Originally Posted by Issh
Originally Posted by LordCrash
*snip*


Hi! And thank you for your feedback, it is very appreciated. I'll be around for the coming time to give some insight in things or answer the feedback.

1) I agree, there will be more specific messages popping up to say exactly why you are unable to do what you are trying to achieve.

3) Some general information will be added on tooltips or on the unit itself, detailing what its use is.

4) This was a design decision because we did not want the dragon to be TOO powerful. It needs to be a clear-cut choice when there is the right timing to enter the dragon as a well-played dragon can turn the tide of battle by itself. If you would be able to do everything from the Dragon, then there wouldn't really ever be a reason to leave it.
In singleplayer the dragon will be considerably more powerful, as for MP there is a more delicate line of balance.
However we will have a higher amount of build queues to produce units so this will be less of an issue in the future.

5) We wanted the game to be fast paced in the RTS portion since the RTS is not the only part of the game - there is also the Strategy Map; if we had RTS battles that would take 30 minutes or more all the time, then people would have a hard time finishing a campaign in MP in a timely fashion. Naturally, since currently only the Skirmishes are available, it may indeed seem everything is too fast.

Also, MP is supposed to be on "Hard" difficulty, where unit HP is on the basic level and as such have the lowest HP values (meant for balancing MP).
If you play on normal or easy in SP, the units their hp will scale with difficulty, making the game slower paced and easier for beginners to act when units might require micro and the likes.

Granted, even when mentioning all this - the pacing might still be too fast and we are looking at things to improve this. A higher amount of queues to produce units is one of the things we hope that will (partly) combat this.

7) Once more, in SP this will be a lot easier to do because the units their HP will scale with difficulty making them live a lot longer.
It might be useful for beginners to start on Easy to learn some of the basics. But as mentioned above, we are looking at pacing - can you believe the game used to be even faster paced? :p.

Again, thank you for your participation & feedback, we'll be monitoring this forum closely!


Hey, thanks for the fast feedback. smile

I appreciate the information that the units HP will scale with the difficulty level in SP. I think you should make that information accesible to everyone playing the beta, especially when you add many more people to it. Otherwise people could think that the game may be way "too hard" for them even in SP. Perhaps some kind of "release note" or "version note" delivered with the beta would be good in which you state various facts about the current version and the elements already implemented and not. This way you would answer a lot of questions before they are even asked and you would have more time for just the bugfixing.

to 1 and 3: Highly appreciated, especially for beginners. Extensive tooltips and messages for beginners which could be switched off for experts would be perfect.

to 4: Yeah, I guessed that. But I think a higher queue amount in the production buildings would support the incentive to turn to dragon after all. Atm all four units in one building are built in less than 20 or 30 seconds which is VERY fast. You can hardly enjoy the "dragon time" if you have to transform back every 20 seconds. I agree that it's probably a tough decision how long to stay in dragon form but I think 20-30 seconds may be too short to have fun with it, but 2 minutes may be way too long to stay in battle with your normal troops and replenishment. I will explore this matter in future matches.... wink


WOOS