nspannaus

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  • in reply to: How did you found out Age of Wonders? #226015

    nspannaus
    Member

    Someone off-handedly described it as the “spiritual successor” to Master of Magic. That’s all I needed.


    nspannaus
    Member

    What an odd rule. I’d describe it as almost… Draconian.

    in reply to: Races Survey and Terraria Wonders #218877

    nspannaus
    Member

    Even if we don’t see one last expansion pack, it really does feel like we’ll be seeing another patch that addresses some of the gameplay/balancing issues we’ve been discussing.

    A patch is in the works and currently available in Open Beta.

    Very cool! Thanks for letting us know here.

    in reply to: Races Survey and Terraria Wonders #217845

    nspannaus
    Member

    filling out the survey was a bit sad to see it referring to “future games” rather than a new expansion for Age of Wonders 3.

    Yeah, that was kinda bittersweet to see. I’m super excited that they’re already thinking of the next game… but I’d also love to see AoWIII continue to grow.

    Even if we don’t see one last expansion pack, it really does feel like we’ll be seeing another patch that addresses some of the gameplay/balancing issues we’ve been discussing.

    in reply to: Races Survey and Terraria Wonders #217838

    nspannaus
    Member

    I still don’t get how anyone can compare a card game to a complex strategy game, myself. I never played Heartstone but from what I heard from friends, there are basically cards that trump everything, and grinders (or people who paid real money for them) with those cards are basically unbeatable, making matches against them useless.

    The comparison is purely to illustrate a way of providing asymmetry and balance at the same time. If you played the game, the analogy would make sense to you.

    And just to help clear up your understanding of it, it is NOT pay-to-win. I play regularly and have attained every card I could want without paying a dime. My constructed deck can be just as powerful as anyone else’s. Luck plays a small factor in the order of cards you draw, but it remains very much a skill game.

    in reply to: Races Survey and Terraria Wonders #217837

    nspannaus
    Member

    Much agreed. There’ll be a new MOM or Master of Orion game anyway for those who want that.

    The Master of Magic “sequel” already came out. It got awful reviews.

    Worlds of Magic – MetaCritic

    Age of Wonders is the true spiritual successor in my opinion.

    in reply to: Steam / GoG compatibility? #217365

    nspannaus
    Member

    Thanks for the response. The consensus among GoG forum members is that it won’t work.

    Bummer only because GoG is having a sale.

    in reply to: Races Survey and Terraria Wonders #217315

    nspannaus
    Member

    The more asymmetrical the game becomes, the less like chess and the more like hearthstone the game becomes.

    Good explanation. Clear and concise.

    Personally, when I play a game like Final Fantasy Tactics or Disgaea, I enjoy approaching it as a strategic chess-like experience. On the other hand, when I play something like Master of Magic, I really do enjoy the asymmetry which results in something akin to Hearthstone mechanics.

    in reply to: Races Survey and Terraria Wonders #217119

    nspannaus
    Member

    About “race vs class” debate, i think the current system works great. I repeat – CURRENT. Not that in horrible game that we had on premiere vanilla. I’m only here becouse of all changes done to race/class balance, bigger diversity, less monotone gameplay. Zaskow might be controversial, but his multiple “diversity/flavour crusades” were proven to be right in hindsight. Vanilla AoW3 was bad game and its clearly vissible from a perspective. In what it evolved after few patches is just amazing.

    This bears repeating. While I don’t think the original release was “horrible,” I would like to commend the devs for building on it to create the incredible game we have today. I wish all game studios had that kind of diligence and care when it comes to their post-release product.

    Thank you, Triumph! I honestly hope you’re getting as much out of this endeavor as your team is putting into it.

    in reply to: Races Survey and Terraria Wonders #216961

    nspannaus
    Member

    Between race and class, there are–what–64 combinations? I think what people want is each one of those possible combinations to feel unique. That’s the goal. In terms of achieving that, I think there are a LOT of great ideas here.

    I’m inclined to agree that the people who most earnestly want to see immersion and asymmetry are primarily “single-player” enthusiasts. I count myself as one. Does catering to the multiplayer game hinder the single-player experience in some ways?

    in reply to: Races Survey and Terraria Wonders #216959

    nspannaus
    Member

    Posting to confirm that this is the way we intended it. In a perfect world we’d just add more, but in the real world we have to make choices.

