my feedback sofar
Posted: Mon Jan 20, 2014 8:38 pm
ok i´ve played 2 days sofar and i like the game.
Errors (form my view):
-ap of units in the shop is shown for lvl1 (doesnt matter if u look on lvl1 or lvl3 unit)
it would be better with a min-max value.
Swordman for example lvl1 = 30 ap, lvl2 31-33ap, lvl3 35-39AP
-balance seems to watch for the ap count not for lvls etc. I had already matches with leveled units on a 200ap game vs some people with only level 1 units and one had 2 lvl1 units in a game vs me
-knight of the lion is really nice i like him but he seems to be OP if u get more than one..
for example 2 lion knights in a 200 ap matchup = autolose.
-WTF.. why the hell units can die in training missions? they called training missions! for training.. so why the hell they are able to die... So great... first my lion knight died in a real match ... and now my lion pet in a training mission. I dont get the logic..
-human archer skill "double shot" is kind of useless. however .. i would know how the accuracy is calculated here?
my archer have a base accuracy of 11(each point = 5% hitchance =55 % hitchance)
But furthermore the distance between me and target is also important. so it decrease even more at long range.
This doubleshot skill have a useless penalty of -8acc (-40%accuracy) till the end of a turn (which make no sense cuz every unit can attack only once and archers dont strike back sofar i seen)
So where is this skill useful? 55% accuracy - 40% penalty = 15% hitchance by default? Most time i miss with this skill.. i more often get scatter shots and kill the target behind or even better my own soldiers
Ingame in the little window for the buffs/penalties it says accuracy penalty double (which is not rly true, only -8 acc) that should be renamed.
i think this skill need some tweaks.
-the archer can use this special action to attack twice and activate is double shot skill. Were this planned for him?
ofc as bad as this doubleshot skill is with the accuracy less than 15%. It still could do alot of damage in a lucky turn. If he mix those 2 skills then he perform 3 shots at the target.
-If an archer shoot someone on the next field.. how he is able to miss or rather how can the enemy dodge it? i think its hard for an veteran archer to miss 1-3 shots on 1-2yard distance..
Ofc its still a game and it cant be logical on every aspect but .... this wont make the players happy i guess.
I think it would be better if the archer can hit with 100%chance in close combat but with less damage(maybe 50% or something like that) because of this close range the arrow dont get the acceleration to pierce the enemy armor.
-missons should increase in their difficulty and also raise the reward.
the higher levels should be hard matchups almost impossible to win but with a good reward and there must be an ap limit for the player! Maybe a campain additionaly to the trian missions
- there should be diffirent sounds between "opponent found for a livegame" and "mission completed".. rly annoying if you are on desktop and getting exited for an possible match... then u come in and its just a message for a finished mission >_>
And i would suggest a larger tree for every unit. To maximaze the customization ability, which make such games interesting.
*updated*
21.01
PS: AI must be how shall i say it ?? agressive? I´ve had to go afk right after starting a training mission. when i came back i were leading the current game ;D The ai was too passive. But this game is still in beta, so i guess you already plan to improve ai before release. Seems like a new tactic^^ to form a turtle formation and do dmg only by auto striking back xD
Errors (form my view):
-ap of units in the shop is shown for lvl1 (doesnt matter if u look on lvl1 or lvl3 unit)
it would be better with a min-max value.
Swordman for example lvl1 = 30 ap, lvl2 31-33ap, lvl3 35-39AP
-balance seems to watch for the ap count not for lvls etc. I had already matches with leveled units on a 200ap game vs some people with only level 1 units and one had 2 lvl1 units in a game vs me
-knight of the lion is really nice i like him but he seems to be OP if u get more than one..
for example 2 lion knights in a 200 ap matchup = autolose.
-WTF.. why the hell units can die in training missions? they called training missions! for training.. so why the hell they are able to die... So great... first my lion knight died in a real match ... and now my lion pet in a training mission. I dont get the logic..
-human archer skill "double shot" is kind of useless. however .. i would know how the accuracy is calculated here?
my archer have a base accuracy of 11(each point = 5% hitchance =55 % hitchance)
But furthermore the distance between me and target is also important. so it decrease even more at long range.
This doubleshot skill have a useless penalty of -8acc (-40%accuracy) till the end of a turn (which make no sense cuz every unit can attack only once and archers dont strike back sofar i seen)
So where is this skill useful? 55% accuracy - 40% penalty = 15% hitchance by default? Most time i miss with this skill.. i more often get scatter shots and kill the target behind or even better my own soldiers
Ingame in the little window for the buffs/penalties it says accuracy penalty double (which is not rly true, only -8 acc) that should be renamed.
i think this skill need some tweaks.
-the archer can use this special action to attack twice and activate is double shot skill. Were this planned for him?
ofc as bad as this doubleshot skill is with the accuracy less than 15%. It still could do alot of damage in a lucky turn. If he mix those 2 skills then he perform 3 shots at the target.
-If an archer shoot someone on the next field.. how he is able to miss or rather how can the enemy dodge it? i think its hard for an veteran archer to miss 1-3 shots on 1-2yard distance..
Ofc its still a game and it cant be logical on every aspect but .... this wont make the players happy i guess.
I think it would be better if the archer can hit with 100%chance in close combat but with less damage(maybe 50% or something like that) because of this close range the arrow dont get the acceleration to pierce the enemy armor.
-missons should increase in their difficulty and also raise the reward.
the higher levels should be hard matchups almost impossible to win but with a good reward and there must be an ap limit for the player! Maybe a campain additionaly to the trian missions
- there should be diffirent sounds between "opponent found for a livegame" and "mission completed".. rly annoying if you are on desktop and getting exited for an possible match... then u come in and its just a message for a finished mission >_>
And i would suggest a larger tree for every unit. To maximaze the customization ability, which make such games interesting.
*updated*
21.01
PS: AI must be how shall i say it ?? agressive? I´ve had to go afk right after starting a training mission. when i came back i were leading the current game ;D The ai was too passive. But this game is still in beta, so i guess you already plan to improve ai before release. Seems like a new tactic^^ to form a turtle formation and do dmg only by auto striking back xD