.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

ATF: Armored Task Force- Save $8.00
War Plan Pacific- Save $8.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old September 24th, 2004, 03:46 PM

Pickles Pickles is offline
Sergeant
 
Join Date: Jun 2004
Posts: 266
Thanks: 0
Thanked 0 Times in 0 Posts
Pickles is on a distinguished road
Default Re: The one change Dom2 really needs.....

Mark the Merciful said:

"1. There will always be a best tool for a particular job. The only way that can not be true is if all the tools are the same! Let's not kill the diversity that gives Dominions its unique flavour."

This seems to be self contradictory. If people always pick the ghost king there is no diversity. And arguably there are at least 17 jobs in dominions being pretenders for the different nations. So it would be nice if they used different chassis. (not that I have seen that many Ghost kings so I am not sure it needs tweaking. It is I think the best in a particular role - high level rainbow but then something has to be as Mark says.)

"2. (snip tweaking) Such a process, if it had any chance of working, would require repeated, controlled testing, with detailed quantitative analysis of results. Any volunteers? "

Actually there are a bunch of people blitz testing the pretender mods it seems. I expect they will get more testing than many of the original chassis will have (he speculated wildly)

"3. There's a distinct lack of argument based on evidence in these discussions. Does anybody even have numbers for how many games have been played and which nations have won them? How can we sensibly discuss play balance without that?"

The game is more about the journey than the destination. If the same familiar faces keep coming up in every game it gets boring it does not matter who wins (which will ultimately depend as much if not more on diplomacy)

"4. Generally "problems" or "broken tactics" are discussed as though they happen in isolation from the rest of the game, or in the face of purely passive opponents. Yes it's true that life-draining weapons are widely used; but anyone who unthinkingly uses them all the time is going to see their SCs killed by C'tis, Ermor, Pangaea CW or anyone else who has access to death magic (to name only one counter option)."

The situation is that there are undead & constructs and there is everything else. I have fought more undead than anything it feels like but even against them the life draining weapons are not dramatically worse than the other choices for bashing hordes of rubbish. The berserk from the hellsword can even be useful. There are better choices of course but that still only gives two different strategic situations in one of which life draining weapons are the best by far.

"5. So just because it's popular, doesn't make it over-powered."

This is true and is why I prefer buffing to nerfing as it seems less like stitching someome up.

It should mean that good counter strategies come out too as lots of people will play against these popular races/strats. Do we see that?

"But lets leave the vanilla game alone. There are enough bugs and needed UI improvement for the devs to work on, should they be feeling generous enough to do so, without constant demands for nerfs to this and that "broken" feature. And should there be really be some sort of balance problem, let's see someone actually collect some evidence and present it to the community and the devs before they start the traditional wailing."

This is not a whiny thread.

The basic game is not going to change.

If it were my solution to too much sub par stuff would be to cut out the 75% of the stuff that is and then add it back under controlled circumstances a bit at a time as it was tested. Then the devs would only have to worry about 1/4 as much content and could do a good job on those failing aspects. I still think less is more.

The game is far too small time to have proper deep testing such as warcraft etc will get so we willl be stuck with impressionistic views. But that applies to what we already have - to assume it is best because it is like this now is just knee jerk reactionary.

Pickles

(apologies to the thousands of playtesters out there!)
Reply With Quote
  #2  
Old September 24th, 2004, 04:14 PM

Cohen Cohen is offline
Captain
 
Join Date: Mar 2004
Location: Italy
Posts: 839
Thanks: 0
Thanked 0 Times in 0 Posts
Cohen is on a distinguished road
Default Re: The one change Dom2 really needs.....

IMO Fever Fetish are too costy in that mod, probably they're alredy fine since Fire Gems are most used to overpriced remote spellcasting (well at least Fires from Afar is overpriced, it should cost 5 F.Gems)

The heavier effect are Blood Stones, for what regards the gem generating item. This prevent a Nation like Abysya to come to Hammers.
Blood Stones are forged by a Warlock + Earth random pick, to get E2, and then E.Boots, so E3 -----D Hammers
This is a far heavier unbalance for that nation depriving it of her only way to reach hammers (except pretender).

