Age of Darkness: Final Stand

Age of Darkness: Final Stand

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Buntkreuz 21 janv. à 18h22
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No two hero Hardship for Coop? And several other requests.
1.) Back when you introduced these new Hardship you specifically mentioned that it would be possibly to bring 4 heros in coop with it.
Now its not featured anymore.

2.) I personally also dont understand why theres such a lack of options regarding coop, like how long it goes (amount of death nights).
The game has ZERO competitive element, it doesnt feature online leaderboards and such.
Thus any Balance is simply for any individual duo playing the game.
So if lets say having 4 heros would be considered strong, so what?
Maybe my friend and i want to play 10 death nights with all hardships activated on EASY because thats what is fun.
Same goes for being able to tweak resource abundance, maybe map size or amount of enemies on the map.

3.) Another odd change is taking away pausing for Nightmare Difficulty.
Theres already a Hardship for that if we choose to play a tougher round, but difficulties shouldnt erase features by default.

Especially for coop thats a problem.
Sometimes we have to pee, get some drink and even worse: the game doesnt pause when selecting blessings, which is a problem as directly after a death night our units might still be in combat and we cant command them when the blessing screen pops up automatically.


4.) I further noticed, that the "no cutscene" option doesnt seem to work.
Neither in solo nor coop.
It still ever drags the camera to the crystal out of our actions.
Its annoying and distracting and i turn them off for a reason.
I remember that this setting once worked fine and kept camera under my control instead of focussing on the event.
Please fix that.

5.) Theres no way to use a seed for coop?
This would be important, as we might want to replay a map we know on harder difficulty for fun.

6.) Also please disconnect hero choice from faction choice.
I know it might feel weird at first because you try to squeeze lore into the game, but offering a way to pick a Rebellion Hero and connect it with the Order Faction would offer more variety and thus more replayability.
Possibly add a Hardship that disables this feature.
Dernière modification de Buntkreuz; 11 févr. à 13h36
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Devs please take note of all this feedback.
32.) Economy and Bonuses isnt really clear. I created a thread for a faster answer from the community, but something is not correct there and i dont know what it is.
Its unclear, not explained well how cost and income is calculated resulting in the income we get.
Another thing is, that we seem to have a stronger food bonus in coop than in solo. Starting with about 54 food in coop but only like 15 in solo.
Clarify bonuses and differences, otherwise we dont know where its coming from.
And that vagueness causes speculation from our side, like "do we have shared food?", trying to find a reason to whats going on.
The game doesnt do a good job about telling whats going on and whats coming from where.
33.) Deathnight Waves still seem to be a bit janky regarding their pathing.
We had a wave coming from the most east of the map, prepared there to defend, the wave then ran around to the north, then to the north west and appeared in the south west, having nearly circled the map by 3/4th.

Like, whats going on? In that sense the Watchtower isnt useful anyway, but even if, it makes it a bit stupid to prepare. I dont mind when i have 3 defense chokepoints in the east and enemies spawn in the east, that i have to guess which of the 3 will be attacked, but to have the wave go somewhere else is dumb.

Also it seems like enemies from the waves get stuck and never arrive.

I personally would also prefer, if the waves were less linear in their path. This might sound contradictive, but i rather mean that they spread more in their width, so they might cover more of the frontline.
As of now it seems like they focus on one specific path and wont branch off a tiny bit.
We had a defense with 3 gates directly next to each other (like just 3 tiles away), but the wave focussed on the most right gate, never touching the middle or left side of that wall.
Its so dead set on the path, that it will just blob at that point instead of seeking an alternative entrance.
I wished the enemy wave had actual pathfinding to a degree and wasnt so much on rails.
The on rails part seems to be what causes the above mentioned problem, as it sticks to the path so much, that it ignores obvious entrances or weaknesses.
34.) The campaign world map indicates it was probably planned to add 2 more biomes to the game, as it features cold areas and desert but stays pretty much just in the woodland area throughout the story.
Would like to see more biomes with their own twists.
35.) One Keep Coop Mode would be fun.
Players share one Keep (host player faction model) and only player 1 can upgrade it.
The rest stays the same.
36.) Warcraft 3-like items for heros would be a nice incentive to search for in the outer areas of the map.
Higher difficulties wield stronger and more items, lower difficulties wield far less and weaker ones.
37.) A Tavern or Mercenary Post.
Allows you to purchase special units for money only at increased gold upkeep, maybe even a group of units.
Could be expanded to offer more services like allowing to purchase items for heros or temporary buffs.
Agree with you on all fronts:) I love playing co op and my main concern is not being able to play for longer . want more night, maybe even put endless mode in or something like that. let us play for longer. It seems to end right about when you finaly get game going. Would be great if we could play seeds we like again and to tweek map as we like. More night, more enemies, bigger maps resources etc etc:)
i hope this game add Coop like StarCraft 2 for easy find random player/invite ... only invite isn't real coop it's friend coop
DarkRod a écrit :
i hope this game add Coop like StarCraft 2 for easy find random player/invite ... only invite isn't real coop it's friend coop
You mean matchmaking? I only played with a friend so i didnt notice its missing.
I would make that:

38.) Matchmaking for coop, to find random players to play with.
39.) Multiple times we had the problem that the game deleted a ton of houses because the game constantly sucks up commands (i often need to press A for attack move multiple times or press buttons in the UI 3 times or more until it applies the command).
As instability and lagging UI interactions as well as sucking up commands are an issue, it would be good to add a warning when players want to delete either large quantities of something or highly valuable assets.
So when i have like 20 houses selected and press "delete/sell", the game should ask me "Are you sure?" because this is a really uncommon action a player would do.

This regulary ♥♥♥♥♥ up our sessions in late game and these bugs need to be fixed, but even fixed its a good QoL feature to prevent major mistakes.
40.) Allow me to load a game from within a session in Coop. Because of 39.) we wanted to load the recent Auto Save but arent allowed to and the game then overwrites the save file when quitting.
The only option is to "crash" close the game to prevent autosaving.

Dernière modification de Buntkreuz; 20 avr. à 2h47
41.) The game should ask whether i want it to quit + autosave or only quit.
Many games do this and it allows us to load a save we want, which is basically a way for us to work around technical issues in the game.
42.) The desync is still very real.
I was hosting and during the final wave the game built up an easily 1 minute (!) or more delay between what happens on my screen (again im hosting) and my teammates screen.

Weirdly though, not for everything going on. Stuff like me creating a beacon on the minimap or notifications on units being killed etc were delayed by minute or so, but stuff like my teammate building something wasnt delayed.
Other gameplay related things were delayed (like where enemies were) other things like the Darkness wasnt.
43.) Auto Trade would be cool. Like me selecting a certain amount and anything beyond that amount automatically goes to my partner or me being able to select an amount of income that i would generate per tick but moving that income to my partners income.

Same goes for QoL on the Bazaar selling or buying. It could be faster, more streamlined and potentially automated to a degree.
Dernière modification de Buntkreuz; 11 mai à 13h39
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