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thoughts and proposes

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Deathalus

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thoughts and proposes

PostSun Mar 02, 2014 12:04 am

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thoughts and proposes

PostSun Mar 02, 2014 12:00 am
Hi everybody!

I'm new to this game but I have been playing videogames for quite some time and I am really interested in game design and pvp games. I decided to post my thoughts on this game because since it is still in beta think this might actually help. It will be some sort of feedback, if you will.

so without further addue:

- missions and daily events: those are really, REALLY good and funny. I think they actually are really good under a design prospective because they encourage the player to come back to play often wich is always a good thing. It would be better if it was more clear wich parameters are used by the system to choose the succes ratio of your mercenaries so that a player could actually have his "fighting team" and the "missions team" made of a few guys built for grinding missions. this could really make the game more addictive and interesting (more missions-dedicated-guys = less slots for fighting-dedicated guys, will you take the trade???)

- graphics: the graphics are actually really REALLY good and I also appreciated that some units actually have specific quotes when they parry/dodge (skull warrior just to name one). Anyway good graphics actually come with larger memory space and such so I think it would be better to add more options in the menu so that a player could actually toggle off some non-crucial things like the shadow of the characters, the animations of the battleground (like that gargoyle flying around on it's own and the floating stones on the background...) and such so that the game might become a little more "wooden pc friendly"

-patches: patches are obviously really really important in games like this so I think it should be way better to write down the numbers of the nerfs/buffs (lets say something like "necromancer: 65 ap from previous 70 ap" instead of "Updated basic AP for unit types") because stats are really important under a lot of different aspects and it might help to create a more competitive environment wich is a healty and good thing for a pvp game with a ranked system.

-spectator mode: it would really help a lot to have spectator mode for new players that actually want to improve by looking at more experienced player on the top of the ladder. Trying out compositions and strategies used by stronger players is actually a really good way to develope a comunity with good game knowledge wich really helps the game to evolve over time

-250 ap training. This is a thing i do not really understand. there is no pvp mode on 250 ap so this is a misleading training somehow and a new player that actually has low experience is forced to play at a disadvantage (200 ap vs 250) wich forces him to buy new units blindly. I think having at least 1 training map with 200 vs 200 for beginners should really help not loosing new players that might not be really determined on playing the game.

-microtransactions: i know this is a topic i don't know a lot about so I suggest everybody to take a look to a video from "extra credits", a youtube channel created by a few american game designers. this video speaks for himself so i'll just link it here (and if it somehow breaks the rules of the forum... well, sry about that XD feel free to delete this part of the topic if that's the case :) )
http://www.youtube.com/watch?v=WXA559KNopI

-wiki: i think that having easy to find knowledge about the game, it's numbers and mechanics is actually a really important factor. Take other moba's for example: most of those have easy to find informations about statistics and stuff like that. having the same kind of features should have a positive impact on a strategy game like DoWo!

and that's all by now. I hope we can discuss some of this points and maybe more because I think that this is the right moment to give feedbacks to the developers and talk a little about this game which, in my opninion, has A LOT of potential :)

C YA!!!!!!!!!!!!!!
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Dragon_Warrior

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Re: thoughts and proposes

PostSun Mar 02, 2014 12:04 pm

-250 ap training. This is a thing i do not really understand. there is no pvp mode on 250 ap so this is a misleading training somehow and a new player that actually has low experience is forced to play at a disadvantage (200 ap vs 250) wich forces him to buy new units blindly. I think having at least 1 training map with 200 vs 200 for beginners should really help not loosing new players that might not be really determined on playing the game.

these formats 250, 500 and 1500 are not for your army but 'AI army'

so 250 is something to play with your 200 and 500 can be dealt with 300/400

or you can simply have fun with 800+ points army with 250-500 AI bands.
ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.
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Hod

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Re: thoughts and proposes

PostSun Mar 02, 2014 2:29 pm

Deathalus wrote:-wiki: i think that having easy to find knowledge about the game, it's numbers and mechanics is actually a really important factor. Take other moba's for example: most of those have easy to find informations about statistics and stuff like that. having the same kind of features should have a positive impact on a strategy game like DoWo!


