Brad Wardell's site for talking about the customization of Windows.

We had a great discussion about what features of LH players liked the most.

Now, let’s turn it on its head.  What parts of Legendary Heroes do you like the least?

This doesn’t have to be a feature list either, it could be elements of the game (or parts of the game) that you just find boring or frustrating or poorly thought out.

Let us know!


Comments (Page 6)
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on Apr 25, 2014

My least favorite things about Legendary Heroes...

 

1) The biggest would have to be that the factions and races are bland. They are all humans (or close to it, for the evil factions), the buildings look the same, they build the same, and except for a few units like golems, all of the units are the same. None of the lore is evident in their units and structures. A lot of this is because of the whole "build your own units" thing. If this was gone, I feel like a lot more could be done.

2) Territory claiming. Cities can be built way to close to enemies. Where you can settle is also very random and can be annoying. Outposts to claim territories anywhere on the map is one of the most frustrating mechanics in the game. They are why I play with cheats.

3) Civilization combat. While I love going out and battling monsters while exploring the map, fighting other civilizations is not enjoyable. It is very long and drawn out, with bizarre combat gains. Taking enemy cities takes a VERY long time. Getting your cities taken feels cheap. The fact that you cannot kill heroes makes the fights really drag out.

on Apr 25, 2014

I would love to see protecting my claimed area from being entered by the computer ( via diplomacy - auto war for example )

I think we need more tech options , even maybe some choices should have results like not being able to select other techs.

upkeep for buildings ( money - space - city type - max number of buildings etc. ) to force selecting what can be build

more trade options. I always liked the "civilization" concept that you can only built a unit or building if the resource was available to your city.

spell trees are no way balanced. Arcane monolith vs any spell in game is unfair to even discuss.

A magical solution for invul to damage like dispel ( generic spell to all )  is a must.

 

on Apr 25, 2014

Heavenfall

What I really don't like is the complete lack of depth in tactical battles. No LOS, terrain penalties/bonuses, flanking, morale, "give bonus to adjacent friendly unit" and so on. Stardock have been trying hard to keep the time you spend on battles down to a few minutes at most, and it's hurting because of that.

But it doesn't go well with how combat is handled on the strategic level anyway. Fun fights or difficult fights - I'm there! But most fights just get auto-resolved by me anyway. And really, fighting a whole game just to end it all in a 5-minute "siege" feels pathetic. I'm not spending 50% of a game playing battles, it's more like 5%. It's not a good number to be around, 25% would be better and having important fights fly by is unforgivable either way.

 

Again, I understand you wanted to keep the tactical battle duration down and keep focus on strategy. I don't think it turned out well, I don't think those were good decisions. I think you missed out on about 1000 interesting unit traits to link strategic progress with the tactical side of things. I think fights can still be quick, even if they are complex. But tactics needs to be more important*.

 

* This is also an opportunity to make AI more nuanced and difficult. And it would be far more visible than strategic AI gameplay, which (imho) happens 99% behind fog of war anyway.

 

+1000

on Apr 25, 2014


Thought of another thing that drives me up a hillside...

As you may know from my previous posts, I really enjoy the aesetics within this game: The art style, the ability to detail your city design, customize your armies, etc. However, when it comes to expanding my cities, expanding them towards hills and mountains just drives me batty! Having the hill/mountain flatten for the sake of the city completely destroys the emersion of the game. It's especially painful when the tiles that flatten are not even part of the city...but are adjacent...and now I have hillside tiles that looks like plains...but have the movement penalty of a hill. At the VERY least, the these tiles should just become plains and lose the movement penalty. At the VERY most, we should have the ability to build cities up a hillside...or into a mountain side. That would be, imo, awesome. I'll underline awesome.

 

on Apr 25, 2014

Already posted a checklist of stuff I didn't like, but coming back to play LH after a long break in part to see how it stacked up to the current alternatives, all I can say is that LH is nearly unplayable now (for me) due to 2 things;

1. Ranged Combat; Archers having no range penalty.  Getting thrown onto a map where my melee units have to take 5-6 turns to close the gap while getting mowed down.  Not Fun

2. Line of Sight doesn't matter.  #1 wouldn't be as bad if units could make use of terrain.

After playing AoW, Eador, and Warlock 2, I was looking forward to coming back to LH because there are a LOT of things that FE/LH does very well.  These 2 things are now becoming game breakers, so I do hope that whatever the followup title is to LH has these issues addressed.

My current "fix" for this is to use enable Cheat and teleport my melee units to the ranged enemies (after ~2 turns).  Total cheese and I hate doing it, but FE/LH tactical combat is the suck.

on Apr 25, 2014

The lack of loot/items from defeated heroes.  Could be just one item at random.  AND if my sov/hero has a "pickpocket" skill, I get to choose which item I steal.

