lets say normal starting army setup 300 BIP
so u can buy whatever and as many as u can
example humans , u want Human Priest 70g + 20m = 90 BIP
u can get 3 priests for 270 BIP. leftover 30 BIP can be transformed into extra
gold or mana.3. cosmic happenings
example Rise of the Dire Penguins , A level 12 Archdruid roams the map
i think its best if all the players gets attacked by a similar hero.
and no countdown anymore after the announcement it will be executed in 2-4 rounds4. casting autobattle
3 options
a. no casting
b. all heroes
c. all except leader coz of the stupid Battlefield Enchantment disjunction triesand or preferred spell for ur leader. 3 boxes for spells allowed.
i have more but thats it for today
cu
May 20, 2018 at 21:56 #272617Please nerf disentegrate. It kills high level heros and units with a WAY TOO HIGH success ratio. The success of this spell should only be really high for lower tier units. As it is now, it’s almost like an instakill.
Either nerf it, or make it so that you can’t find it in a dungeon. If either the user or CPU finds it in the dungeon, it gives that player an instakill that’s feels like a cheat code.
May 20, 2018 at 21:59 #272618Decrease High Elf Gryphon rider’s base defense by 2, but make them amoured, for a net difference of 0. But elves armor their bowmen, so of course their elite calvary would be armored. This would allow them to take advantage of enchanted armory.
June 18, 2018 at 16:09 #273832That all races have identical units as well as classes. The difference is only in race.
– There is no balance in the game at all, the Dreadnought is just a total imba.
– The script of the campaign is worked terribly, at times the player encounters simply with the colossal armies and only the stupidity of AI saves from destruction.
– An extremely small number of spells, plus some of them are useless.
– In the game, it makes sense to stamp only T3 and T4 units, all that goes below stupidly wangs with these troops.
And it’s sad, we are playing a lot with my friend from papercheap -
This reply was modified 3 years, 11 months ago by
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