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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old November 3rd, 2003, 08:36 PM

Wendigo Wendigo is offline
Sergeant
 
Join Date: Sep 2003
Posts: 289
Thanks: 0
Thanked 0 Times in 0 Posts
Wendigo is on a distinguished road
Default Re: Blood Magic

Man, you do have a tendency to dramatization...

So, you found a loophole to circumvent the scout + dousing rod fix, so what? it's not like that is not doable (and much easily, with the addition of dousing rods) in Dom I.

Good that you spotted it and I would support an increase of the blood empowering cost in view of this, but I cannot follow how you conclude from that that Blood will be worse in Dom II than in Dom I.

In my current Dom I MP game one of my opponents crossed my borders with over 20 IDs. They were quite of a pain to deal with, yet a good number of them are dead now and many of the remaining ones are badly crippled...and know what? all the counters that I used will still be avaliable in Dom II, yet in Dom II he would _not_ have been able to summon 20+ of them.

I disagree with your assesment that the counters are severly crippled, I am discovering both new ones & new Versions of old ones.

What is crippled is your favoured strategy of 3 order-prod-growth + Wyrm pretender for hyperexpansion & buriying your opponent in seasonal spirits & lesser elementals....just move on, you are capable of more than that.

It's worth noting also that the big summons are more spread along the magic fields in Dom II, this dismishes the relative power of Blood in the SC race.

I still have some doubts about how the system will work (dispeleable critters?), but one move that I would support is that if one of these unique critters dies, he should stay dead for the game instead of being summoned back.

-editted my grammar

[ November 03, 2003, 18:38: Message edited by: Wendigo ]
Reply With Quote
  #2  
Old November 3rd, 2003, 09:31 PM
apoger's Avatar

apoger apoger is offline
Second Lieutenant
 
Join Date: Oct 2003
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
apoger is on a distinguished road
Default Re: Blood Magic

>So, you found a loophole to circumvent the scout + dousing rod fix, so what?

So it's a balance issue, that's what.


>it's not like that is not doable (and much easily, with the addition of dousing rods) in Dom I.

I complained about it in Dom I because it was a balance issue. I see no reason to stop caring about balance for the new game.


>but I cannot follow how you conclude from that that Blood will be worse in Dom II than in Dom I.

Could be due to the (in practice) lower costs of the big blood summons.


>In my current Dom I MP game one of my opponents crossed my borders with over 20 IDs. They were quite of a pain to deal with, yet a good number of them are dead now and many of the remaining ones are badly crippled...and know what? all the counters that I used will still be avaliable in Dom II, yet in Dom II he would _not_ have been able to summon 20+ of them.


That's a very unusual circumstance.
Plus if he had 7 big blood summons and thousand imps from HfH, would that have really been better?


>I disagree with your assesment that the counters are severly crippled, I am discovering both new ones & new Versions of old ones.


Really! Well that would certainly bear on the subject of balance. By all means, let's hear those tactics!


>What is crippled is your favoured strategy of 3 order-prod-growth + Wyrm pretender for hyperexpansion & buriying your opponent in seasonal spirits & lesser elementals....just move on, you are capable of more than that.


That's the second time you have made this claim, and frankly it's a load of crap. I use every strategy in the book, not just the one mentioned above. I pride myself on comming at the system from every angle possible. When I find unbalancing issues I bring it to the attention of IW/all so the issues can be observed and/or fixed.

You are making it out like I am a selfish git who is trying to protect my one and only strategy. This comming from a player that specializes in blood magic and super combatants. Perhaps you need to take a long look into a mirror.
Reply With Quote
  #3  
Old November 3rd, 2003, 09:39 PM

DominionsFan DominionsFan is offline
Major
 
Join Date: Sep 2003
Location: Budapest, Hungary
Posts: 1,221
Thanks: 0
Thanked 1 Time in 1 Post
DominionsFan is on a distinguished road
Default Re: Blood Magic

Quote:
Originally posted by apoger:
Perhaps you need to take a long look into a mirror.
lol.
__________________
Dominions 3. Wallpapers & Logos
-------

"Training is principally an act of faith. The athlete must believe in its efficacy: he must believe that through training he will become fitter and stronger, that by constant repetition of the same movements he will become more skillful."
Reply With Quote
  #4  
Old November 3rd, 2003, 10:13 PM

Wendigo Wendigo is offline
Sergeant
 
Join Date: Sep 2003
Posts: 289
Thanks: 0
Thanked 0 Times in 0 Posts
Wendigo is on a distinguished road
Default Re: Blood Magic

Scout empowering:

>>but I cannot follow how you conclude from that that Blood will be worse in Dom II than in Dom I.