After, about Clams, I'd make them W3. They're a source that allow you to exchange "nature" of gems. You need astral, so probably you're lacking astral. The gems used are always 20.

Staff of Storms, IMO it should be construction 6, and 4 Air, 40 air gems. This because an Air Mage to cast Storm in battle, should be A4. So to fill a staff with the power of the storms, it should be theorically able to cast the spell.

Flying Boots, A2, 10 gems it's good.

Draining Life Weaponry:
Wraithsword, D3S1 IMO and so 20 D.Gems and 5 Pearls.
Why S1? I've took idea from the Soul Drain (the D4S4 spell). And const-6. This make it difficult to forge too.
But even D3 is good.
Hellsword, it has the hindrance of berserk if wounded ... a bad stuff for an SC that perhaps get a scratch from an arrow. B3F1 20 slaves 5 fire gems.
Blood Thorn, this is more difficult to set, because it gives too 1 point in Blood. 2 Nature imo it's too much, perhaps B41N 40 slaves 5 nature is better. Or B31N.

If you made your Item mod with Blood Stones and Blood Thorn as you previewed here, Abysya will fall so down... losing bth items from their base forging range.

Many items indeed should be less costy, like Stone Idol, the Crystal matrixes, the Stone Sphere and such.
__________________
- Cohen
- The Paladin of the Lost Causes
- The Prophet of the National Armyes
- The Enemy of the SC and all the overpowered and unbalanced things.
Reply With Quote
  #3  
Old September 24th, 2004, 04:43 PM
Soapyfrog's Avatar

Soapyfrog Soapyfrog is offline
First Lieutenant
 
Join Date: May 2004
Posts: 654
Thanks: 0
Thanked 0 Times in 0 Posts
Soapyfrog is on a distinguished road
Default Re: The one change Dom2 really needs.....

Maybe blood stones should be modded to not give an earth gem anymore. The +E is a nice benefit anyway. Halve the blood slave requirements and you are away to the races.

As for life-drain, surely it could be removed without any super harmful impact.

e.g.
- Wraith Sword could turn you ethereal instead
- Hellsword could have some appropriate hellish effect in addition to the berserk, like maybe a reverse flambeau, x3 damage vs sacred units/angels or some such.
- Blood thorn could be used for dominion push as it was meant to be and +B benefit instead of as freaking main weapons

At minimum Blood thorn needs to be nerfed. It's just embarrassing when a Golem equipped with a knife can tank 300 devils...
Reply With Quote
  #4  
Old September 24th, 2004, 05:14 PM
Truper's Avatar

Truper Truper is offline
Second Lieutenant
 
Join Date: Sep 2003
Posts: 566
Thanks: 0
Thanked 0 Times in 0 Posts
Truper is on a distinguished road
Default Re: The one change Dom2 really needs.....

re: the change to Sabbath

I understand the logic of what you're saying, and its certainly not an earth-shaking change. The only problem I have with it is thematic; the use of Blood magic should always require the sacrifice of slaves - this is exactly what makes Blood what it is, and makes it different from the other paths of magic.

On the other hand, even when I'm playing a Blood nation, I never bother trying to use Blood magic of any kind on the battlefield, since none of it seems that effective anyway, and managing the slaves is a nightmare.
Reply With Quote
  #5  
Old September 24th, 2004, 05:18 PM
archaeolept's Avatar

archaeolept archaeolept is offline
Lieutenant General
 
Join Date: Feb 2004
Posts: 2,687
Thanks: 20
Thanked 54 Times in 39 Posts
archaeolept is on a distinguished road
Default Re: The one change Dom2 really needs.....

well, the actual use of blood magic will still require blood slaves, per se, as any blood magic spells cast by the communion master will still need slaves; thematicality is maintained, function is improved, and micromanagement is diminished.
Reply With Quote
  #6  
Old September 24th, 2004, 05:28 PM

Huzurdaddi Huzurdaddi is offline
First Lieutenant
 
Join Date: Mar 2004
Location: Seattle
Posts: 771
Thanks: 0
Thanked 3 Times in 2 Posts
Huzurdaddi is on a distinguished road
Default Re: The one change Dom2 really needs.....

