methegrate

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  • in reply to: Races Survey and Terraria Wonders #219502

    methegrate
    Member

    Agreed, that would certainly help for roleplaying purposes. Although strategically it also matters. Right now I can get an opponent’s entire racial build tree by capturing any of his cities (especially if I crank out a couple of settlers).

    in reply to: Races Survey and Terraria Wonders #219455

    methegrate
    Member

    I think races could be helped a lot by limiting what you can build in cities populated by your non-primary race. I actually think the variation is pretty good right now (imho), but as far as gameplay goes there’s really not a lot of point to the initial selection. Maybe I start as dwarves, but once I’ve scooped up some humans, elves, halflings and goblins who really cares? I get those knights and archers no matter what.

    It’s one thought at least but that’s been my experience. The races themselves are good, the real problem is that you just play as pretty much all of them in every game.

    in reply to: Golden Realms and V1.4 Released #124026

    methegrate
    Member

    I take back my criticisms without reservation. This is a great new release for $10, and the new city mechanics are a lot of fun!

    Re: races, what about adding an option to automatically migrate all cities on conquest (aside from domains)? So if I choose humans, that’s all I get. That way you actually need to think about the costs/benefits of your choice.

    But, congrats on the success.

    in reply to: AoW3: Golden Realms Expansion Revealed! #117417

    methegrate
    Member

    lets not forget gods & kings and brave new world introduced significant new gameplay mechanics alongside the other new content.

    a new class would be okay for a 30$ expansion but in AOW3 races dont mean that much – i mean halflings are still gonna be played like dreadnoughts, sorcererors, druids, etc …. whereas a new class would open up completely new gameplay for all races.

    This says it far better than I did. That’s ultimately my problem with calling this a true expansion instead of DLC. The new features seem like they’ll be fun, but it doesn’t feel like they’ll actually change or expand upon gameplay in any meaningful sense.

    That’s not necessarily a problem, new toys are always cool, except that there are some issues that do need fixing (meaningful race and alignment choices). Still, that’s not to give the impression that I don’t love this game. AoW is a very worthy successor to Master of Magic, and I’m excited to see that they’re updating and expanding it!

    in reply to: AoW3: Golden Realms Expansion Revealed! #116794

    methegrate
    Member

    I agree with the folks saying that this is closer to DLC than a full-on expansion, but that’s not a problem. I’d happily pay $10 for this update, but would probably hesitate by the time it got to $20.

    Halflings… I’m kind of meh. I was really hoping for either an undead race or necromancer class. I’ve never thought that hobbits add much to games like this, they feel like watered down humans. (Although that’s just one man speaking.)

    I was really hoping that the first expansion would address the issues with race and alignment. Neither really make much of a difference to gameplay. Starting race only matters until you scoop up your first city, then you can have as many races as you want. And I’ve never really found alignment to make any difference at all.

    But, wild magic, mystical city upgrades, racial defenses, empire quests! All look very, very cool! Those I’m really excited about.

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