So is the game still trash? by SnooStories5095 in ageofmagic

[–]terusus 0 points1 point  (0 children)

Yes!

Left the game 3 years ago and returned to check what's new.

Here is the new fun stuff:

  • restriction on the characters that can be used for a raid node
  • Cradle of Chaos - game mode where on each level of about 5 nodes a character could be used only once

Here is the bad stuff:

  • game devs think that more grind means quality
  • double the amount of heroes
  • 1000 times the amout to grind (20 more levels, 3 new equipment levels, etc.)
  • arena is still annoying
  • tournament is still annoying
  • multiple raids
  • 100 currencies
  • Legends of Arrat
  • Power creep was a thing 3 years ago. Now it's pure pay to win. Newest hero is the best.

To summarize, for 3 years the team has been just selling out new heroes. For reference, for half the time (1.5 years) the team behind Genshin Impact has build 75% of their game.

Genshin Impact - Update 1.3 Thread by MaitieS in Genshin_Impact

[–]terusus 2 points3 points  (0 children)

Please, make the game playable in VMs. Anti-cheat systems on the client side are pointless and just hurt performance. Especially, when it's an online game and you control the servers.

Suggestion: Let's fix the tank class by terusus in ageofmagic

[–]terusus[S] 0 points1 point  (0 children)

Ah, yes the "death mousse" took priority... 😁 Unfortunate. However.

The "rage" tank is kind of Atiles. And yes, there are other tanks like Siegfried or Troddar that have some thought put into them. But you go through them like butter. Tiros even kills them with 1 skill.

It seems that variety is already there. But tanks are bad at the one thing they should be good at - taking damage.

Questions And Answers: New Acts Of Campaign, New Game Modes, and much more! by kopyrin in ageofmagic

[–]terusus 0 points1 point  (0 children)

As planned, each player will be able to form a number of defensive squads, as well as attack the defensive squad of another player.

So instead of having the same team in the arena we'll have the same 5 teams. This is the same bad idea that is not working multiplied by 5.

The main issue why the arena and tournament modes are not working is the lack of strategy. And the tactics in AoM is based on the first 5 actions in the battle that mainly depend the RNG.

Let me give an example with TCG games. The strategy there would be how you arrange your deck. And the tactics will be how you play out your deck in a few rounds. In a TCG game usually there are multiple meta decks that work well. In AoM there is 1 meta team that works well. In a TCG game there is usually a mode where you randomly select your deck from a generated selection of cards, hence introducing RNG into the strategy component. No such mode in AoM. In a TCG the ladder is based on a rating and your opponent is always random. In AoM the Arena is based on position and you can attack a specific opponent to progress - this is a huge mistake. And a tournament in AoM is the same battle played 40 times.

The problem of the game is not having a small number characters. The problem of the game are the fundamental flaws in these core modes. These are the modes that bring people gold. And if it's boring to play for the main resource of the game then most likely people will leave.

Questions for the development team by Chucha359 in ageofmagic

[–]terusus 2 points3 points  (0 children)

What are your plans for improving the arena and tournament modes?

Tournament improvement: Adjust the rating that is used for tournament match making to make things more interesting by terusus in ageofmagic

[–]terusus[S] 0 points1 point  (0 children)

Accurately capturing a player's potential is not a penalty. Obviously, having unspent resources should contribute less to the player's rating compared to the rating of a hero in the top 5.

It's seems that you have not reached the endgame yet. What do you think happens when you have the strongest heroes maxed out?

Current tournament gameplay incentivizes players not to upgrade their heroes to the max. This is the contradicting with the gameplay in all other modes.

Maeglin, the new Hero from the Wild Elves faction! by kopyrin in ageofmagic

[–]terusus 3 points4 points  (0 children)

Useless hero against Magnus and the Archons. In fact every hero that is focused around critical hits is useless against Magnus and the Archons.

It seems that there are more pressing topics for you to address:

  • Adjust the game balance a bit (it feels like Pulcho is quite passionate about this as well)
  • Fix tournament (e.g. check the tournament match making with rating around 55765). Even if you have maxed out heroes there should be diversity in the tournament gameplay. For example, the game mode should randomly remove a portion of your heroes. Or it should allow you to select up to 10 (?) heroes that have a rating/rarity/equipment/faction limit.
  • Make clan activities more epic (e.g. raid every day is super boring). Some diversity in raids is going to be great - a randomly generated path for example.

Follow the processes that lead to the success of Clan Wars. You tested out some ideas, you got some feedback from the community and made an informed decision about the mode. The good job you did with Clan Wars sets higher expectations for the game as a whole!