Quote:

re: the change to Sabbath

Could be good. Maybe, just maybe, Mictlain may have powerful battle magics now. Could be interesting.

Quote:

supremely sturdy (almost SC), full slot, intrinsic ability laden, low cost Ghost King

But ... but ... I love my GK! *sniff* I'll miss you most of all.
Reply With Quote
  #7  
Old September 24th, 2004, 07:58 PM

Zen Zen is offline
First Lieutenant
 
Join Date: Sep 2004
Posts: 753
Thanks: 0
Thanked 0 Times in 0 Posts
Zen is on a distinguished road
Default Re: The one change Dom2 really needs.....

Quote:
Truper said:
re: the change to Sabbath

I understand the logic of what you're saying, and its certainly not an earth-shaking change. The only problem I have with it is thematic; the use of Blood magic should always require the sacrifice of slaves - this is exactly what makes Blood what it is, and makes it different from the other paths of magic.

On the other hand, even when I'm playing a Blood nation, I never bother trying to use Blood magic of any kind on the battlefield, since none of it seems that effective anyway, and managing the slaves is a nightmare.
Ah-ha! Yes, indeed it would not have much effect on Blood Magic, because yes, I would like it to keep the "blood for blood" theme. But what it would do is allow you to build a Sabbath and cast other Paths in a semi-communion.

Maybe that you've never even tried using it, means something.

Or it could just be that your lack of imagination has gotten the better of you!

P.S. The aspect that grates me is the micromanagement, not really making Mictlan into a magical Battlefield casting powerhouse (though that would be a side effect).
Reply With Quote
  #8  
Old September 24th, 2004, 08:05 PM

Huzurdaddi Huzurdaddi is offline
First Lieutenant
 
Join Date: Mar 2004
Location: Seattle
Posts: 771
Thanks: 0
Thanked 3 Times in 2 Posts
Huzurdaddi is on a distinguished road
Default Re: The one change Dom2 really needs.....

Quote:

P.S. The aspect that grates me is the micromanagement, not really making Mictlan into a magical Battlefield casting powerhouse (though that would be a side effect).

And not a bad one, IMO! Then they can learn the power and the price of communion.

It's great when it works. It's painful when it backfires!
Reply With Quote
  #9  
Old September 24th, 2004, 08:13 PM

Zen Zen is offline
First Lieutenant
 
Join Date: Sep 2004
Posts: 753
Thanks: 0
Thanked 0 Times in 0 Posts
Zen is on a distinguished road
Default Re: The one change Dom2 really needs.....

Well you have to consider that the fatigue would still kill a goodly number of Mictlan priests, who are already pretty strapped for duty (research, blood hunting, forging ...).

But what it would allow you to do is use it to your advantage if you *needed* to without delving into that gulag that is the Gem Transfer screen for as long as nessecary.
Reply With Quote
  #10  
Old September 24th, 2004, 05:07 PM

Zen Zen is offline
First Lieutenant
 
Join Date: Sep 2004
Posts: 753
Thanks: 0
Thanked 0 Times in 0 Posts
Zen is on a distinguished road
Default Re: The one change Dom2 really needs.....

Quote:
Pickles said:
This seems to be self contradictory. If people always pick the ghost king there is no diversity. And arguably there are at least 17 jobs in dominions being pretenders for the different nations. So it would be nice if they used different chassis. (not that I have seen that many Ghost kings so I am not sure it needs tweaking. It is I think the best in a particular role - high level rainbow but then something has to be as Mark says.)
I just wanted to interject here. The reason that the Ghost King was 'nerfed' was not because he was the best at what he did (sturdy rainbow), but that it was impossible to bring other Pretenders into the same line at a comprable cost. Like Human Pretenders, why would you ever choose a physically weak, no survival abilities, type of Human Pretender, however cheap, when you could take a supremely sturdy (almost SC), full slot, intrinsic ability laden, low cost Ghost King that autosummons Ghosts from time to time to act as a guard. Oh, and he's stealthy.

You see the connundrum
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:00 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.