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whats needs to be improved...

PostPosted: Tue Oct 22, 2013 4:33 pm
by Lanfear
Heya,

i run into DoWO this weekend via steam. So far, so good. I really like nearly all confrontation miniatures, never played it. what i play is warmachine.

So here is my Point of view.

- Injuries:
Injuries are cool, fate cards are cool.
but after playing a bit, the result was, that i stood there and thought "wtf - are they serious?"
i healed my guys (Fang Warriors) in the first rounds everytime i had to, simply because i had not understand what the injuries are doing, and not realizing that the fate cards are.... hilariously expensive :D. nothing bad so far, what i dont know does not heat me up.
but then came a moment when i realized that the penalties are some kind of permanent.
i started a new warband, just to take a look at the lions, and in one of the battles, my battle mage was injured. i had no fate card left, so .... battle mage gone. dead.
ok, another example: this morning i played about 3-5 matches. i earned 1300 Gold. 2 of my Warriors were injured (-1str, -1res). you see, dead lion mage, and 2 injuries on my fangs. Not funny. really. NOT FUNNY.
you know what players do when they dont have fun.
Solution: injuries heal, like when you send your guy to a Mission. you send your boy to the healer, somewhere in the woods, he will stay there and come back when he is healed. takes some hours, no problem.
battle mage dead, 2 warriors permantly crippled: problem. Not fun.

- activation order
i played a game where the following happened:
i had 3 Fang Warrior, and the enemy had a large model count of lions, including a lion of war. as last model, he moved his lion to two of my fellow warrriors, and took a fair bite. nothing bad so far, a new turn started, and... he activates the lion first? killing one of my brave fang warrior. first model i activate ... on the complete oposite of the map is my noble, which runs his 4 fields, doing nothing. as next model, my enemy activates another model right in front of my fang warrior, and kills him too.
you know, its not a problem when you can hit back. but when i move up, and get the first strike into my models, and after that a new turn startes, and my enemy can activate all his models in that fight first, killing my models whie they can do nothing in that moment.... thats.... lets just say, no fun.
the problem is not that he actives first, the problem is, that all his models in that fight had 2 activations while my models didnt have one. i only had my waste of noble at the other side of the map.
that turns a fair game into a onesided massacre, a waste of time. not fun.
solution is pretty simple. let me choose which model i want to activate. the ones which activated in a turn grey out, all other models can be chosen, and after i do a step or action with one of my models, its not possible to switch to another model. but i choose which model does something, when i see the need for that model to do something.

- map and map size
the maps are to small.


this game has potential. with larger maps, some sort of scenario (maybe take a look at the steamroller 2013 from privateer press), a bit larger model count on both sides and so on, it could be fun. if i had enough room for a broader model count, to adjust and play different tactics...

Re: whats needs to be improved...

PostPosted: Wed Oct 23, 2013 2:04 pm
by rasta
Well I agree whyt Injuries.
You can set fate cards to safe critycal/death units from being (not playable)
And other light/serius wounded units sent to field hospital for a day/days.
If not it will be pay to win game, and it will lost a lot of players.

For activation it will be bether to set for only dice rolls whyt no buffs... it will be then pure luck who will go first in next round.

I did play only Ram and reach 7lvl but what i can see higher cost units are good but not so great when they are surrounded.
I love that thers a lot of orginal confrontation rulez, just hoppe you will stick whyt 3,5 edition :)

Maps dont need to be biger just more varied, so the archers wont be abble to dominate whole game.
The larger maps will make game take 30-40 min so it make no sens. And it will make game borring

Re: whats needs to be improved...

PostPosted: Wed Oct 23, 2013 4:19 pm
by Lanfear
i played a few more games.
got enough money to buy a fate card, had to use it to prevent my Predator of Blood to get -1ATT. Played some more games, got 1500Gold, bought a fate card. now i am at 293 Gold, and my fang warrior will have his leg hurt, resulting in -1RAP.

Re: whats needs to be improved...

PostPosted: Wed Oct 23, 2013 6:54 pm
by Lanfear
i´m now at 900gold, startet a fresh lion warband. i still have one fate card i bought as soon as i was at 1500g. My Magician and one of the two archers have a gouged eye, resulting in -1ATT.

Re: whats needs to be improved...

PostPosted: Wed Oct 23, 2013 9:45 pm
by Mnk
That's 4 eyes in total left for the three of them, more than enough to make a living as a mercenary

Re: whats needs to be improved...

PostPosted: Fri Oct 25, 2013 9:47 am
by Dnk1101
hi!
first of all i want to tell that, i really like that game !TY!
There are some points that i have noticed, by playing the game:
1) i need more information on the battlefield
- situation1: i have 2 necromansers, in 4th turn for example they have 4 skeletons - i need to know witch of that skeleton owned by which of the necro and which skeleton was summoned first(which of them will die - if i summon another one skeleton)
- i need to know the distanse that can run my enemies
- i need to coose the cell in which my warior will be, after he autostun the enemy (there is can be situation when i can choose the cell in theory but cant choose in practice)

After the battle:
i agree that permanent injuries - there is not good way at all.

p.s. I wait the dogs of war release. But i didnt knew about that game before i saw it in Steam. I think you need to inform more people interested in that kind of games.

Re: whats needs to be improved...

PostPosted: Mon Nov 04, 2013 5:23 pm
by Legulysse
Hi Lanfear !
Concerning the activation order, the rules you described are exactly how the game currently works ;)
Maybe the tutorial is not clear enough, but the unit pre-selected at the beginning of your activation is just a shortcut, you can move any available unit.
Of course it still allows a player to end a turn with a unit, and activate this same unit immediately when the next turn begins, which is a situation we are still discussing about.

Re: whats needs to be improved...

PostPosted: Thu Nov 07, 2013 11:23 am
by Lanfear
thanks for the reply. thats good to hear!

Re: whats needs to be improved...

PostPosted: Fri Nov 08, 2013 2:58 am
by hordaku
You have to search the best matches or they will leave many players, and the thing I hate and curse fate card (Destiny 1500) is too much. It would work to put a time swearing that can recover. That's my opinion of course, so do not hate me. :D

Re: whats needs to be improved...

PostPosted: Fri Nov 08, 2013 9:56 am
by Izno
No worries, we don't hate anyone, feedback is always welcome, and numbers are not set in stone ;)

In my opinion, players should consider more buying a new unit instead of a fate card when their low tier units are wounded too badly.

Of course sometimes you want to save the experience accumulated, especially for units with a 5 levels, but for the basic units it's defintely a solid option.

As I play Lion, here are some examples I remember : Swordman and archer are 800 ducats, even the Valkyrie is only 1300.