 

The lack of positive/negative fame for winning/losing battles/cities/outposts.  If I win a surprise victory against a superior force, i should get a boost in fame.  

 

Fame/infamy could also be used in a GalCiv type alignment system.  The "quest" screen where the cruel dog killing men come to see you and you have three choices could reflect this.  Different heroes could desert you if you become too good or evil.  

 

The lack of consistency in spell effects, certain spells can only be cast once, etc.  (Look at Demons and Wizards mod for a solution to summoning.)

You briefly had spells that were hybrids of two schools, these were great.

Spell books should be big boss or wildland quest rewards, not for sale in a Pariden shop.

All spell schools should have a damage type and it should be consistent with weapon effects/resistances. Totally agree with going with a Diablo-type of prefix\suffix item crafting randomizer.

Life\Holy\Resists Death.

Death\Unholy\Resists Life.

Earth\Poison\Resist Air.

Fire\Flaming\Resist Water.

Water\Icy\Resist Fire.

Air\Lightning\Resist Earth.

 

Creatures and interactions with items/spells should be consistent.  The Holy Hammer did not kill Banshees last time I played for example.  And one of the Venomous bows doesn't do poison damage every turn.

 

Tactical battles/city building/boring unit traits have already been covered by others above.

 

Weird/shifting outpost/city ZOC that makes me waste time rebuilding structures in my precious city queue.  

 

Bribe\hire modders to incorporate their mods into the vanilla game.  Hold forum contests for new quests/monsters/items/heroes etc.

 

Why do I have to go to a third-party site to get mods?!?  Where is the Hosten's Library on the FE:LH site?

 

Where is a mod manager, monster/creature editor, loot editor, etc.

 

Thanks for creating this thread... I feel much better. 

 

on Apr 25, 2014

Wow NaytchSG. What a treasure trove of ideas. Emphatic +1!

on Apr 25, 2014

Heavenfall
What I really don't like is the complete lack of depth in tactical battles. No LOS, terrain penalties/bonuses, flanking, morale, "give bonus to adjacent friendly unit" and so on. Stardock have been trying hard to keep the time you spend on battles down to a few minutes at most, and it's hurting because of that.

But it doesn't go well with how combat is handled on the strategic level anyway. Fun fights or difficult fights - I'm there! But most fights just get auto-resolved by me anyway. And really, fighting a whole game just to end it all in a 5-minute "siege" feels pathetic. I'm not spending 50% of a game playing battles, it's more like 5%. It's not a good number to be around, 25% would be better and having important fights fly by is unforgivable either way.

I don't think the lack of depth in tactical is tied to it being too short or the lack of flanking, LOS, and moral. Mostly it's due to bad AI, bad balance, and lack of unit roles. It seems designed around generic melee units smashing together, and that's all the AI knows how to do. They really need to ask themselves what they want to happen in tactical and rebalance units around that. A stronger negative relationship between attack and defense would force you to design and use different types of units. Right now you just build the strongest unit possible and throw them in waves. Defenders are only real specialized melee unit and the AI has no idea how to use them. You're supposed to lead with your high armor units so they absorb the first blows, not charge in with all your low armor units first. I would also like to see more teleportation skills and AI support for it, this is a serious flaw right now.

on Apr 25, 2014

No multiplayer.

Otherwise, is a great game.

on Apr 25, 2014

bullyellis
No multiplayer.

Otherwise, is a great game.

True, but watching some of the recent GalcivIII videos, it becomes quite clear that gameplay sacrifices have to be made in order to accommodate the multiplayer aspects.

In prefering singleplayer, I would rather they maximize gameplay.

 

on Apr 26, 2014

Some bizarre UI issues (no way to mass cast enchantments on units in an army?)

The fact that the Dead AI is still wonky (there seems to be no comment from SD about this despite how blatant it is. Are they unable to solve it, or is it simply not cost efficient to do so?)

Diplomacy could use more options - being able to pay to make peace? Or being able to donate units/outposts or even cities? What about the trade goods from GalCiv2?

Lack of espionage - it seems weird that I can even see the income levels for each other sovereign, or the population size, etc.

But most importantly, the fact that the Dead AI is not functional. I really want my mod to become redundant.