    Oh. In that case, I *totally* misunderstood the survey question. I thought the implication was that, from a game design point of view, emphasis on race would necessarily require an active de-emphasis on class. And vice-versa. That made sense to me.

    But knowing that you’re simply asking which we’d like to see developed more (considering the limited resources available), this whole thread takes on a new context.

    in reply to: Races Survey and Terraria Wonders #216764

    nspannaus
    Member

    Based on the game’s mythology, shouldn’t the races have built-in LIKES and DISLIKES for other races that impact diplomacy? Or does the morality system replace that?

    in reply to: Races Survey and Terraria Wonders #216763

    nspannaus
    Member

    I appreciate that Triumph is asking for feedback on aspects of an already stellar game.
    Logistics is a skill common to all classes. What if there was an additional Logistics rank that allowed re-arrangement of units before battle commences? So many times I find a slow moving Infantry sitting at the back of a combat arrangement, and it makes no sense.

    What if every army consisted of units assigned to either FRONT or REAR. Those specifications could be built into the class (ie. support/ranged units automatically set to REAR; melee set to FRONT) or maybe each unit could have a manual toggle switch.

    Either way, I think that’d make the first round of battles a bit more streamlined.

    in reply to: Races Survey and Terraria Wonders #216252

    nspannaus
    Member

    It occurs to me that a lot of what makes this game so great also serves to limit it in many ways. As it stands, the game is EXTREMELY versatile. In single player, you can tailor the settings to accommodate so many play styles. The game can be played as an arms-race conquest duel; it can be an open RPG-adventure focused on exploration; it can even simulate a large-scale RTS. And then there’s mulitplayer which adds so much more to the mix. In order to accommodate this freedom of play, keeping the game “balanced” must be an incredibly difficult task. The result is a slightly homogenized experience across the board, unfortunately.

    It’s great that the studio really listens to fan feedback and tries to cater to our requests. That said, I hope the phenomenon of “decision by committee” isn’t further tempering potentially big developments.

    For these reasons and more, my humble opinion is that the Triumph designers listen to their gut and take a few more risks when modifying the current game and in the development of future games.

    We, the fans, are here because we LOVE the product as it is. We’re perfectly content with the status quo. But progress requires change, and these survey results might not be the best indicator of how the studio should INNOVATE down the road.

    Most of the forum discussions seem to boil down to the question of game balance. Perhaps there is a way to allow for more asymmetry in single-player modes while creating optional (and DISTINCT) rules in multiplayer mode that would assure a fair game for all.

    Compartmentalizing the single- and multi-player games would most likely allow the studio a LOT more freedom in “mixing things up” a bit.

    Finally, I think we should look to Starcraft and even Hearthstone as prime examples of games that are both asymmetrical AND balanced. Specialist units in both games are extremely effective in specific situations. More versatile units are generally weaker but can adapt to more situations. Hearthstone specifically has incredible depth, extremely distinct classes, yet the overall balance of the game is near-perfect. I realize that a card game has little to do with a 4X game like AoW… but the behind-the-scenes philosophies might be comparable.

    Just my two cents.

    in reply to: Proposal: Have some fixed starting units #216146

    nspannaus
    Member

    i like the idea of “deck building” in the pre-game

    in reply to: Races Survey and Terraria Wonders #216081

    nspannaus
    Member

    I’ll preface my suggestions by saying I *love* the game as it currently stands. To be honest, I just want MORE of it in just about every way. Here are some thoughts:

    I’d love to see more empire upgrades and passive global enchantments. More complex tech trees would keep things interesting. Maybe some high-cost neutral research opportunities just to provide more variety?

    In terms of appearance, the heroes could use some variation. Currently, I feel compelled to equip mounts purely to give them some aesthetic distinction.

    Active/highlighted units could “pop” on the screen a bit more. The battlefields can get a bit cluttered as the game progresses and armies grow.

    Finally: (I’m sure the merits of this have been discussed ad nauseum… but) I think units comprised of multiple minions (infantry, groups of archers, etc.) should become weakened as they are damaged.

    PS. I’d be happy to pay for another substantial expansion pack if that’s in the works.

    in reply to: Wish List #215809

    nspannaus
    Member

    Would a cap on the number of heroes (and/or Tier IV units) in any given army stack make for a more varied end-game?

Viewing 17 posts - 1 through 17 (of 17 total)