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OR you could possibly break down these "sets" into things like helmets, greaves etc and although you would still be limited to things like the helmet type in the "set" this would allow you to upgrade the armour in smaller chunks (rather than having to buy a whole set in one go), it would also mean that wear and tear would be split up so when an item broke it might only be the greaves that need replacing.
More building slots are already available, but you need to "level up" your Ludus and move on to the next town (to get more plaot of land). After all the point of the game is to move your school from earning a crust on the Imperial Frontier to eventually complete in Rome for vast riches (not try and build a second Colosseum out in the middle of nowhere with no population to fill the seats).
Also he did say he had to cut shields from the game, but will be looking into adding them in the future.
- MrTT
I don't like the staff as currently implemented. They don't have any way to look at them like gladiators, and they don't seem to have any active abilities to use every month or w/e to improve training or some other bonuses that make sense for the type of staff member. Giving each type like 7-12 active abilities to make each staff type randomized, and gives them something to level up as you progress in the game. It also helps give the game more replay value, though it already has a lot, doing things like this, adding abilities to already implemented units, and giving them a way to grow to late game power levels, while also increasing what they cost yearly for another money sink, but one that gives something to the player, as opposed to the money sinks such as rent for houses. I know the houses gives you fame, but the rent doesn't really play any part of it, whereas linking an active ability on staff members to their yearly costs, gives the player the feeling like they are spending the money for helpful abilities you can't get elsewhere, where as fame can be attained in other ways easily enough. It's just a thought, and may be more extensive for the dev to do than I originally thought though.
Keep up the great work, and I hope you can make some of the additions I mentioned in this thread in earlier posts. I really think your game is on the edge of breaking through it's genre barrier. I think it just needs to feel more immersive and huge at the same time. 3 weapon types makes the game feel very small, even if it actually isn't small, it leads to that perception. I think you could really gather a large group of people from other genres with these types of additions.
But the idea that the Romans used these "types" of Gladiators was to limit their abilites so that the individual skill of the Gladiator was the deciding factor. You also have the remember these games were all about the "fame", the betting etc. It's was the X-Factor/America's got Talent of it's day :D
Some matchups became fan favorites (like the classic one of Retiarius (chap with the net and Trident and no armour) vs the Murmillo (walking tank with helmet that restricted visability)). Some of the equipment was designed specially the handicap the Gladiator (so you as the player if given free choice certainly wouldn't want to use it).
Also you need to be a bit heartless with the game, typically a Gladiator survived for about 10 matches before he was either killed or injured enough that he could no longer fight (I think the longest career was 150 matches). And in the same way, you also need to be heartless with the staff. You hire and fire to get the best one you can afford (you don't develop them as you would a gladiator). Hiring the staff do unlock abilities that are immediately apparent to a new player. But they also do a lot of things passively behind the scenes (like maintain the weapons), perhaps this could be highlighted a bit more (such as allowing your Weaponsmith to inspect a weapon to give a percentile "condition" in between matches?).
Perhaps some customisation on the models (eg colour) might be nice to have to make your Gladiator stand out might be do-able?
There's lots of things that could be done in the future, and the Dev also did a lot of work on Death League post launch in reacting to player feedback. And if the idea/change is "small". but does something that improves the game...then the more likely it might get done :)
Given that the "classes" don't currently restrict which items you can use in combination at all, it kind of obviates this argument even witht he game's current small equipment list doesn't it?