Divinity: Dragon Commander

Divinity: Dragon Commander

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x.vadim 2013 年 8 月 7 日 上午 9:01
Extremely disappointed with RTS part.
Just saying.
You see, RTS part really disapointing. IMHO. For some reason devs have implement RTS as big numbers of squishy weak fast produced and fast killed units. So you have to spam for win. And AI spams spams spams all the time. There is no such thing as build order because you can build everything from the start. Yes, you have to research units and skills first, but when RTS begins, you can build all researched units, so no build order. Just spam from the first second. Yes, you can use unit skills and dragon, but that is always secondary compared to spamming units. You can't create army then crush enemy with it, your squishy units will be dying all the time so spam spam again. Dragon is a problem. Yes, you can kill very small enemy droups with dragon, but any sizeable force will kill your dragon in seconds. Yet again, when you controlling a dragon, you can't spam units - so you have to exit dragon mode after about 15 seconds or you in trouble. You can control your forces as dragon but no micromanagement. Also presence of a dragon incarnation have forced devs to chose very inconvenient for RTS free camera mode, you will loose orientation very quickly and will have to look at your minimap often to regain it. And last - RTS 3d models not that beautiful. Even ugly IMHO.
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Mavloc 2013 年 8 月 7 日 下午 3:49 
The game needs balancing. There are some minor problems with how the game works, but overall i think it is a fun game, it just needs a few patches and community feedback. If The Devs of the game are serious about their game and dont want it to die, they should do just that. Listen to feedback and patch their game up.
Hi11Zone 2013 年 8 月 7 日 下午 4:23 
Add full base building and maybe ill buy it, and have everyone in our studio buy it...
Mordred of Fairy 2013 年 8 月 7 日 下午 5:30 
引用自 Elenoe
MOBA type of game. more dragon oriented. Autobuild, autospam, making just decisions like road to take or units composition to spam. That is what I would like to see.. someday in some game...

(I won't rest until I see some mod do that :) )

hear hear.
Yeah, i totally hoped for autospawn or at least complete autocasting of units.

Alternatively, they could slow all the units down by about 3/4ths and actually allow range to make a difference and manevouring to be useful.
Harper 2013 年 8 月 7 日 下午 5:43 
引用自 Irx
The whole system makes no sense - you move "armies" of 2-5 units on the strategy map, but when a battle starts you build a hundred more in a few minutes... then suddenly loose them after the battle again and your initial units are the only ones which can survive.
This is what bugs me most about it. There's no realism in spawning hundreds of units in a single battle.

I think the obvious solution would be to heavily slow down the production of manpower, or divide the manpower in each province by 10 or 100. If it took a minute to produce a trooper instead of the couple seconds it takes now, then having a trooper in your army at the beginning of the game could be vital to victory.

Stabbey 2013 年 8 月 7 日 下午 5:54 
引用自 Harper
引用自 Irx
The whole system makes no sense - you move "armies" of 2-5 units on the strategy map, but when a battle starts you build a hundred more in a few minutes... then suddenly loose them after the battle again and your initial units are the only ones which can survive.
This is what bugs me most about it. There's no realism in spawning hundreds of units in a single battle.

I think the obvious solution would be to heavily slow down the production of manpower, or divide the manpower in each province by 10 or 100. If it took a minute to produce a trooper instead of the couple seconds it takes now, then having a trooper in your army at the beginning of the game could be vital to victory.

There is an option in the advanced multiplayer settings and coming to the Custom Campaign (tomorrow, probably) that will let you increase the recruit costs in RTS mode by up to 3 times. You can also adjust the starting recruits and the recruit income as well.

