Ok I played SW1 and i must say, it was awesome, this one is better, but, it LAGS too munch, I consider it should be the first think you fix, maybe add the option to low the quality at least.
The chaos needing to be buyed to play it´s ... well i guess that good for you isn't, but I think that when you implement the campaing, you should make them playable (only in campaing) that way we could test it, and see if is worth it, but in any case, try making the screen smaller (although, people with the screen being too small could just eliminate every bar, that's right even the navigator, menus, etc, I didn't have any troubles in there.
Well making it short, LAGS, it NEED to be fixed, put some "settings" options at least.
Overall good game, with potential.
Post any comments or suggestions here:
Started by: CRAZY JAY | Replies: 2,627 | Views: 253,026 | Sticky
Oct 7, 2012 5:31 PM #753777
Oct 7, 2012 5:33 PM #753784
Okay. Magikill is basically useless at the present time. With the amount of lag people have ingame, and since the magikill need to be controlled to be useful. If they spawned little mini swordwraiths like they did in the first game, (at a 0.5 of the population, but 0.5 the strength of a normal swordwraith) then they would be more useful.
Oct 7, 2012 7:05 PM #753868
Question.
Does winning 10 games in a row give you a rating bonus?
Also, does how well you play the game affect your rating?
It seems to for me ._.
Does winning 10 games in a row give you a rating bonus?
Also, does how well you play the game affect your rating?
It seems to for me ._.
Oct 7, 2012 7:09 PM #753871
Quote from Tecness2Okay. Magikill is basically useless at the present time. With the amount of lag people have ingame, and since the magikill need to be controlled to be useful. If they spawned little mini swordwraiths like they did in the first game, (at a 0.5 of the population, but 0.5 the strength of a normal swordwraith) then they would be more useful.
I actually use magikill quite a bit, and the minion spawning idea seems more like a chaos unit to use. i personally like the idea of having a unit that you need to micro around, because noone uses micro.
Oct 7, 2012 7:13 PM #753877
Quote from jmitchliteI actually use magikill quite a bit, and the minion spawning idea seems more like a chaos unit to use. i personally like the idea of having a unit that you need to micro around, because noone uses micro.
It's very difficult when you try to select an area to attack with the fireball thing, and then the magi gets de-selected because of lag.
Oct 7, 2012 7:57 PM #753908
the game is awesome. There are some gliches when joining the match that suddenly goes to the log in section. I don't know how it happened, I joined the match and suddenly out of nowhere, and it said connecting to server for no reason. You should make more upgrades to the character that are in the games. Please fix the glitches and sudden lags
Oct 7, 2012 10:29 PM #753984
Very good game so far, but it needs work. The tutorial is fine for the very basic controls, but I am lost when it comes to upgrading behind the castle. Also there is a lot of lag when the armies fight in big numbers. Please fix the lag if nothing else please!
Oct 8, 2012 12:19 AM #754017
Are the items in the armory for looks, or do they actually boost the character? If they boost, do you mind responding with a chart on what they boost and how much they boost?
Oct 8, 2012 1:53 AM #754061
Hey are there gonna be cinematic movies in the campaign? Like for the beginning, middle, and end.
Oct 8, 2012 2:20 AM #754078
Very fun game, I'm loving it so far
Here are my suggestions/comments/opinions
-Implement a way to cast abilities from multiple types of units quickly. I suggest having abilities of all units selected shown in the 3x3.
-Find a way to easily structure your army, so that medics and archers stay back while melee fighters go up front
-When selecting all units to attack, I think the merics attack too, if so, you should remove that
-Archidons are kind of over powered at the beginning. I start with one and with proper kiting and shooting (Only when his bow is fully pulled back), I can take on 1-2 swordwraths without taking any damage.
-Micromanaging needs to be more complexed yet simple to use (1-9 selects all of that unit, instead of buying them).
-An easier way to target a single unit out of a bunch
-Tower Spawn II is way over powered
-An indication to what the population limit is (80 right?)
-Lower the aggro range
-The mana cost on allbowtross is kinda high
-Maybe the spear throw for speartons from the first game, but that might cause balance problems
-I would like to see some form of unit promotion, whether it be by battle experience, or through the ability to make one unit a leader, giving bonus effects to units of the same type around him. Only one unit can be leader at a time.
To people wishing for unit control, I believe it won't be as effective this game as the first, as the level of depth requires a huge amount of micromanaging, which won't leave time to play the spearton (Which is what everyone probably did haha)
Here are my suggestions/comments/opinions
-Implement a way to cast abilities from multiple types of units quickly. I suggest having abilities of all units selected shown in the 3x3.
-Find a way to easily structure your army, so that medics and archers stay back while melee fighters go up front
-When selecting all units to attack, I think the merics attack too, if so, you should remove that
-Archidons are kind of over powered at the beginning. I start with one and with proper kiting and shooting (Only when his bow is fully pulled back), I can take on 1-2 swordwraths without taking any damage.