>Could be due to the (in practice) lower costs of the big blood summons.

This is a circular argument that doesn't hold. If scout empowering makes blood summons cheaper in Dom II, scout empowering + rod makes them even cheaper in Dom I.

>>In my current Dom I MP game one of my opponents crossed my borders with over 20 IDs. They were quite of a pain to deal with, yet a good number of them are dead now and many of the remaining ones are badly crippled...and know what? all the counters that I used will still be avaliable in Dom II, yet in Dom II he would _not_ have been able to summon 20+ of them.


>That's a very unusual circumstance.
Plus if he had 7 big blood summons and thousand imps from HfH, would that have really been better?

Less big targets to kill, and who says that I could not have claimed some of those 7 myself?

>>I disagree with your assesment that the counters are severly crippled, I am discovering both new ones & new Versions of old ones.


>Really! Well that would certainly bear on the subject of balance. By all means, let's hear those tactics!

Soul slay is now 100 range, paralyze is stronger IMO, same with mind bLast, spiders, that maggot thing, missile weapons & in particular the magic ones are more usable, blessed troops, stronger pretenders...probably more that escape me.


>>What is crippled is your favoured strategy of 3 order-prod-growth + Wyrm pretender for hyperexpansion & buriying your opponent in seasonal spirits & lesser elementals....just move on, you are capable of more than that.


>That's the second time you have made this claim, and frankly it's a load of crap. I use every strategy in the book, not just the one mentioned above. I pride myself on comming at the system from every angle possible.

Such hostility...hey, that's what I have seen you do so far, but if you want to claim otherwise I can take your word on it. See? it's not that hard to acept that one might be wrong...can you do it?

>When I find unbalancing issues I bring it to the attention of IW/all so the issues can be observed and/or fixed.

And if you can strenghten your analysis by pointing to the changes in one direction while ignoring the changes in the opposite direction, so much the better, right?

>You are making it out like I am a selfish git who is trying to protect my one and only strategy. This comming from a player that specializes in blood magic and super combatants. Perhaps you need to take a long look into a mirror

Nope, I do not think that you are intentionally doing that with any kind of selfish PoV, yet I do think that your perception of this issue is clouded by your pet peeves. Of course, the same could be said about me, but I am not the one painting an apocalyptic future based on incomplete and premature information. Unlike you, I can actually put myself in your shoes and admit that yes, some old counters are gone.

As per your Last assertinon, funnily enough I kill more SCs with magic than I do with my own SCs, but hey, you are entitled to your opinion.

Same as I am entitled to mine, however much you might dislike it.
Reply With Quote
  #5  
Old November 3rd, 2003, 11:46 PM
apoger's Avatar

apoger apoger is offline
Second Lieutenant
 
Join Date: Oct 2003
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
apoger is on a distinguished road
Default Re: Blood Magic

>>but I cannot follow how you conclude from that that Blood will be worse in Dom II than in Dom I.

>Could be due to the (in practice) lower costs of the big blood summons.

>This is a circular argument that doesn't hold. If scout empowering makes blood summons cheaper in Dom II, scout empowering + rod makes them even cheaper in Dom I.

How is this a circular argument?
I said it was the lower costs. I didn't say scout empowering was the reason why blood magic is worse in Dom II than I. You are misreading what I said.

Scout empowerment is an issue that needs to be looked at. But that is not what I answered in response to your question.


>Soul slay is now 100 range, paralyze is stronger IMO, same with mind bLast, spiders, that maggot thing, missile weapons & in particular the magic ones are more usable, blessed troops, stronger pretenders...probably more that escape me.

Soul slay - needs the extra range due to larger battlefields.
Paralyze is stronger.
Mind bLast doesn't seem better. Perhaps I'm missing someting there.
Spiders as a counter for SC. Possibly, but I'd need to see more before commenting.
Maggots - Only works versus undead. The blood SC are now demons.
Magic Missile weapons. Possibly, but will have to be seen.
Blessed troops - I don't think they'll make a dent in most SC.
Stronger Pretenders - Yes, but that's a balance issue in itself.

