I would like to make the following suggestions, which I am trying to classify into sections:
- General comments on development strategy
- General wishes for prioritizing development resources
- Concrete functionality wishes
I hope this is helpful to the devs (and others) in understanding what I think would make a great game, and by that I mean what is fun for me and, hopefully, for others too.
GENERAL COMMENTS on development strategy
- Perhaps the most important factor of making a game successful is making it fun to play. I think this point has often wrongly been considered trivial and hence not worth mentioning. But it is: �Fun� also means paying attention to what players like doing, encouraging actions and functionality which supports that, and by making actions which players DON�T like doing as seldom as possible. So with keeping that in mind and trying to incorporate the results of the polls I have made:
- Maximize the user interface transparency: from every screen, let us be able to access all appropriate information with as few clicks as possible (e.g.: battle orders and scripting, statistics, inventory, etc.); currently, a province with 20 commanders is hard to manage, you cannot see who is doing what: When you click on a commander to view his statistics, you cannot access the battle orders screen from there, you must go back to that screen and find the commander again; I really dislike doing this in midgame.
- Minimize late-game micromanagement needs where possible; if possible, make the late-game function much like early- and mid-game.
- The game is LESS FUN if there appears to be only a limited number of successful strategies which lead to a win. A game like Dom2 becomes broken if there is only one way to win, since everyone will race to mimic this one path. Keep it as varied as possible. Thus ensure that there can be no clear �no-brainers� and ensure that some paths (e.g., it has been said in dom2 that there is a race for certain Summons (e.g. Queens of Air, high-level Blood) or the building of certain SCs) are not overstressed.
PRIORITZING WISHES
I know that Illwinter has very limited resources, and cannot do everything. But here are some of the things that I find important, in order of their importance to me.
- AI. I would really enjoy a challenge from an AI, and I would greatly wish for most energy to be spent on AI improvement, both *tactically* (script building, troop placement, spotting and exploiting the enemy�s weakness) and *strategically* (troop and fort building, movement, plan development and plan follow-through, dynamic plan changes, minimal diplo possibilities (bribes, etc.)).
- User Interface: I would wish for an interface which is as smooth as possible; let us issue battle orders from every commander screen (or a link to the battle-orders on every commander screen); let us use the keyboard as much as possible (spending money, spending spell research points, etc.), use of hotkeys (f9-f12), use of strategic scripts (e.g. �forge X monthly�, �forge X and return hammer to lab�, etc.); User Interface customization
- Variation: As third point, I would wish for more tactical variation and more checks and balances: Make more types of buffs and de-buffs. EXAMPLE: Debuff Spells which slightly *decrease* an enemy�s resistances to poison, magic, or the elements; Debuff spells which temporarily make it more difficult to cast certain spells or spell types; Debuff spells which slow down an enemy�s movement rate; Buff spells which counter the effects of these types of spells.
- Graphics: I would love to have fabulous Warcraft-III-style graphics, but I believe that is very difficult to do, so I would suggest not even getting started on graphical improvement.
- Music: Please do NOT invest in music. (I personally listen to my own.)
CONCRETE WISHES
- Increased RPG elements: Experienced units have non-combat bonuses as well, such as increased chance of raising dominion in province when preaching; increased stealth ability; etc.
- Theme modding: From the hints I have received elsewhere, I think that Illwinter is concentrating on this. I think it would be great to be able to have an interface which allows us to plug in as many themes to a nation as we want; if players A, B, and C all have these mods downloaded and installed, they can be played.
- Creativity modding: Don�t underestimate the wishes of the players. Let *all attributes be moddable and conditional*: E.g., let it be possible to mod the stealth value of Type A to be dependent on Terrain Type, or on Season of Year, or on Temperature; let it be possible for the �assassination� command to be practiced only on Undead, or during the Winter, or in Wastelands. Etc.
- Increased Interface Flexibility: Access to battle order screen via Stats/Inventory screen; f12 scrolls through forts; f11 scrolls through hidden/stealthy commanders; f10 switches between prophet and pretender; f9 scrolls through mages with forge bonus; Customizationability: shift-f1 displays commanders alphabetically, shift-f2 displays them in order of their type, shift-f3 displays them in order of their action queue (as it is presently);
- Enhanced Tactical Spell AI Interface: Commanders can not only queue spells they want to cast, but can, for the rest of the spells, click one of four boxes: 1. Never Cast, 2. Cast with Low Priority, 3. Cast with Medium Priority, 4. Cast with High Priority; default setting can be determined by the player
- Enhanced Message System: With Outbox which one can review and delete one message without deleting all; copy-and-paste ability
- Complete Icons (see thread
here )
Thanks for listening; your feedback on our feedback will also be greatly appreciated!