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Test Game, in-game player feedback
#11
Very good, folks.  So far we already have heard from eight testers, and look forward to hearing from the Amazons, Halflings, Lizard King, and Warlock.  Really hoping for that because we really didn't get much feedback on several of those kingdoms in the alpha.

Only other comment I would make at this point for feedback from this group is to repeat, this was the first turn of a test game to prepare for beta.  So we know the Rules aren't complete, the order entry will have some things to work out.  By all means offer specifics as to what seems buggy or could be improved, but no need to say it isn't done.  Most of what I read on what isn't (or probably already "wasn't) working is being addressed.  Some other comments are on things that have been posted in various places and just haven't been consolidated as of yet so some testers haven't seen it / found it, but its out there.

Also pleased everyone has stayed on topic and restrained from commenting on other posts.  To that end, I will open a new thread for Commentary on The Choosing Test, so that is open to all community members, as well as for testers to comment on posts here.  There we go as deep as we like into any aspect, understanding it is just second hand impressions on what we have heard.
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#12
Two quick things:
First, I believe the web address on the produced turn is for the original order checker.
Second, I wanted to see how fast I could enter orders, so I did nothing except go to the order checker and enter my orders using only the info there. I finished in about 20 minutes. I then went back and studied my turn and fixed my orders. I only made a couple of changes and it added about 30 minutes. In short, my first run was pretty good in 20 minutes. Nice.
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#13
I am writing this in an airport so I apologize in advance if it is a bit scattered.

Impressions of the Lizard kingdom.

I already posted about the order entry website and how much I liked it. I do agree with other posts that perhaps adding an option to just type in the map locations would be a bit easier than scrolling. I also had a bit of a problem cancelling orders but eventually figured it out.

In terms of the lizard kingdom itself I wss very surprised when I opened it up. I was expecting a military kingdom but it is much more a priest/magic or covert kingdom.

I liked all the special rules but they seemed to be a bit in conflict with the kingdom as the lizard kingdom is a better than avg magic kingdom with a starting cost to raise wizards at 9k but with the special traits they have some penalties which raised the cost to 11k. That will make a big difference in how it is played. Maybe more like an AN in that it feels a bit priestly with the special traits of devout healing and order.

It also has a strong covert side which can be explored in fact that is what lead me to me selecting the glyph of protection and knowledge totem as my customizations choices. I really don't have much of a strategy in place yet other than I need gold if I want to raise wizards.m

I should also say there is a lot here to digest with the customization, traits, new 565 and recruiting options, spells, etc....I might end up thinking the LI are the best military around in a few turns.
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#14
(11-19-2015, 05:15 AM)VballMichael Wrote: Two quick things:

First, I believe the web address on the produced turn is for the original order checker, not the new one we are testing.

Second, I wanted to see how fast I could enter orders, so I did nothing except go to the order checker and enter my orders using only the info there. I finished in about 20 minutes. I then went back and studied my turn and fixed my orders. I only made a couple of changes and it added about 30 minutes. In short, my first run was pretty good in 20 minutes. Nice.

Actually, a third thing. So, I noticed that I have this ability called Flanking called out on my setup:
Flanking Tactic (use TAC 4). Group vs. group attack that requires the Riders Trait, a Marshal or better in the group, and can only be done in Plains or Desert terrain.
But, as I look through my setup and turn, I do not believe I have the Riders Trait. So, does the SA have Flanking? If so, need Riders Trait. If not, then Flanking should not be on the list of special abilities.
Probably user-error here, but I see a disconnect.
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#15
(11-19-2015, 08:33 PM)VballMichael Wrote:
(11-19-2015, 05:15 AM)VballMichael Wrote: Two quick things:

First, I believe the web address on the produced turn is for the original order checker, not the new one we are testing.

Second, I wanted to see how fast I could enter orders, so I did nothing except go to the order checker and enter my orders using only the info there. I finished in about 20 minutes. I then went back and studied my turn and fixed my orders. I only made a couple of changes and it added about 30 minutes. In short, my first run was pretty good in 20 minutes. Nice.

