Age of Fear 2: The Chaos Lord GOLD

Age of Fear 2: The Chaos Lord GOLD

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Les  [sviluppatore] 11 apr 2015, ore 9:22
AOF3 - What would you like it to be?
Hi all,

We are about to start designing AOF3. The first campaign will be about dwarves (as you saw them in couple of levels). We are still thinking about the second story.

I have a couple of questions:

- What do you like in AOF2?

- What you don't like in AOF2?

- What would you like to see in AOF3?


So far I am thinking off greatly reducing the amount of story text and maybe make them voiced as not many people are reading those wall of texts.

All of best,
Les
Ultima modifica da Les; 11 apr 2015, ore 9:27
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My experience with this game:
So, I only know AOF 2, never played AOF 1, so have no experience about that game. So far I also only played through one of both storylines (The Demon's Lover), but started a second playthrough there to see how the differences are in the story line, where you were able to chose.

I have still no clue, if there is way to defeat the second stage in the crypt, if you play at Experienced or Master. Aswell I'm not sure about those secrets. Are those secrets only those treasure chests out of sight, or are there other kinds too? Also I'm not sure if Black knights are really obtainable, paladin was unlucked extremely close to the end. But perhaps Black knight is just following a different story line, I will see.


Getting into the game:
I like the variety and the challenging battles, also some really need you to know the game mechanics very well, like Mass sleep. Needed a second try to understand how to use it at best. The first battle of the succubus storyline was pretty hard to figure out on Experienced. Took me several tries to understand what I have to do there, could be frustrate people who are experienced with such games but not with the mechanics of this special game. And honestly I didn't see any difference between Experienced and Master for this level, there seem to be the same units involved. Perhaps the imps on Experienced are higher leveled as they should be? Also you needed quite some luck, that those imps really went for range combat and not just stayed for close combat.


Story:
I had no problems with the story boards, I liked to read them and I like how the story evolved and had some hard changes. But I didn't like to have to fight for lost causes, as I already mentioned in the forum. In my eyes there seems to be no use to fight a fight, you can't win anyway, just waste of time. (Orcs battle against chieftain, succubus vs. dwarves & golems and Succubus vs Paladin & Priests, the ones I know so far). The worst about those fights was losing the units you had fought hard to train them, but sometimes it probably has to happen. Also being able to play with golems made quite up for the loss of my well trained troops.


Camp/Recruitment:
It was nice that you were able to recruit more experienced troops later in the game, but it was sad that their only progress was a higher level: Regular, Veteran, Elite. On some units those level are hardly any usefull. I would prefer to gain units with a certain amount of experience, wich you can use to evolve them as you wish. Also I think those levels need a rework. Regular is nice on a Berserk, an Orc or a golem, but on Evil Eye or a Will o Wisp? And Veteran hardly feels worth a lot on any unit, except for heros because of the extra space.

Also I would like to have more freedom to change battle composation regarding the enemie, I am facing. I would like to have the scouts telling me what I am to face. Not every detail, but a little glimpse. If you are only facing skeletons some units are pretty useless and a pain in the ass, because they most likely won't hit anything with their chance of 10%. Also I would wish for a possibilty to put units in reserve and not just the options to send them away for ever. I fought hard to train my Evil eyes but in the crypt they were absolutly useless, so possibility to replace them without losing them just for those battle would be extremely nice and improve the strategic possibilties. Also I would like some sign, that you have new items to equip. When I received stuff like Chimera Blood I had no clue, that they were equipable, I though is was something wich will come in handy later in the story line.

Also so kind of grid would be nice, to rearrange you troops for battle (if you didn't get caught in suprise attack of course). Can be quite annoying that you need two rounds at start to rearrange your troops.


Combat:
As already mentioned, the combats were nice and challenging before all if you wish to keep your troops alive. Some were perhaps a bit to hard. The last battle of the demon story line, I somehow only managed to finish because the AI finally played in my favor, so I was able to overtake the Elite Lich and the Bone Dragon with my wisps.

I would also wish for better possibilities to heal your units. The Paladins heal is quite useless if those lichs and ghouls can poison you every round anew.

If you use spell like mass sleep or Fireball, right click shouldn't cancel the spell at all, just cancel the selected area. It was pretty annoying to have to select unit and spells anew every time to test out the best hitzone for your spell.

Also I would wish for some more possibilties of cooperation between your units. Channeler were nice to replenish your Chaos Mages or your Succubus and those auras were nice too. But strategic possibilites were kind of missing. Stealth units who can backstab or the ability to flank an enemie and that way to lower it defence. Perhaps kind of protector units who catch a hit for other units, if they are close by. Stuff wich makes you profit better from well thought unit placement. Sometimes fights were just blindly hitting, because both sides had very low hit chance (golem vs golem for example).