Considering what's been lost, that's not a very big list. I'd trade that all in for Dom I's star fire and the ability to use control the dead and wither bones versus 'demons'.


>See? it's not that hard to acept that one might be wrong...can you do it?

Sure can.
Show me where I've been wrong and we'll get a start on it.


>When I find unbalancing issues I bring it to the attention of IW/all so the issues can be observed and/or fixed.

>And if you can strenghten your analysis by pointing to the changes in one direction while ignoring the changes in the opposite direction, so much the better, right?

I have no idea what you are talking about.
If you can show me 'changes in the opposite direction' that would influence the discussion, then let's hear them. If you have a problem with my arguments then make a counter argument.


>but I am not the one painting an apocalyptic future

And you call me dramatic?

>based on incomplete and premature information.

Yeah, it's not like I did any testing.
Reply With Quote
  #6  
Old November 4th, 2003, 12:17 AM

Wendigo Wendigo is offline
Sergeant
 
Join Date: Sep 2003
Posts: 289
Thanks: 0
Thanked 0 Times in 0 Posts
Wendigo is on a distinguished road
Default Re: Blood Magic

>Soul slay - needs the extra range due to larger battlefields.

There's a difference between adapting to the larger battlefield & being able to hit from one point of the diagonal to the other tho.

-snip list-

Indeed, some counters will be usable in some situations & some in others

>Considering what's been lost, that's not a very big list. I'd trade that all in for Dom I's star fire and the ability to use control the dead and wither bones versus 'demons'.

You know, if you had worded your argument this way I might actually have supported it.

>>See? it's not that hard to acept that one might be wrong...can you do it?

>Sure can.
>Show me where I've been wrong and we'll get a start on it.

Keep reading...

>>And if you can strenghten your analysis by pointing to the changes in one direction while ignoring the changes in the opposite direction, so much the better, right?

>I have no idea what you are talking about.
If you can show me 'changes in the opposite direction' that would influence the discussion, then let's hear them. If you have a problem with my arguments then make a counter argument.

You said (paraphrasing, ignore tone): 'SCs are going to rule Dom II more than Dom, because these counters are gone'. I call that painting an incomplete picture because you were ignoring the new counters available (or pending discovery).

>>based on incomplete and premature information.

>Yeah, it's not like I did any testing.

No doubt you did, likely way more than me seeing as I often run into Rl time issues nowadays.

Premature because the game is not even out, and when it be released it will be an initial Version that can, (& will be) fine tuned, same as Dom I was.

Incomplete because you are basing a balance analysis on playing a demo with 6 nations out of 14 final ones, and without a chance to test spells over lv4.

This is all the more surprising coming from someone like you, who got so much replay & enjoyment out of the 1st installment of the series.
Reply With Quote
  #7  
Old November 4th, 2003, 12:37 AM
apoger's Avatar

apoger apoger is offline
Second Lieutenant
 
Join Date: Oct 2003
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
apoger is on a distinguished road
Default Re: Blood Magic

>You said (paraphrasing, ignore tone): 'SCs are going to rule Dom II more than Dom, because these counters are gone'.

Rather than say "rule" I'd say that they are a balance issue.

The important issues raised here aren't the lack of counters (which is an issue) for SC's, but rather the problems of blood magic being having low cost summons and easy blood hunting.


>Premature because the game is not even out,

It's never to early to consider gameplay issues. IMHO.


>and when it be released it will be an initial Version that can, (& will be) fine tuned, same as Dom I was.

Good. Let's get that process started.


>Incomplete because you are basing a balance analysis on playing a demo with 6 nations out of 14 final ones, and without a chance to test spells over lv4.

This issue of this thread was ease of hunting and low cost of blood summons. Both these issues can be demonstrated with the tools at hand.

The exact measure of the balance between SC's and potential counters will have to wait until the full game can be examined. I have never said otherwise.

If you look at my original essay, you will see that I offer my tests as fact but my conclusion as opinion.

If the full game changes the situation I'll change my opinion accordingly.


>This is all the more surprising coming from someone like you, who got so much replay & enjoyment out of the 1st installment of the series.

And as such I shouldn't bring potential game imbalances to the attention of Illwinter?

Quite the opposite. I feel that hiding the issues and allowing gameplay to suffer does no justice to a game that I enjoy so much.

[ November 03, 2003, 22:38: Message edited by: apoger ]
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 03:53 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.