Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Please tell me the stuff it's bad on.
I don't say it is a bad game. I say it is a bad SpellForce game in my PoV.
Biggest flaws in my taste:
- No free game mode
- Nothing to do after the campaign except PVP (by default)
- No 3rd person view by default (we had to mod it in by ourself -> SF3-AC-Patch)
https://steamcommunity.com/sharedfiles/filedetails/?id=1558390462
- very restricked RTS-system because of the sector-system (no fun for me at all)
- No Day & Night cycle like the old ones
- Canon SpellForce story broken many times
But please don't let these points influence your taste of the game. These are just my poV and game taste. :-)
Also I do note that there are very few maps in skirmish, although there's supposed to be a patch somewhere that adds a bomb-load of maps.
I just send you to your own threat :-)
https://steamcommunity.com/app/311290/discussions/0/1647665620921649484/
And sadly we don't have a "native free game mode". We have created some "Quest" maps that play like a free game mode, but it's no whole campaign with progress-transfair like the old ones.
But it is still some fun :-)
Quest - Peak Mountains:
https://steamcommunity.com/sharedfiles/filedetails/?id=1416111066
Quest - Dracos Island:
https://steamcommunity.com/sharedfiles/filedetails/?id=1539246145
RTS - to delete the rushing gameplay mechanics and create strong economical part, with different tactics of building process. Removing identical units and identical gameplay of fractions. Troops must take different formations and also go by formations. Unit improvements should take graphical changes and then only numeric like SF1 has.
= 3d view=
= Free game mode =
I doubt very much that SF4 will be released, most likely the saga will end at 3.
I don't mind the sector system, and I don't get why people are against it. That said, the RTS sections are really bad. In the previous games, enemies came in semi-predictable directions and times, coming in waves from set camps or spawn points. In SF3, enemies expand everywhere and attack all of your borders near constantly. This sounds good in terms of increasing difficulty, but it doesn't work well in a game where you're also expected to talk to NPCs, do quests, and explore while also fending off enemy attacks. You just don't have the time to do everything simultaneously.
So, basically, most RTS sections just get hero-rushed. The RTS factions themselves are also too similar, and very imbalanced (orcs suck hardcore in this one because of how important static defenses are, for the above reasons.)
That said, I still very much enjoyed SF3. It has, IMO, the best story of the Spellforce games. Good characterization. Gor and Yria are the best-written characters in the series.
I do not argue there is a good story and good characters, and stunning graphic design. But SF3 in terms of RPG is very weak. l 'd understand if the release was exclusively for PS, but only for PC ? Sorry, maybe i dont understand, but i think fans of RPG will confirm my words.
SF3 RPG is just resting in comparison with the SF2 RPG, more even there was an adequate character development tree. Developers did not strain themselves much, and simply created a leveling up of little skills based on the system of many mobile RPG, but more even now they offer much greater potential than SF3.
Such system just needs to be thrown out of the future game, and take an example from Neverwinter Nigths or from old schools games.
Just the project must be divided into two teams - RPG, RTS instead of RPG/RTS all time. Each part needs to be developed separately. Srategy should be a strategy, role-playing shoud be role-playing game, - and do not to cut all the wonderful features from two side for the sake of balance, - all components lose their price, which is what happened with SF3.
Perhaps the developers of SF1 understood this. They was focused on the main character, the companions did not have the opportunity to leveling - I think this has a definite meaning.
In a future game I would make RPG like that:
I would return the system of magic scrolls, with the possibility of leveling, instead of buying from sellers. I'd divide magic into ordinary, rare, legendary and epic. Epic scrolls by killing bosses, , legendary and rare by quests, ordinary by skills.
I'd introduce the possibility of creating and improving outfits by collecting the necessary resources and drawings,. I'd create game fractions and quests. Instead of companions i'd return the rune system, opportunity to forge the runes, and enclose in them dead creatures and enemy. I'd create a completely open world, remove linearity from the game, build the whole game on additional quests and stories. Decisions affect the world, the main character will be able to convince, intimidate, deceive through the system of pumping certain skills.
I'd create and scatter 20-30 unique armor sets around the game world, and make more slots for equipment( shoulders, pants, bracers, belt, boots) - opportunity to repaint it in the smithy by collecting ingredients. I'd create a leveling system for enemies when you return to the maps again and take new hero level. Dialogues in 3d for complete immersion in the world. I would build a system of an ordinary warrior, on a dodge, defense, strength, health - where there is a chance of block, dodge, critical strike, - the ability to create any game class through buying statistics points through mentors, or by finish quests.
I would create a powerful character editor in 3d, - choice of race, bonuses, voice, deity worship, ideology.
In general, all the best that has an old school RPG but with SpellForce Features - it will be Great!
And again, wrong forum buddy.
Preferable the rts part from SF 1 too (especially the unique loose enemy camps + enemy scouting AI), though I wouldn't mind a different base-building rts style either (I have too little experience with the current SF 3 rts parts yet but it seems quite decent, though I also liked Settlers, Rise of Nations & Warhammer 40k so I don't mind the sector-based parts I think).
Where I think SF 3 is so far best with (/better than SF1/2):
- voice casting
- some of the dialogue
- Click&Fight(?), the slow time + ability hotkeys function (kuddo's to the devs)
- and obviously the graphics, though some anim's and spells lack some 'force'. For example when I hit an enemy in SF 1 with a 2-handed hammer with a high strength hero/avatar, the enemy is really in pain, while in SF 2 this seems to be removed/rebalanced and SF 3 seems to be somewhere in the middle.
The good: story plot, voice acting, translation, graphics, music. Also I finally enjoyed the Click&Fight when I finally understood it :)....
The need to improve: controls (Ctrl+middle click for rotation, for god sake!!), better RTS mechanics that is way too restricted to be interesting