-Micromanaging needs to be more complexed yet simple to use (1-9 selects all of that unit, instead of buying them).
-An easier way to target a single unit out of a bunch
-Tower Spawn II is way over powered
-An indication to what the population limit is (80 right?)
-Lower the aggro range
-The mana cost on allbowtross is kinda high
-Maybe the spear throw for speartons from the first game, but that might cause balance problems
-I would like to see some form of unit promotion, whether it be by battle experience, or through the ability to make one unit a leader, giving bonus effects to units of the same type around him. Only one unit can be leader at a time.
To people wishing for unit control, I believe it won't be as effective this game as the first, as the level of depth requires a huge amount of micromanaging, which won't leave time to play the spearton (Which is what everyone probably did haha)
Oct 8, 2012 2:59 AM #754112
- If there is any way to lower the quality any more than you can presently, it would make the game a lot more bearable for the other people playing.
- The control point in the middle of the map seems pointless most of the time, as the reward for capturing it is a little lackluster considering that its supposed to be an important element in the gameplay.
- HotKeys for selecting units/abilities would be appreciated.
- Other than the lag, and the other stuff i talked about, there's nothing much more i can comment on, without referring back to what i said before, or at least to what the previous person said.
- This game is coming along great, and i hope to see these changes implemented in the future. Cheers. :D
Oct 8, 2012 3:45 AM #754131
Quote from Daggersandhackers
The control point in the middle of the map seems pointless most of the time, as the reward for capturing it is a little lackluster considering that its supposed to be an important element in the gameplay.
It may not seem like it but the gold bonus adds up quite a bit and if you get the ghost warrior skill then It's a pretty usefull asset in fact I usually lose if I don't capture the obelisk early on.
Oct 8, 2012 1:48 PM #754385
Still loving the game, here are a few more suggestions:
-A "rally point":
Right now when a unit is created he automatically walks out to a short distance from your castle, and will stay there. If the location that they go to when spawned could be set it would eliminate constantly going back to your base to bring units forward.
example:
If I'm controlling the center I typically want my army up at the middle helping to maintain the front line. Putting a "rally point" up there would save time and make the game flow better.
-Some sort of hold ground command for individual or selected units:
I was thinking that for selected units you could be able to click a location at which they would guard. They would form a line or whatever and hold their ground. They wouldn't move forward if an attack came, they would let it come to them.
example:
When i have a wall built Ill have my archers near the front an foot soldiers in the back. If when an attack is launched the archers stay in place and my foot soldiers start attacking even though I wanted them to stay back. This does kill the enemy faster but costs them health I didn't want to lose.
-A "rally point":
Right now when a unit is created he automatically walks out to a short distance from your castle, and will stay there. If the location that they go to when spawned could be set it would eliminate constantly going back to your base to bring units forward.
example:
If I'm controlling the center I typically want my army up at the middle helping to maintain the front line. Putting a "rally point" up there would save time and make the game flow better.
-Some sort of hold ground command for individual or selected units:
I was thinking that for selected units you could be able to click a location at which they would guard. They would form a line or whatever and hold their ground. They wouldn't move forward if an attack came, they would let it come to them.
example:
When i have a wall built Ill have my archers near the front an foot soldiers in the back. If when an attack is launched the archers stay in place and my foot soldiers start attacking even though I wanted them to stay back. This does kill the enemy faster but costs them health I didn't want to lose.
Oct 8, 2012 4:41 PM #754499
Quote from FlockOfLlamasStill loving the game, here are a few more suggestions:
\
-Some sort of hold ground command for individual or selected units:
I was thinking that for selected units you could be able to click a location at which they would guard. They would form a line or whatever and hold their ground. They wouldn't move forward if an attack came, they would let it come to them.
example:
When i have a wall built Ill have my archers near the front an foot soldiers in the back. If when an attack is launched the archers stay in place and my foot soldiers start attacking even though I wanted them to stay back. This does kill the enemy faster but costs them health I didn't want to lose.
If you press H your units will hold their ground.
Oct 8, 2012 5:06 PM #754532
I agree with Izandia about making Chaos free for Alpha members to test.
I loved the first game but my impressions from this one aren't great. It's a bit too much like age of empires for my liking. I liked being able to control a single unit in the previous game, I liked the satisfaction of headshotting some bastard as an archidon and this game doesn't have that kindof instant hook and instead seems like you need to build a relationship with it. I'll keep playing but so far I haven't really had a buzz from it.
I loved the first game but my impressions from this one aren't great. It's a bit too much like age of empires for my liking. I liked being able to control a single unit in the previous game, I liked the satisfaction of headshotting some bastard as an archidon and this game doesn't have that kindof instant hook and instead seems like you need to build a relationship with it. I'll keep playing but so far I haven't really had a buzz from it.