Combat scale seems pretty off for me. It takes some suspension of disbelief for me to accept that that climactic battle takes place between fewer than 100 men, though granted we should be treating every ingame battle as several skirmishes within one larger battle...

on Apr 27, 2014
  • The name gerenator.  It's unbelievable that you have that crap random name generator so long after release.  I'll write you a list of nice sounding names for each faction, for free. 
  • And why do the new sovereigns from the DLC enter the game using those random names? That's unpolished; seriously.
  • The game is way too abstract for my tastes.  I like to imagine a semi plausible world, even though it has magic and dragons.  Why does a mace do double damage and then stun the unit the next activation?  The weapons and armour are just too unrealistic and it breaks my imagination. A better implementation of the mace idea is a double damage strike as a form of berserk attack that leaves you almost defenseless for a time.  That would match reality somehow, e.g. bare sark viking warriors.  Maces should simply be high attack value and slow weapons. Anyway, this is a topic for a whole thread.
  • I'd like to see differentiation between mages and fighters.  My mage can cast spells better by wielding a dagger to get +3 initiative. Huh?  My magi often end up wielding shields.  No, that should be a skill for the other paths.  Magi should be the best spell casters and they need more equipment that is unique to them.  They should be the ones with special amulets, etc to protect themselves instead of armour and shields.
  • Shrills. I just don't like these insectoid creatures as somehow connected with the four elements. It's just a clash of themes to me.  I'd rather these are strange insect hive mind colonies and leave elementals as a separate type of being who draw power from their element and magic.
  • The religion of the game world.  I don't get how there is a great religion around four nasty elemental lords.  I mush prefer something more traditional to a fantasy genre.  There is a Blood God.  There are powerful beings from other realms.  Let there be a fantasy pantheon with it's own unique style and creativity of more traditional gods.
  • Road building.  This should never be connected with a sovereign. Allow it just for an engineer style unit.  Call such a unit something medieval like guildsmen.  Let me every faction have such a unit.
  • Commander sovereigns just don't do it for me.  I would move some of their command abilities to the general area and make a multiclassed path that can wield magic while fighting with heavy armour and weapons.
  • An outpost should be like a smaller settlement than can harvest resources and do sensible things according to that scale of settlement.  Not have things like consulates.  Its should have things like a healing station, stables where cavalry get extra move as they can change horses, maybe an abbey for mana increase for a nearby shard.  Not armories that add +25% armour rating. How is that supposed to work.  Troops nearby suddenly get thicker armour until they step out of range?  Again, it add strategic choice but is so abstract that it makes absolutely no sense.
  • Let me construct outposts using those craftsmen units but take some time and not use up a pioneer.  It just makes better sense. 
  • When enemy sovereigns submit to me, I see that they are not using their equipment with any kind of sense.  If that's how they enter battle then this should be a high priority to fix.
  • Gilden. This is a faction that is skirting with dwarves as presented by Tolkien.  I understand that the world of Elemental is trying to be unique and fresh but to my tastes, it only partly succeeds in the images and themes that have been chosen.  I really hate that +50% mana penalty to tactical magic in exchange for higher magic resistance.  What is it supposed to simulate?  It means you would be mad to ever to make a mage with that race.

 

I like the game and play it a lot.  Sadly, I don't have time to mod it to address some of the above.  I would make a mod to bring the game to my vision if I had spare time.

Stardock is an awesome company which I have immense respect for.  There are so few companies that are run with that strong sense of integrity and honesty.  And it's still commercially viable as proven by how long it has lasted.

I still rate Fallen Enchantress and FE:LH as top fantasy games that are worthy successors to Master of Magic.  I give LH a 9 out of 10 for the fun factor.  I write the above as someone who loves the game as it is.

 

Cheers,

Sword

on Apr 27, 2014

GFireflyE


Quoting bullyellis, reply 84No multiplayer.

Otherwise, is a great game.


True, but watching some of the recent GalcivIII videos, it becomes quite clear that gameplay sacrifices have to be made in order to accommodate the multiplayer aspects.

In prefering singleplayer, I would rather they maximize gameplay.

 

 

Examples?  I have not watched Galciv III videos.  Only thing I could think of is faction balancing, but games like this will never be starcraft, so I think that faction balancing isn't really a concern.

 

 

on Apr 27, 2014

1. most of the faces/heads on the humanoid models.

 

2. the lack of character throughout, mainly in the user interface and faction designs.*

 

3. that the rng seed isnt saved.

 

 

addition:*just because everything is made of "squares" doesnt mean it has to look and feel like it.

 

still, great game.

on Apr 28, 2014

There are two things in particular about FE:LH that bother me: 

 

1.)  The lack of epic-ness (especially in the late game).  As others have said, it's difficult to have this epic feel when you have "huge cities" of just a few thousand citizens, and "mighty battles" between armies consisting of just 20-30 soldiers.  It's particularly bizarre when contrasted against the (satisfyingly large) size of the maps involved. 

2.)  The art style.  Not that it's bad, but it's never been my favorite.  There's just something about it that hurts immersion/atmosphere.  Maybe I just really like that "stock fantasy" look. 

 

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