This will make production of units much slower and the starting units will be much more important.
shadain597 2013 年 8 月 7 日 下午 5:55 
引用自 Harper
If it took a minute to produce a trooper instead of the couple seconds it takes now, then having a trooper in your army at the beginning of the game could be vital to victory.
Your starting units often DO matter. I just lost an attack because the AI played like 3 merc cards and zerg rushed me. He didn't quite manage to kill me, but all I had left was a shipyard and recruitment building, with no infantry. I might have won anyways with some fancy flying, except that the game has some stupid anti-stalemate setup that killed me because my enemy had more recruitment stations.
Knightelf 2013 年 8 月 7 日 下午 6:30 
I disagree with you post man take starcraft that a spam game just mass units and win same as command and concure warcraft 3 spam units list goes on . Dont say its not an rts or fails people still play starcraft and c &c did they fail?
最后由 Knightelf 编辑于; 2013 年 8 月 7 日 下午 6:31
Blackghost 2013 年 8 月 7 日 下午 6:44 
引用自 DotaHottie
I disagree with you post man take starcraft that a spam game just mass units and win same as command and concure warcraft 3 spam units list goes on . Dont say its not an rts or fails people still play starcraft and c &c did they fail?

You obviously don't know what you're talking about...
Infernal Machine 2013 年 8 月 7 日 下午 8:16 
I dont like the fact that unless you spam units at the start, it becomes a giant stalemate, with the enemy constantly pumping out reinforcements.
最后由 Infernal Machine 编辑于; 2013 年 8 月 7 日 下午 8:16
CyberDown 2013 年 8 月 7 日 下午 9:22 
引用自 Harper
引用自 Irx
The whole system makes no sense - you move "armies" of 2-5 units on the strategy map, but when a battle starts you build a hundred more in a few minutes... then suddenly loose them after the battle again and your initial units are the only ones which can survive.
This is what bugs me most about it. There's no realism in spawning hundreds of units in a single battle.

I think the obvious solution would be to heavily slow down the production of manpower, or divide the manpower in each province by 10 or 100. If it took a minute to produce a trooper instead of the couple seconds it takes now, then having a trooper in your army at the beginning of the game could be vital to victory.


So spawning hundreds of units isnt realistic enough but no qualms with morphing into a jetpack wearing dragon, talking to a skeleton, and a lizard guy with a brish accent flew in under the radar?
76561198030043640 2013 年 8 月 7 日 下午 10:35 
Have to agree. The RTS aspects of this game are wafer thin. They remind me of C&C but with less / no strategy,
Harper 2013 年 8 月 8 日 上午 4:46 
引用自 CyberDown
So spawning hundreds of units isnt realistic enough but no qualms with morphing into a jetpack wearing dragon, talking to a skeleton, and a lizard guy with a brish accent flew in under the radar?
Pretty much, yes.

I know you were being sarcastic, but that's it - I can suspend disbelief for some things, but not for the spawning and disappearance. If they explained it somehow - "We summon shadows to fight for us, but they disappear when the sun sets" or something, I'd go with it...but as it is, I just can't buy into it.
Stabbey 2013 年 8 月 8 日 上午 4:57 
The RTS units you build are cheap knockoffs built in a hurry that are only good for one battle at best and will break down quickly. Tada, a justification.
Rhoarke 2013 年 8 月 8 日 上午 4:58 
引用自 supersablover
Have to agree. The RTS aspects of this game are wafer thin. They remind me of C&C but with less / no strategy,

Funny as I feel there's more actual strategy in this game than in Starcraft 2. Starcraft 2 games are decided by how you build your buildings and how you micro your units. Here games are decided by either rushing the enemy with overwhelming force (try that against AI with mustard gas) or holding valuable points and assisting with the dragon.

Big difference is that Dragon Commander is macro management whereas Starcraft is micromanagement. Does that make it less Real-Time? No. Does it make it less strategy? Hell no.
Harper 2013 年 8 月 8 日 上午 5:04 
引用自 Stabbey
The RTS units you build are cheap knockoffs built in a hurry that are only good for one battle at best and will break down quickly. Tada, a justification.
Then shouldn't the units you start with be stronger and better than the cheap knockoffs? Instead, they're only as good as the inferior copies.
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发帖日期: 2013 年 8 月 7 日 上午 9:01
回复数: 32