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| Mods Everything about mods |
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#29
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Allright, time to give you some feedback, Matt.
What I expect to see the most are tough, unpredictable battles against enemy heroes. The original game has a lot of room for improvement there. For now, I'm just worried about how well general balance and challenge will remain on the last stages of the game. Many modifications to be aware of. By the way, did you remove the resistance to damage cap? I hope not, it would be highly exploitable. Maybe Dryads are overpowered? Some ideas of mine which I find would really help to build and keep tension through the game, making it more thrilling: 1. The chance of being catched by the enemy when you're trying to avoid it. Perhaps setting a trigger so their speed can be randomly increased a bit from time to time. 2. The chance of being ambushed. Requisites: level... 6? or higher and Freedom isles reachable, so the player can still have his/her time and space to see what items, units and spells are initially available and choose army composition and general strategy. 3. The chance to fail the guess when trying to determine enemy power potential relative to yours. In my opinion, maximun percent to do it properly should never be above 80%. PS: I'm using Nobilis version, is it imperative to buy Gamersgate one to install their latest patch? If so I will. |
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