[en] Edain Mod > [Edain] Discussion and Feedback

Feedback Round: Game Speed

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Adrigabbro:
As much as I'm statisfied with the first point, I definitely agree with you: reducing the number of units per troop would be great. Not only it would help computers a bit, but it would also improve the pathing of units and decrease the amount of collision bugs.

Walküre:
1) I generally appreciate the fact that you increased the health of the units, but I think that they shouldn't be too much resistant, especially against the powers and the 'magic' of the heroes.

2) I find the game a bit slow in the beginning, both about spells and gathering resources, but probably it's just my way of playing that is slow in the first place :P
I like very much, though, the way the game progresses in time, giving us the idea of a real intense and difficult battle  :)

3) There are good reasons behind this choice, but the Elves, according to the lore, are the strongest and fairest among the other races, and the difference of speed was probably a nice solution to portray this difference among the races; but I don't see it as a fundamental problem  :)

4) The game is very balanced and the time makes it very enjoyable  :)

DrHouse93:
1. To be honest, I didn't notice too much the changes in the health of units. IMO, you really notice it if your units are outnumbered and, despite being elite units, they don't deal too much damage (an example, in some of my first matches, I usually found myself fighting Mordor orcs with Tower Guards with Banner Carrier and Boromir. In a fight of six Orcs batallions against two of Tower Guards I would've never expect the Tower Guards to be the winners, but I think they should deal more damage, being one of the elite units of Gondor, while they actually did very few damage). But other than that, I think the whole concept is quite balanced

2. Being a person who loves dinamic games, I must say I really love this part. The fact that battle starts almost immediately, and it keeps going on till the very end to control the territory it's one of the things which I love more, because it really makes it challenging. And it's not just like the spam game of 3.81 and the vanilla game, because the AI is much more "clever" and attacks different places, usually with the help of heroes and spells and in different ways. The resource gathering may be a little slow at the beginning, but if you can manage well your territory and keep an eye on your economic buildings the whole system becomes more efficient. One thing I don't like, however, is the fact that, if you have to train your troops constantly to fight the enemy, usually you don't have money for anything else (but again, this may depend on how resources are gathered and managed)

3. Again, I didn't really notice it, especially because often my units have been killed nonetheless while I was retreating them. I will keep this feature, since it differentiates the gameplay of the factions, but without making it too evident

4. Absolutely not. I like any single second spent playing Edain 4, while most of the matches in previous versions were boring and repetitive: they usually ended either too soon or too late (which wasn't funny, because of different mechanics)

Elite KryPtik:
I think that the current health and speed of units is fine, along with resource gain. I think the thing that should be change is counters to units. They should be much more pronounced, for example, sword battalion vs another sword battalion shouldn't change, but archers should be able to cut swordsmen down much faster, archers should die very quickly to cavalry, etc.

Also, cavalry right now don't take much damage from pikes, and as much as I love getting an unstoppable force of Rohirrim it doesn't make sense that they beat armies of fully upgraded pikes with just leadership. To counter this, I would just make Théoden's Glorious Charge last longer, or cooldown faster, and have it available a couple levels earlier, like level 7 or 8. Another idea is give all rohirrim passive resistance to pikes once they reach level 5, on top of any upgrades like horse shields. That way they could still be killed early game, but late game would perform just as you would expect from a faction based entirely around cavalry. This would also reflect the books and films, as when the war begins the Rohirrim are inexperienced ragtag peasants, but once they reach the Pelennor they are a nigh unstoppable force.

If this is changed, then Isengard might become a little OP with their shieldbearers, so I also think that shieldbearers should no longer slow cavalry charges, just protect vs arrows and melee. Finally in regards to pacing, if orcs are going to remain free they either need to build even slower than currently do, or have their health halved at least. In fact I think it would make more sense to have them build faster than they do currently, and cost half of their current CP, but have practically no hitpoints, able to die in 1 hit from most enemies, and as well they should passively be half as effective at slowing cavalry, so they don't get stuck so easily. This would represent them canonically much better than their current state, which late game is literally unstoppable. Once you have all 3 types of free orcs pumping out of level 3 orc pits, with the debuffs of Mordors excellent heroes, you can defeat any force, even cavalry will just get stuck in the middle of the mass. With Khamul's passive aura you don't even need siege, you can just stand near a gate till it falls over xD

Overall though, I love and much prefer the slower, more epic gameplay of the mod. Cheers, well done, and keep up the fantastic work!  :D

Sir_Stig:
Pretty much exactly what Elite said, I think with extra health the counter system needs to be harder, as battles are less about strategy now and more about just overwhelming one side (this should be Mordor style, not MotW).

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