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Change is coming : a new game mode

Let's talk about official announcements.
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Dragon_Warrior

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Re: Change is coming : a new game mode

PostSat May 24, 2014 4:35 pm

as long points will be spawned only close to middle line and there will be a hint about where elixir shard will pop up in turn or two - it should be ok.

after some more time

game up to 10 elixir shards
3-6 elixirs for a hero kill - depending on his ap value or maybe other factor
1 elixir per KotH from the 2'nd turn
1 elixir per pop-up elixir shard from 3'rd turn (assuming hint appearing in turn 1 and )

this should give no less than 4 turns of game - its not much indeed but needs of geting all possible points in that time...
so most games should last 6-7 turns that is close to most of current DM games... and even longer if you consider that many of current DM games goes into win/loost advantage in turn 3-4.

worst thing about current KotH is option to win/lose or draw in turn 3 without taking advantage into consider. But still playing with calculator on the desk is rather annoying :P
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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Deuzerre

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Re: Change is coming : a new game mode

PostSat May 24, 2014 8:24 pm

To be totally honest, i don't like the part about grabbing random stuff, and I agree with the ones saying it could be more deathmatch-like.

I mean, losing if you lsoe the hero is a big bumer to start with. It encourages "foul play" and makes the game a bit too reliant on that one attack that connects or doesn't. Instead, losing your hero should make it so that you're always last for initiative rolls and lose orders like tide of bones, for example. A "Soft" tactical advantage if you take it down.

As for elixirs, I don't like the idea of them being random spawns throught the game. Maybe 3 are on the map at the start, you can pick them up, and every elixir you hold grants you +100pts to victory? With them being possible to recapture and use for spells as you said.

I just don't like the idea of the randomness.
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roder

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Re: Change is coming : a new game mode

PostMon May 26, 2014 3:56 am

Dragon_Warrior wrote:as long points will be spawned only close to middle line and there will be a hint about where elixir shard will pop up in turn or two - it should be ok.

after some more time

game up to 10 elixir shards
3-6 elixirs for a hero kill - depending on his ap value or maybe other factor
1 elixir per KotH from the 2'nd turn
1 elixir per pop-up elixir shard from 3'rd turn (assuming hint appearing in turn 1 and )

this should give no less than 4 turns of game - its not much indeed but needs of geting all possible points in that time...
so most games should last 6-7 turns that is close to most of current DM games... and even longer if you consider that many of current DM games goes into win/loost advantage in turn 3-4.

worst thing about current KotH is option to win/lose or draw in turn 3 without taking advantage into consider. But still playing with calculator on the desk is rather annoying :P


i dont think elixir calculation should be so complicated, especially differing elixir reward from kills. if the purpose of change is to attract new players and keep them, then the gameplay should be somewhat intuitive by just playing without having to learn specific details.

IMO visible elixirs on the field arent very intuitive, new players wouldnt know what they are. The word elixir is not intuitive, why do you gain an elixir from kills or capturing hill. elixirs are more like potions, for most gamers. I suggest, like others, to rename it....possibly shards, souls, tags, or just call them points (most intuitive), and 10 points to win lol

i would be perfectly fine with a DM/KOTH/VIP mode...the ailments of DM (turtling, draw, etc.) are relieved by the other objectives/ways to win (if they turtle, they arent going for capturing hill)
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dhcarroll

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Re: Change is coming : a new game mode

PostMon Jun 09, 2014 9:55 pm

I want to weigh in with others:

This game is titled "Dogs of War".

The concept of the game involves Mercenary Company management.

The idea that collecting of points would be intrinsic to victory when the game is sold as, and apparently meant to be, a war game is quite depressing to me. I came to this game with the intention of playing a solid, strategic game where I control an army and eliminate another army with my own. I expected a few things:

Mercenary companies should not be limited so much by AP that I have 3 units of Wolfen in my 250 point army ( If 250 AP is your target army size)

I understood the game was meant to simulate combat between different mercenary parties, meaning the death of a hero (officer is better IMO) would handicap the party but the units are still alive and capable of less inspired, driven, and disciplined combat.

Lastly, to rehash my main point, this game has been marketed as a game about war, fighting, whether it is skirmishes between small forces, large scale epic battles, or strategic conflicts revolving around controlling points the core concept is using stratagem to eliminate your enemy, not collect some resource.

** I for one do not hire mercenaries to collect my resources, I hire workers. They are cheaper, faster, more efficient, drink less, and have a much lower capacity to murder me if I annoy them... :lol:
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Dragon_Warrior

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Re: Change is coming : a new game mode

PostTue Jun 10, 2014 6:12 am

I understood the game was meant to simulate combat between different mercenary parties, meaning the death of a hero (officer is better IMO) would handicap the party but the units are still alive and capable of less inspired, driven, and disciplined combat.

It was confirmed that at current stage of the tests - killing enemy hero no longer grants automatic victory - only additional points.


about the whole rest and gathering points for battlefield advantages - to be honest this change will make game more about thinking and less about laming propably. You may not knew but current deathmatch had really many ways to lame through victory for example by turtling in the corner of the battlefield and forcing your full attack or (two patches ago) simply running away to force a draw game that was most annoying (and now is fixed mostly but still some lesser abuses are possible)
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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MhBlis

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Re: Change is coming : a new game mode

PostTue Jun 10, 2014 8:12 am

To be honest as long as the devs balance the mode properly there is nothing stopping those people who don't want to play to other victory conditions from playing a straight DM style. Giving those of us who want more the option to play differently is great.

Strategic groups holding specific tactical ground or making raids for precious rare resources is pretty much what elite companies do so this seems to fit the STRATEGIC game much better than just units bashing into each other.

The AP balance will come it is far to early to comment on that. Hoping the patch is rolled out soon so we can start testing and discussing it properly rather than what is currently all supposition.
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Jigoku

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Re: Change is coming : a new game mode

PostTue Jun 10, 2014 10:06 am

MhBlis wrote:To be honest as long as the devs balance the mode properly there is nothing stopping those people who don't want to play to other victory conditions from playing a straight DM style. Giving those of us who want more the option to play differently is great.


This, exactly.
There is truly nothing that prevents you to murder everyone in sight if you want to.
Multiple playthrough with many different Company compositions made with that strategy in mind proved that it was a very potent strategy for winning the game. And a very fun thing to do, as always.

It's just that it's not the only one anymore.
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