Umbral Reaver
Secret Wizard
- Joined
- Oct 15, 2009
- Messages
- 104
I picked it up cheap in the Steam Sale. It's okay, I guess, but after playing Age of Wonders 3 it seems really empty and bland.
I picked it up cheap in the Steam Sale. It's okay, I guess, but after playing Age of Wonders 3 it seems really empty and bland.
Endless Legend is quite similiar to BE in regards of "design problems".
I opted into the early beta and the game has certainly improved, but some fundamental design problems are still present (combat system, region system, tech tree, irrelvance of terrain, tech tree options, visually cluttered map, luxury requiring activation, etc).
I consider it a decent game, EL falls short on its real potential, much like the previous game Endless Space (which I actually like a lot more) and BE.
Endless Legend is quite similiar to BE in regards of "design problems".
I opted into the early beta and the game has certainly improved, but some fundamental design problems are still present (combat system, region system, tech tree, irrelvance of terrain, tech tree options, visually cluttered map, luxury requiring activation, etc).
I consider it a decent game, EL falls short on its real potential, much like the previous game Endless Space (which I actually like a lot more) and BE.
I like tactical combat and I espically like how the strategic choices you make affect tactical combat. The choice to use the strategic map in tactical combat was truly inspired and makes where you get into a fight much more interesting than giving a 1/4 boost for being on a hill. The ability to outfit your units with specific equipment is also inspired. The reinforcement and siege systems are great. However, the system of giving vague general directions to your units who may then go and do their own thing anyway is a bit of a pain; the game is so close to just letting you direct units I'm not sure why they choose to do it the way they did.
Ugh, this thread is the latest in a lot of evidence for me that most players become fans of increasingly more specific and limited gaming conventions.
EL is a great game that should appeal to 4X players who have a wider taste than only Civ. Many of the features being moaned about here are in fact good and implemented well when taken in their context, its just they're different from Civ and so therefore "Wrong".
The combat system is... different...
I like tactical combat and I espically like how the strategic choices you make affect tactical combat. The choice to use the strategic map in tactical combat was truly inspired and makes where you get into a fight much more interesting than giving a 1/4 boost for being on a hill. The ability to outfit your units with specific equipment is also inspired.
@PhilBowles: I've noticed improvements from patches in enemy AI as they pertain to the quests and in flavor from the DLC they've released. That said, I think you may be giving it short shrift in terms of the city aspect. Many techs give the either a building that boosts worker production or one that boosts hex production. So you can either get something that, say, gives plus one cog (read: hammer) per cog worker or something that gives one cog per hex around you city. That can lead to an interesting dynamic of deciding whether you want your cogs to come from workers or hexes. However, I think the game could have been made more interesting still by doubling down on making that distinction more clear.
Yeah, this is what I'm talking about. If you're not expanding and exploiting, then you're playing the game wrong, and your preconceptions as formed by other 4Xs are getting in your way.
Try turning the difficulty up so you actually have to act a bit to secure a win condition?