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#11
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quickly - siege damage definately causes AoE friendly fire (and as is RTS standard, arrows currently don't cause FF).
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#12
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Graphics - Pilgrim is bang on, that blurring comes from the fast camera scrolling. It looks sharper when the camera is still or moving at normal speeds. And I suppose it doesn't help that it's compressed for youtube, either.
Unit Control - most units are grouped into "battalions" of 5-20 units. when you select any unit in that battalion, the whole group is selected and the whole group acts upon your commands. You can select many battalions at once. So even if there are 400 units on the battlefield, you may only be controlling 40 groups of 10. As Pilgrim said, this changes the face of unit micromanagement, but it does not eliminate it. There is still benefit to microing your battalions even if you can't micro its individual members. Siege - I think you just need to give the devs some credit and trust that things will be balanced (and they can be further tweaked after feedback from the beta tests). Ranged siege weapons do area of effect damage to any player, and they do not have anywhere near the sniper-like accuracy featured in some other games. Additionally, the defender may have long range weapons as well. Thanks for the comments; I think we have these issues under control, but it certainly doesn't hurt to keep them in mind. Last edited by Jonathan Werk : 02-10-2010 at 10:26 PM. |
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#13
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Hi, all. Thanks for your enthusiasm.
![]() I'll do my best to address your concerns. Quote:
b) Siege weapons fall quickly to enemy fire. You can't bring any siege weapons near the enemy stronghold until you have a thick infantry fodder wave or have taken out the defenses. A lot of these videos and shots show a ram or siege tower at an enemy wall but what they don't show are the multiple treants you send crashing down before the enemy is able to scale your wall. c) You won't be controlling each unit - you'll be working with battalions, or groups of units. So that makes it easier to attack with big numbers and you can mass-select a large group of assorted units and send them roughly to the point of attack and use a mix of micromanagement and macromanagement from that point on. We actually just discussed this mix of strategy in an interview, which I'll post in the Media Fair momentarily. Quote:
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And finally, all the graphics inquiries, I know most of you guys have been able to get past the fact that our graphics can't compete with multimillion dollar titles, and for that, I thank you. The truth is, we started out as an indie team with essentially no funding and very little resources. So we just did what we were capable of. By the time we had accumulated a decent amount of funding, resources, and experience, it was too late to drastically change the graphics as it would require an engine overhaul. Most RTS titles with battles the scale of ours work off of engines that automatically add fog effects and restrict the level of detail as you zoom out. Unfortunately, we did not do this at the time and so, everything we've done to reduce lag with distance has been outside of the engine. If we simply went in and replaced our models with higher-poly models, our engine just wouldn't be able to handle it with 1,000+ units on the screen. But, now we know, and we'll be able to make this a priority right off the bat if we design a second title.
__________________
Alex Walz | Assistant Producer & Publicist of Reverie World Studios, INC. Follow us on Twitter! Fan us on Facebook! |
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#14
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Wow, thanks for the in depth answers, it's a shame about the non optimized issue with the units, but that's how people learn. Also yes, youtube does leave a lot to be desired!
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#15
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Thank you guys for all the responses, especially the clarification on how seige warfare usually works-That really addressed my concerns on balance more then anything.
I'd just like to clarify that my previous problem with unit selection was the fact that we will eventually have 40+ battalions under our control, not 1000 individual units. It seems, however, that the people who can actually 'play' the game (AKA rigorously test the same map over and over ^^) have no problems with the system. Thanks again ^^ |
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#16
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Yes, Alex, Jonathan and man others in other threads. Very much appreciate how the Reverie. team address the concerns in the forums.
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#17
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Reverie has been saying for a while now that the graphics are not final anyway - they still have to update them.
With wall-mounted siege engines having farther range [which makes sense] the besieger would have to bring in significant numbers of siegeweapons in order to take out the defender's. Also, one of the Reverie people commented on a post of mine saying that siege engines will be limited by their inaccuracy. They will not be able to pick off moving targets at will. Think of Trebuchets in AoE2 - very effective against castles, towers, walls, and buildings, but completely useless against units. |
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#18
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To me it's not really cluttered, but rather the battles are large and epic. This is one of the main reason why I'm so excited about this game over other RTS's. As a general rule of thumb with many RTS's, I think over time that the more one plays, the less chaotic/"cluttered" the game will appear since you'll have a deeper and better understanding of the game.
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#19
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I very much agree with malachan. I have found that too.
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#20
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Just to put out there, if your defending your stronghold, if a player manages to scale ur first wall would u not expect chaos and lots of mixes of both teams battilions? if im the attack i would sure like to cause it!
__________________
'I like to kick ass and chew bubble gum. And im all outa gum.' |
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