Originally Posted by VGMKoren
Hello everyone! First of all let me say that this game is amazing. Of course I might be biased because I unconditionally love any game that allows me to be a dragon, but hey.

Early Game balance:

-Would it be possible to start with 15 recruits, or at least 14 instead of 10? Currently when you load into a game you have to sit around doing a lot of nothing until you can build your first building. It's only a few seconds, but it'd make a difference for healthy game flow.


In a casual game: It is not applicable.

In a competitive game: I could agree, 1-3 seconds of building faster over the other can be advantageous, but is going to be redundant anyways. It is better to increase it to something that could make you actually build something for starters. Even better if there is an option to change the initial value of recruits.

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Interface:

-It's hard to know when your dragon is initially going to be ready without simply pressing the R button. Some kind of visual indicator of when you can first summon a dragon into the match would be handy.

-When creating a lobby it would be nice if the extra player slots started out locked instead of unlocked, that way people can't randomly pop in as you're setting things up. To my knowledge, most lobby-based systems work this way.

I agree 100%
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-It'd be nice if, when you have multiple buildings selected, you could see if a building is building/researching anything.

-Speaking of research, if you click on a research button with multiple buildings selected, the icon for that research doesn't go away, but you can still click on it. At a glance this makes it hard to tell what research you've got currently going. The icon should disappear when clicked, and then show up on the aforementioned research icon.

My revision: Actually tell the interface what is the % progress of the research when hitting multiple buildings/single building. If already complete, mark it w/ a huge green check mark. That way, it is easy to tell that it is complete and if you are currently researching the technology/upgrade.

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Dragon balance:

-Currently, with the low cost of recruits needed to summon the dragon, there's no real penalty to dying as the dragon aside from the couple of seconds where you can't control your units. Considering the dragon is tremendously powerful and twenty recruits is trivial, it'd be nice if every subsequent death either took longer to respawn the dragon or cost more recruits. As it is now there's no real incentive to stay alive. Even if I summon the dragon five times, for 100 recruits, that's only 1% of my total recruits spent on the dragon.


It is now 20? It was 35 when the game initially started. I think a lot of people are dying with their dragon with this nerfing. IMO though, 20 is very cheap.

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-This might just be me, but I feel like the Sabre dragon in skirmish mode simply doesn't offer as much as the Mountain or Zephyr dragon. Whereas with the mountain dragon I can spawn in and make a huge difference in the fight with Eye of the Patriarch and Flame Pillar, and Zephyr dragon I can do massive healing to my units and steal their own, the sabre dragon doesn't feel like he has anything instant to bring to the table.


It is even better if you can customize your dragon skill with an allotted research points at the beginning of the game. The said research points can be changed depending on the host.

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Post Game:

-It'd be nice to see a score screen/post game lobby after a skirmish, instead of being booted back to the main menu. That way you could see why you won/lost, build orders, that kind of thing. Right now it feels awkward to not have a few moments reflect on the game you just played.


I think they are working on the statistics after battle.

Last edited by henryv; 08/07/13 11:55 PM.

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