Actually, a third thing. So, I noticed that I have this ability called Flanking called out on my setup:
Flanking Tactic (use TAC 4). Group vs. group attack that requires the Riders Trait, a Marshal or better in the group, and can only be done in Plains or Desert terrain.
But, as I look through my setup and turn, I do not believe I have the Riders Trait. So, does the SA have Flanking? If so, need Riders Trait. If not, then Flanking should not be on the list of special abilities.
Probably user-error here, but I see a disconnect.

Addressed this issue here...
http://www.kingdomsofarcania.net/forum/s...2#pid33512
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#16
(11-19-2015, 09:53 PM)unclemike Wrote:
(11-19-2015, 08:33 PM)VballMichael Wrote:
(11-19-2015, 05:15 AM)VballMichael Wrote: Two quick things:

First, I believe the web address on the produced turn is for the original order checker, not the new one we are testing.

Second, I wanted to see how fast I could enter orders, so I did nothing except go to the order checker and enter my orders using only the info there. I finished in about 20 minutes. I then went back and studied my turn and fixed my orders. I only made a couple of changes and it added about 30 minutes. In short, my first run was pretty good in 20 minutes. Nice.

Actually, a third thing. So, I noticed that I have this ability called Flanking called out on my setup:
Flanking Tactic (use TAC 4). Group vs. group attack that requires the Riders Trait, a Marshal or better in the group, and can only be done in Plains or Desert terrain.
But, as I look through my setup and turn, I do not believe I have the Riders Trait. So, does the SA have Flanking? If so, need Riders Trait. If not, then Flanking should not be on the list of special abilities.
Probably user-error here, but I see a disconnect.

Addressed this issue here...
http://www.kingdomsofarcania.net/forum/s...2#pid33512
This addresses the website issue, but not the Setup issue. I understand all options show on the website.
But the SA Setup should not say the kingdom has Flanking as an ability if it actually requires the Rider Trait which the kingdom does not have.
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#17
Actually, that's a special exemption for the Sacred Order where they may issue a Flanking Attack without having the Riders trait. I'll clarify this on the SA setup though. Thanks.
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#18
Its a lot for everyone to digest.  We tried to specify there are Traits that capture most characteristics of kingdoms, but we have exceptions, usually a one-off where a kingdom that does not have a trait, still has a special ability.  So this is in the Sacred Order dossier: they don't have Riders as a trait, but in the special abilities section, they gain the Flanking ability normally given to Riders.  I guess maybe different language should be used?  Anyway, the Sacred Order can flank.  Their military is mainly heavy cavalry.
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#19
(11-19-2015, 11:44 PM)Ry Vor Wrote: Its a lot for everyone to digest.  We tried to specify there are Traits that capture most characteristics of kingdoms, but we have exceptions, usually a one-off where a kingdom that does not have a trait, still has a special ability.  So this is in the Sacred Order dossier: they don't have Riders as a trait, but in the special abilities section, they gain the Flanking ability normally given to Riders.  I guess maybe different language should be used?  Anyway, the Sacred Order can flank.  Their military is mainly heavy cavalry.

I thought that was funny when I first read about them in the dossier notes. That the Sacred Order are deadly heavy cavalry who don't have expert riding skills. Maybe they flop around in their saddles? Or they only joust turtles on the ground? I guess that's by design for comic relief, like the Monty Python version. Can't wait to hear the trash talk against them...Smile
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#20
(11-20-2015, 12:02 AM)unclemike Wrote: I thought that was funny when I first read about them in the dossier notes. That the Sacred Order are deadly heavy cavalry who don't have expert riding skills. Maybe they flop around in their saddles? Or they only joust turtles on the ground? I guess that's by design for comic relief, like the Monty Python version. Can't wait to hear the trash talk against them...Smile

No.  I don't know how many players have ridden horses, let alone at the expert level of what we are calling Rider.  Riders are sort of wed to their horses, a unit of two beings acting as one.  Heavy cavalry like French knights and others are not in-tuned to their mounts as Riders are.  Riders in The Choosing are the Amazons, Dark Elves, Elves, Nomads and Rangers.  Having a Hun army can provide flanking.  Sorry for those of you who cannot distinguish between the Cultural Trait as opposed to those who have cavalry, and once again, the Sacred Order DO have Flanking without the other advantages of Riders which is that special relationship between horse and rider.  There has been a lot of thought put into this, over about a year.  It is not comic relief or stereotype, or misstep.  Done. 
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