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What i find lacking in this game

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Blizzard

Necromancer
WFTO Backer
Dec 3, 2011
530
198
410
34
Behind you
#1
So after hearing that this game had been substantially patched and improved, I decided to test the game out with my brother after playing it for a good 2 hours these are the elements I find lacking:
-The combat is hard to track and could benefit from a combat tab (like in a DK)
-Possesion still needs some work also possessing imps seems to be pointless -the room interactions tends to feel a bit flat (I imagine that this is because you don't have enough money for animations)
-The game pace feels way too fast (perhaps only allow sin research to progress when cultist are actively researching/interacting with room )
-Most importantly, I feel that creatures lack of personality and the game seem to have abandoned its management roots. I recommend you bring back creature rivalry (beast v's "civilised creatures", Lich v's vampire, ect. ), creatures that require more care (titans are more demanding), higher level creatures that bully weaker ones (like lv10 warlocks that kill imps who dared go into the library in dk 1

Aside from that you have a strong foundation for one of the best game in this genre :p
Let me know what you think and if you intend on improving in these area .
...Also apologies for shitty writting
 

Fireeye

Augre
WFTO Backer
Dec 30, 2012
1,155
687
515
Ze Germany
#2
1. To be entirely fair, the combat always was hard to overview even in back in DK. That being said, I feel that really groups do a decent enough job of keeping you informed about the health of your own minions.
2. An enhanced possession mode certainly would be nice, but probably isn't very high up in the priority list.
3. The research speed of sins already has been slowed down in 1.4. In addition, the research speed of sins also decreases the more of them you have unlocked, though I agree that it's still to fast especially in the early game.
4. Honestly, this is a very subjective issue. WftO by design simply goes more into the RTS than into the simulation genre, and I don't think simply slapping old (and often very annoying) mechanics from DK onto it will bring about anything good. However, it should be noted that higher-level intelligent minions have higher and more frequent need to visit the tavern than low-level ones do.

At the end of the day, I think it's important to keep in mind that, while WftO is supposed to be a spiritual sequel of Dungeon Keeper, it is not meant to be a carbon copy.
 

Blizzard

Necromancer
WFTO Backer
Dec 3, 2011
530
198
410
34
Behind you
#3
I just realised that I have been playing the drm free version (so patch 1.2 )
Going to try the heart of gold and see if they improve some more stuff
As for my 4th point perhaps it is subjective and I can imagine it can be quite annoying if you want to play it as an rts game (I I expected them to expand on the creature behaviour which was probably unfounded in the first place ) hopefully it will be modded in at some point .
 
Mar 11, 2014
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#4
I'd like to give my two cents that I'm kinda glad they took out at least some of the simulation stuff. Of course, there needs to be some lifeblood there, I do want some simulation. It's nifty for instance that minions want to eat at taverns and such and that you have to provide some living comforts for them. But some of the more fiddly micromanage-y aspects like creature rivalries I think were more annoying than immersive. Needing to micromanage arena fights in DK2 or having to babysit prisoners are other examples.

Mind you, I don't think those things were bad in DK1/DK2. It's more that any simulation elements that WftO could have carried over ultimately would feel shallow and irritating compared to the dizzying depths of modern games in this genre-style that very intensely specialize in simulation, such as Dwarf Fortress and Prison Architect. Times have changed and I think it's a good thing Subterranean chose to focus on their game's strengths instead of trying to develop some of the vestigal aspects of WftO's spiritual predecessor.


I have to agree that possession feels fiddly. Also the way the camera moves while in first person perspective could give someone motion sickness, I think. Since it's mostly a novelty spell with limited practical use, this isn't as much an issue, but it'd be super awesome if eventually it became a full fledged feature.
 

Kajnake

Dwarven Worker
Jan 6, 2016
10
2
35
Aether (for now..)
#5
I think that simulation parts are awesome. Like a cultist that is annoyed by chunder beating poor anvil in the next room from his libary, resolving in slower productivity rate... I gonna post a suggestion based around that.
Just give me a minute ;)
 

Kajnake

Dwarven Worker
Jan 6, 2016
10
2
35
Aether (for now..)
#6
I think that simulation parts are awesome. Like a cultist that is annoyed by chunder beating poor anvil in the next room from his libary, resolving in slower productivity rate... I gonna post a suggestion based around that.
Just give me a minute ;)
After thinking about that...
Yeah. That's a dumb idea.
Cancel the suggestion!
 

