Hi everyone
I have read whole two threads about new changes and I would like to throw my opinion in to it. I agree with some ideas given by the players. Please forgive me not recalling idea givers, its because I don't remember them....and I don't want to be seen as a thief who gives others ideas as if they was his own
This are suggestions (including my own and those which i support - from other players):
1. -Leave death matches as a separate game mode, these is a simple mode which need to BE in every strategy game: people sometimes like simple to win conditions and pure WAR, besides new rules will be very complicated for new players this mode will make them familiar with game mechanics - very important, there is nothing more frustrating than: "why i lose, what happen?!!!". You can even give message just after tutorial: "We recommend you playing few death matches to get familiar with game mechanic"
2. -Add campaign, these will add more "to do" in the game and will help new players to practice before getting into battle with old players.
3. -enable battles with computer - this is for new players training, computers with few difficulty levels and few defined army builds (one or two for each faction) will be nice, later you may try to enable players to chose army for the computer so the veteran players could test they armies against some particular builds - such testing of course needs good AI but its not impossible
4. -I would like to also see some co-op battles for example 2vs2 however this will probably work with big community or everyone will wait eternity to match up
5. -I didn't play since DS2 was bring out but in my times match up system was to slow, so if needed please improve it
6. -personally I don't mind injury system but as I see people hate it and it will be definitely removed, but I liked the idea to save it as a unit story, this will be very nice and many players will appreciate it
7. -add achievements and rewards for them. rewards can be cyans, skins, silver; something worth spending time. The achievements can be simple like: win three matches in row or a little bit harder: kill enemy hero in first 3 turns/more content more fun. Sometimes people will pay money to get better stuff to unlock achievement and get their dreamed skin/everything depends on what you will implement. Skins available only for some hard achievements will get you respect and maybe they will make game a little bit more sticky - For example after reaching rang 20 and getting almost all units with max lvl i didn't have much things to do, such "only achievement unlockable content" will probably hold me further with the game
8. -wait order should be available even after hero's death - this is very strategic one for smaller armies or when you have few units left. Losing hero (and orders in consequence) will be very painful. Leaving "wait order" will still give you some very important strategic options (everyone knows how wait order is useful when you are outnumbered).
9. -killing VIP as suggested by many other players shouldn't grant you a victory, it should give you only elixir points. VIP mode would be very hard to balance. Why? Well, if you want troops to have matter than the hero shouldn't be a ultimate killing machine which means that it should be closer in stats to normal units and that makes him easier to kill - so good balance between troops matter and hero enough hard to kill with such broad planned content (new factions+new heroes) will be almost impossible. It would be easy to imagine that new heroes will be OP and old ones will become unplayable - many players will get screwed and they want be happy with that. So please DON'T MESS with this mechanic, don't hurt yourself and the game. Victory should be granted only for "wipe out the opponent" IMO.
10. -"elixir" is a...stupid name (sorry for such harsh words). For now I was getting the impression that the game is going into more dark climate...and we are not some magicians looking for elixirs for ours collection. We are tacticians who love battles, we should collect such things like "fate shards", "souls", "dark orbs", "power orbs", "meteor fragments", "titanate".... Personally i think "souls" or "fate shards" are the best to chose from. So please change these name.
11. -I personally don't like and I'm against the "elixir" system (i will call it like that to make everything clear although I REALLY don't like this name) but if you want to implement it I thing it should have some adjustments: NO RANDOM, really that will screw the game - it will favor fast armies like wolfs that was OP before. There should be few, lets say 5 points in which elixir will spawn. At first you will have red icon to see where the elixir will spawn and in next turn it will be available to collect. Now we have two options: 1 elixir will be available every two turns: red/available/red/available and so on or in turn when one elixir will be available the next one will appear as red icon, so from the first turn it will be: red/available+red/available+red and so on. These 2 spawn options need to be tested IMO and the better one should be chose. Moreover in one zone no more than one elixir should be present and if all zones will be full no more elixir should be spawned until some of them will be collected.
12. -the second very important thing: I think that single unit should have a limit number of elixirs which it can collect and for 10 pts victory it should be two. Why? Generally it should be correlated with number of points required to win to not favor the armies with many units i.e. if I need 10 pts to win and i have 4 units i can collect 8 elixirs (80% points to win) with 15 pts to win and 4 units i can collect still 8 elixirs but its only 53% points to win...This system will also add more depth to the game. Without limit it would be easy to imagine army with 2 gargoyles that gather everything they can and drop only one point upon death...limit of 2 will make that unit will drop 50% of what it collect. Also tanking units for gathering in case of implemented limit will matter less. In opposite army of pure fast gatherers would be to ease to kill - remember that you will know where the elixir will spawn (red icons) and that from killing the "gatherer" you will get 1 elixir (50-100% of what they gathered). Briefly speaking the aim of collection limit is to direct the battle more into fight and not into gathering connected with camp. The most important, players will faced a choice: I should kill the gatherer and get elixir or I should kill units that didn't pick up elixir to disable my opponents gather performance.
Thats all...Giant wall of text. I give every paragraph a number so you could refer to it and vote/express your opinion. I gathered most of the main ideas+plus few of mine. If we vote for them we should deliver some main points to the devs and make this game better as we want it to be
I know that some points can sound like " dear devs: DO THIS" but really this points are only suggestions....
BTW: Thanks for reading this and sorry for grammar