Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
The Choosing - 3rd Beta Comments
#1
Post impressions here.  Any actual bugs should be reported to support.

ENJOY!
Reply
#2
Groups blocking The cities did not get added right? Basically same as the other tests with a new combat system and some changes to the turn sheet. Btw never figured to see a per phase combat value. Of course I like it Smile
Reply
#3
AM

My initial impression is that the Amazons are an excellent position ... very well-balanced. The military is strong (especially in the plains and in the summer) with excellent movement (at least in the plains) and great leaders. It has 9 traits and looks to be excellent at fighting and artifact hunting. The court is probably average, but it does have a number of agents. I am going to choose Valyrian Steel and go after the two artifacts whose location I know. The capital is secret (very cool!) and starts with a temple. My plains PCs make extra food.
I do have one question ... why do they have the Light of the Evening Star and Bridge of Mists spells when they have the Adventurer trait anyway? Why would they ever use those spells?

The Amazons can be reached at mafmiller@comcast.net
Reply
#4
(02-25-2016, 08:52 PM)Jumpingfist Wrote: Groups blocking The cities did not get added right?  Basically same as the other tests with a new combat system and some changes to the turn sheet.  Btw never figured to see a per phase combat value.  Of course I like it Smile

There was a thought to have the Humans start with 2 or 3 brigades at each city many months ago, but no, the humans have no groups, but they do have a village and town in each region as well as the cities.

As you enter orders, you'll see some of the changes.  As I've written, this was a pretty complete rules redo.  I might get The Commands out tonight, General Rules might be an even bigger re-write, as not much changed there with the Resurgent, but lots of changes.

I wanted to break down the group values more, and believe I have said before, that what we had up until now was not as informative as we wanted.  We need to emphasize more that battles resolve in phases where there is long range missile fire (bows mainly and now war machines), magic, short range missile, artifacts, charge, melee.  Experienced players learn the nuances of this over time, but disclosing how each brigade type does in some of these phases gives players a better insight into combat.

Maybe testers also saw the last page of the Kingdom Dossiers which includes the ratings of all brigade types by phase.  The rating (e.g., "Above Average") is actually a mathematical answer based on variance from the mean of all brigade types for each phase.  IE, its not a guess or fluff, its something that can be relied on with the understanding that "Average" might be from 85% to 115% (for example) of the mean for any rating.
Reply
#5
(02-25-2016, 10:25 PM)mafmiller Wrote: AM

I do have one question ... why do they have the Light of the Evening Star and Bridge of Mists spells when they have the Adventurer trait anyway? Why would they ever use those spells?

Similar to moving from all one-offs for kingdoms as we had until 3rd Cycle when we have now categorized, formalized, and documented characteristics as Traits, but retain some special abilities where it is not a shared ability as a Trait would be with other kingdoms, we are trying to make spell lists more predictable, with the exceptions being those spells identified on the dossier as being achieved earlier than the Magical Prowess would otherwise allow.  In other words, we didn't eliminate spells from kingdom spell lists because a trait might cover it, as that would then damage the utility of Traits - right now a trait could be added or removed from a kingdom without then seeing how that impacts spell lists.
Reply
#6
(02-25-2016, 11:25 PM)Ry Vor Wrote:
(02-25-2016, 10:25 PM)mafmiller Wrote: AM

I do have one question ... why do they have the Light of the Evening Star and Bridge of Mists spells when they have the Adventurer trait anyway? Why would they ever use those spells?

Similar to moving from all one-offs for kingdoms as we had until 3rd Cycle when we have now categorized, formalized, and documented characteristics as Traits, but retain some special abilities where it is not a shared ability as a Trait would be with other kingdoms, we are trying to make spell lists more predictable, with the exceptions being those spells identified on the dossier as being achieved earlier than the Magical Prowess would otherwise allow.  In other words, we didn't eliminate spells from kingdom spell lists because a trait might cover it, as that would then damage the utility of Traits - right now a trait could be added or removed from a kingdom without then seeing how that impacts spell lists.
Ah! I see.
Reply
#7
3rd Beta testers for The Choosing:  your moment is here.  For now, I would like to hear from all 11 other players on their impressions on their Kingdom Dossiers and other insights as Damelon has begun to supply for the Amazons. 

Are you looking at the implications for your traits and special abilities?  Have you taken an increased interest in who your neighbors are in The Choosing and maybe started to look at their traits?

Exciting Times!  Inquiring minds want to know! 
Reply
#8
Cimmerians

I'm not certain if this is intended but the CI start in the Mists which is surrounded by the Sea of Terror but their fleets are in the Sea of Foreboding and the Sea of Mystery. None in the sea of Terror. My capital is NOT in the sea but if it was this would really slow me down. As it is, it will slow down the exploration of my region.
Reply
#9
That's a mistake or a change. Game 502 they had fleets in the sea of terror.
Reply
#10
To make this thread easier to dissect later, let's send any bugs to support@alamaze.co, and let's have impressions be the focus here.  Do you like your kingdom?  Do you think it strong, weak, interesting, boring, how will you use your traits?  What are your magic objectives, your Companion brigades, your economic strategy?  How does your ESO and Customization thinking develop?

I'd also like to remind this will likely be a 12 turn test with M-W-F so please try to get into group vs. group combats before turn 5 and I'd like to set as your objective to achieve your ESO, whether minor or major by turn 12.  Otherwise, test new orders, tactics, but don't do anything crazy as we want an honest opinion on the fun and viability of each kingdom to go to wide release.  So we are hoping for 10's on both fun and viability, and we DO want to hear what is fun, exciting, challenging, not just what might not be quite as expected.
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)