Reyh!

Arcanist
WFTO Backer
Dec 9, 2012
313
113
325
Norway
#7
Yeah, I also find it hard to track the combat in WFTO. It would be nice to have something like the combat tab from DK1 in WFTO. Also, it would be nice if WFTO had a "Start of a combat" sound, like the sound from DK2. The way things are in WFTO is pointless and i constantly ignore the mentor and the combat icon from the UI. The map doesn't help either. Instead I try to find the fights myself. What this does is preventing me from doing more important tasks.
 
Jun 5, 2016
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#8
Love what these guys have done so far. They took DK as a base and added more things to it. That said, I'd like to see more DK type touches.
noises from the creatures when you pick them up and drop them like in DK.
casino winner! (DK)
certain creatures not liking to be bunking in the same room as other creatures.
the BOULDER! Mwwhwahahahahahaah!
the alarm trap.
the guard room with dark elf archer (he will get reinforcements when enemy approaches if more than one person is on guard duty).
Horny isn't necessary but we really need a unique, beefy, butt kicking boss monster.

Fix torture chamber so that it doesn't default to corrupt. Make it stay to whatever you set it at.
Can't get rid of beasts by dropping them into portal. If you drop them into beast den they will just sleep. If you drop them into arena they will do battle. Just allow them to be dropped into portal.
I like the faster pace. I know it can be overwhelming sometimes but it's better than too slow.
Maybe a game speed slider?
Don't create more spirits when they are killed in chamber. Don't need 30+ of them floating around the dungeon.

And way, way, way more narration from
Richard Ridings


Love all stuff he said. The game seems to track how long you are playing. I played all night once and the game kept telling me to go to bed. :)

Anyway, the game is looking really good guys. Glad to see someone picked up the torch and is bringing the DK genre to the next level.
 
Jun 10, 2016
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#9
Just finished the main campaign for the game and did the first mission of Heart of Gold. There's two things in particular I find kind of lacking (I did enjoy my time playing it though.)

If I could only choose one thing to see updated it wouldn't be any form of added content or mechanics changes at all. It would be an overhaul to the way units move and act and make decisions. My monsters feel like a herd of brainless oafs. Every last one of them. You put a rally flag somewhere near enemy defenses and they spend 80% of the time wandering circles, occasionally stopping at one of the defenses to smack it once before continuing it's game of ring around the rosie. It's even worse against enemy creatures sometimes...

The second thing I find lacking is impact in combat. This ties in to the first thing some too. It's a little hard to explain what I mean and I think the easiest way is to describe what I want rather than how its lacking. I loved in dungeon keeper when I'd use the dungeon special to bring my level 10 mistress with me to the next level. And the first few battles or more that came up, I could just drop her on the entire mob of humans trying to attack me, and she'd just let out this battle cry and BOOM ZAP BOOM BOOM ZAP ZAP *death gurgles* BOOM ZAP ZAP BOOM. Like... it was just so satisfying. The sounds, the spell effects, even when horrifically out of date (played just last month!) it still felt satisfying and impactful to drop that power house monster in the fray. And all the more so when you got in to all out wars. Giant blasts of fart gas going everywhere from the bile demons, the screeches of missiles, explosions of comet spells, wind gusts flinging creatures around, lighting arcing everywhere. Combat had IMPACT. This game... nope. Not there. At all. I don't know of any difference between any of my monsters at level 1 versus level 10. As far as I could ever tell, they all just kind of waddle around and whack things. And to be fair, I know they do different abilities and stuff. But I couldn't tell you what any of them were. Even after beating the whole main campaign. I seriously can't think of anything. They all just wander around and melee things in my memory. Just shows how little impact the combat has in this game.

And I said it ties some in to the first thing because part of what gave it that impact was that the AI was on point. I drop my mistress near the enemy. INSTANTLY she shrieks her battle cry and starts zapping the crap out of them. Pick her up. Do it again. Snap reaction. My monsters didn't play around. They meant business. They didn't spend half the battle playing Red Rover like monsters seem to in this game. :rolleyes: They were out for blood.
 
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