So not sure if I forgot now something I wanted to mention. My text got quite out of hand somehow. :D
Ultima modifica da Big Mad Wolf; 12 apr 2015, ore 4:11
Les  [sviluppatore] 12 apr 2015, ore 4:01 
There is a lot of good ideas! I will get my team to read those.
Thank you.

Edit: black knight should is available after getting cursed sword - it was a bug.
Ultima modifica da Les; 12 apr 2015, ore 12:34
would love to see dark elves going up against the dwarves. could have them fighting over some underdark tunnels. i dont have much time to write right now but just wanted to get that in there and will edit more in later
You could check, if you could get a YouTuber like Angry Joe or Total Biscuit to make a little review about your game aswell, would be 2 birds with 1 stone: Promotion and Feedback :D
Ultima modifica da Big Mad Wolf; 13 apr 2015, ore 9:48
Messaggio originale di Les:
There is a lot of good ideas! I will get my team to read those.
Thank you.

Edit: black knight should is available after getting cursed sword - it was a bug.
i think it's still a bug, i have over 1k exp on him and still cant make him a black knight , and i have the sword on him as well
Les  [sviluppatore] 13 apr 2015, ore 23:39 
It has been fixed recently - when you are getting sword - knight is transformed automatically itself.

Sorry - we have no way to update current saves :-(
Ultima modifica da Les; 13 apr 2015, ore 23:39
Another idea for AoF3:

Instead of 1 Unit takes up 1 space, you should perhaps use a value system. In the current system units like bats or spiders seem to be quite useless. If you have to chose between a berserk and a spider, the berserk will always win. But if you had to chose between 1 barbarian and 1 berserk or 3 spiders and 1 hellbat (just making something up) the choice would be probably more difficult.
Messaggio originale di Les:
It has been fixed recently - when you are getting sword - knight is transformed automatically itself.

Sorry - we have no way to update current saves :-(

I tested it. My Percival automatically turned into a Black Knight, but he didn't autoequip the cursed sword. Shouldn't he do that to make the story really fitting?

But anyhow, somehow as if this item is hardly obtainable on any level above Novice, before all if you had taken Evil Eyes in the event before, because they are useless against skeleton. xD
Ultima modifica da Big Mad Wolf; 14 apr 2015, ore 3:35
Les  [sviluppatore] 15 apr 2015, ore 23:12 
We have blocked auto-equipping cursed items at all. There is just one exception (Suppressing Chain), but everything else is not auto-equipped.
But it Percival turns into a Black Knight because he grabs the cursed sword, shouldn't he autoequip it, otherwise the story doesn't fight very well? (Don't know how many cursed items and story parts about them there are, only know two so far: Chain & Sword)
Great news! Really like the battle system and the game in general.

Do not like:
- Hopeless battle
- Hidden chests

Ideas:
- Less text briefings
- More choice in briefings
- equip all units. Maybe for not-heroes set a limit of 1 or 2 artifact
- Support for Russian language)))
Hey folks! I'll be the campaign designer for Age of Fear 3, so feel free to voice and thoughts regarding the story here.

Messaggio originale di vladkonung:
- Hopeless battle
- Less text briefings
- More choice in briefings

I'll be bearing these things in mind when writing the new campaign missions. Do you have any thoughts as to what kind of choices you's like?
Hi!

Messaggio originale di AMGitsKriss!:
Hey folks! I'll be the campaign designer for Age of Fear 3, so feel free to voice and thoughts regarding the story here.

Messaggio originale di vladkonung:
- Hopeless battle
- Less text briefings
- More choice in briefings

I'll be bearing these things in mind when writing the new campaign missions. Do you have any thoughts as to what kind of choices you's like?


- The choice of the response depends on the content of the mission briefings.
- Story fork.
- Secret (bonus) mission.
etc

Sorry my English.
War of the Human Tanks has an interesting concept: You can win or lose, you use all troops killed, but you will still progress. Losing specific battles (turn points) will put you on a different story arc, wich will lead to a different ending. (If your heros (commang units) get defeated, remaining troops retreat from the battle.)

And/Or you can give the player the possibility to dedcide if he wants to be a hero or a villain (or neither), creating different story arcs aswell.

Those things would add a lot of replayability, something that ist probably one of the most important treats this day.
Ultima modifica da Big Mad Wolf; 17 apr 2015, ore 13:05
Les  [sviluppatore] 18 apr 2015, ore 1:24 
Messaggio originale di Big Mad Wolf:
And/Or you can give the player the possibility to dedcide if he wants to be a hero or a villain (or neither), creating different story arcs aswell.

Those things would add a lot of replayability, something that ist probably one of the most important treats this day.

Yes - we are brainstorming something like that now. Having a few paths through next game.
And obviously dark/villain hero - I find it much more amusing to design evil/selfish characters :-D
Ultima modifica da Les; 18 apr 2015, ore 1:25
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