WIKI HERE

I like the idea of Spectator mode, that would be fun. But right now there is no way to view current matches, so it would be hard to choose one to view. I play a online TCG that has this and it is very helpful.
Hod's CoolMiniOrNot Gallery

Useful links:
Mirror 1 AP army calculator (by Hod): http://www.dogsofwar.co.nf/
Mirror 2 AP army calculator (by Hod): http://www.dogsofwar.eu.pn/
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Deathalus

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Re: thoughts and proposes

PostSun Mar 02, 2014 3:42 pm

Dragon_Warrior wrote:
-250 ap training. This is a thing i do not really understand. there is no pvp mode on 250 ap so this is a misleading training somehow and a new player that actually has low experience is forced to play at a disadvantage (200 ap vs 250) wich forces him to buy new units blindly. I think having at least 1 training map with 200 vs 200 for beginners should really help not loosing new players that might not be really determined on playing the game.

these formats 250, 500 and 1500 are not for your army but 'AI army'

so 250 is something to play with your 200 and 500 can be dealt with 300/400

or you can simply have fun with 800+ points army with 250-500 AI bands.


at liv 1 you do normally are going to loose a lot vs ai if you play 200 vs 250 because simply you suck so you are forced to buy more units to win at a moment where you are new to the game and might end up buying stuff you do not like. And if you actually want just to try out your basic units you will eventually loose every game cause you are not experienced and at a disadvantage in AP. That's something that might scare new players and lead them to forsake the game before even starting. or at least that was something I really struggled with in the first few says with DOWO :)

@hod: I already knew about that site and I think the company behind the game should really encourage people to complete the wiki in some way because at the moment it is really... empty :(

I've seen that some games actually give the player a list of 4/5 games that are being played by the top players to spectate. that should help people that want to view some pro in action but do not know who to follow.
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Almanro

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Re: thoughts and proposes

PostSun Mar 02, 2014 3:54 pm

Deathalus wrote:@hod: I already knew about that site and I think the company behind the game should really encourage people to complete the wiki in some way because at the moment it is really... empty :(


Have you tried to go to the main page and press one of the "Useful Links"? The subsections seem pretty complete:
Statuses and Traits: http://dogs-of-war-online-unofficial.wi ... and_Traits
Abilities, Spells and Miracles: http://dogs-of-war-online-unofficial.wi ... d_Miracles
FAQ: http://dogs-of-war-online-unofficial.wi ... /wiki/FAQs
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Deathalus

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Re: thoughts and proposes

PostSun Mar 02, 2014 4:44 pm

Almanro wrote:
Deathalus wrote:@hod: I already knew about that site and I think the company behind the game should really encourage people to complete the wiki in some way because at the moment it is really... empty :(


Have you tried to go to the main page and press one of the "Useful Links"? The subsections seem pretty complete:
Statuses and Traits: http://dogs-of-war-online-unofficial.wi ... and_Traits
Abilities, Spells and Miracles: http://dogs-of-war-online-unofficial.wi ... d_Miracles
FAQ: http://dogs-of-war-online-unofficial.wi ... /wiki/FAQs


there are some things in the wiki that are really well made and complete. But lots of things are missing:
-orders
-formulas (damage, hitchance, and stuff)
-some units like morbid pupets
-some "core" links in the homepage to lead the user through the wiki with more efficiency
-charts to show who are the best mercenaries counting certain stats (this is reaaaaaally helpful)

I think that having a big wiki will help players dig into the game much faster thus feeling more like "i can be pro at this" thus making the game more addictive and clear. I'd really like to add things to the wiki, but i'm not confortable enough with the game yet. anyway I think I will work on it when I will be able to :)
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Jigoku

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Re: thoughts and proposes

PostMon Mar 03, 2014 11:53 am

Hi guys, and thanks for the feedback.

We are working on ways to fix some of the things you underlined here.

Back in the alpha stage, players began with 250 AP armies, and so that's why "easy" practice comes in a 250 AP format.
You can expect starting companies to get back to 250 AP in the days or weeks to come (hopefully, sooner than later).
And we will also reduce the starting AP of each "easy" solo map, since they are not that easy to begin with, even when it's 250 AP vs 250 AP.

For the formulas, you should find everything you need in the 3rd tutorial.
The only missing formula, I guess, is the damage one - which we are working on (we'd like to make it simpler but it could have a huge impact on the game if we are not careful, so we are taking slow steps here).

For the wiki, I can't comment much (well except that I find it really great that there is an unofficial wiki to help you guys).
On our side, we're doing some tests with some sort of "units spotlights" that could prove uselful for new players and intermediate players. It is still early work in progress though, and it demands a LOT of work, so I'm not sure about when you will hear back from us on that matter. But it is definitely something we take very seriously.

Hope that helped :)
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Dragon_Warrior

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Re: thoughts and proposes

PostMon Mar 03, 2014 12:24 pm

The only missing formula, I guess, is the damage one - which we are working on (we'd like to make it simpler but it could have a huge impact on the game if we are not careful, so we are taking slow steps here).

Great thx
ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.
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Legulysse

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Re: thoughts and proposes

PostMon Mar 03, 2014 4:42 pm

The damage formula has been unleashed !
> viewtopic.php?f=2&t=2674
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