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Re: Conquest of Elysium 3 dev log
Yeah, here's my contribution to a CoE3 thread from another forum:
Conquest of Elysium is actually pretty underwhelming. I was stoked at first but having soaked six or so evenings into it, I can say that it feels a little flat. The various factions are interesting and they really do play quite differently from one another, and trying them out has been the main thing that's been holding my interest so far. However, the game is incredibly unforgiving about going into combat without enough troops/support/mage power. That all-encompassing fact makes the early game quite slow and punishing and the mid game feel kinda the same regardless of faction. The thing is, for almost all nations, troops are expensive and hard to come by (5 bottom of the barrel spearmen cost 50 gold and in the beginning you are generating 3-4gp/turn). You will lose 2-3 troops in a good battle and often times more than that if bad luck so much as glances at you. That means it takes a long time to build up your forces to critical mass so you can conquer without taking inordinate losses. Also, your two starting commanders are, for almost all nations, indispensable (the game is more-or-less about your head commander's rise to power and losing him is generally cause to call it quits), which is fine except that combat is always an all-or-nothing affair where both sides fight to the death and, unlike Dominions 3, there is no running away and regrouping later if you underestimated your opponent or had a run of bad luck. Therefore, the game heavily, heavily incentives conservative play which I find a little boring. Plus, it really doesn't feel like the AI knows how to play this game, so I'm often playing against indie-mobs and opponents who flail around more-or-less at random. Since it lacks almost all commander scripting, all troop placement (and troop scripting) and nearly all research, I find combat to be mostly just getting enough dudes to overwhelm the enemy. If it had even half the tactical depth of Dom3 I could see myself enjoying it a lot more. Once the joy of discovery runs out, there doesn't seem to be much left to sustain the player's interest. I don't know. Maybe I need to give it more time to grow on me... some games are like that. Or maybe it'll take Illwinter a few feedback cycles to get the game in it's proper form (Dom3 has certainly undergone extensive changes over it's lifespan). Regardless, I'm leaving it alone for now. |
Re: Conquest of Elysium 3 dev log
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-You can move your armies by using the number pad, not just the mouse. That might be useful? I personally prefer the mouse, but most people I've talked to don't. -Picking different eras to play effects what kinds and how many "monsters" wander around the map. So that might change your level of enjoyment. It feels a lot less annoying when your mine is taking over by a chimera instead of a deer. -Its important not to think of CoE3 as a 4X game like Dominions. It isn't. If you're expecting that type of gameplay you will be very, very disapointed. It is a roguelike with armies instead of just single characters. The randomness is a feature. Sometimes you'll have easy games due to a nice starting position, sometimes you'll be defeated by a wandering monster in your first year. Its all just a part of the experience. It seems to be just as much about exploration of the land and discovery of the mythos as it is about conquest. |
Re: Conquest of Elysium 3 dev log
I don't think I would call it a roguelike. Random maps do not a roguelike make. It is missing a lot of the complexity, I would expect in a roguelike. (from what I have seen).
It just looks like Homm without the fancy graphics and tactical combat, and more nation diversity. |
Re: Conquest of Elysium 3 dev log
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Re: Conquest of Elysium 3 dev log
I generally agree w/ shatner & elmokki points. I think this is good criticism and should be taken as such.
I'm not disappointed since I set my expectations appropriately once I understood IW didn't make CoE3 to be a lightweight dom and b/c the game fits nicely into the (avg.) 5 mins per day time slot I have for it. I don't assume CoE3 has stellar success market wise. I get it, IW develop what they feel like and that's great. However, If they were to start feeling like developing dom-IV I think it stands much better chances to be a (FTBS) niche hit. Whatever they do, at least dom-III is in much much better state than MoM was when it was abandoned so I expect to keep enjoying it for years to come :) |
Re: Conquest of Elysium 3 dev log
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http://www.bay12forums.com/smf/index.php?topic=59026.0 He's also been planning to move towards 64bit and multi_threading which is a good sign he's thinking of a computer game for tomorrow... instead of the fading present. |
Re: Conquest of Elysium 3 dev log
NTJedi, what about the visuals do you think are a step backwards since Dom3?
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Re: Conquest of Elysium 3 dev log
I'm not him but I can answer it too!
Sprites are (mostly) better but that's the only improvement. Combat looked a lot better in Dom3 with actual flying things and background and actual army positions (not AAA game level looks obviously, but better). Lastly it's completely due to game mechanics, but beautiful Dom3 maps are a lot more beautiful than CoE3 maps. That, however should not be a surprise to anyone. Of course a beautifully drawn freeform image looks better than tile based map. Oh yeah, by the way, what's up with combat not being skippable before the combat window is already open? I'd much rather just get a list of "these battles happened, wanna look?" like Dominions 3. |
Re: Conquest of Elysium 3 dev log
You can do that if you use the battlereports command line switch.
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Re: Conquest of Elysium 3 dev log
I'm not bashing CoE3. I'm just saying, I would not think of it as a roguelike. But the roguelike genre is hard to define.
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