This post created by ignored player and thus hidden.
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Did you ever had any idea what would be the missing perks, like master/grandmaster, or did you implement the trees like that and though that you would get ideas later, like it was for monarchy politic ? They have been there for years now and it would be fun once they have text (even if not working yet) to rethink about what perks to choose, right now it's way too easy. I can understand that the ones that already have a text but that are not working, are still not working though, some require some programming, some like "Demolitioneers" should be trivial to program but would affect a lot the balance of the game, either having all 6 perks would result in doing the same damage as right now and some players wouldn't like that they basically lost 6 perks, or having the 6 perks would actually allow to do more damage than right now and then even more players, the weak ones, would complain that the game became harder, but maybe this can be balanced back with other perks, like "war of the worlds" and slightly (against bombers) "golden horde" ?
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This post created by ignored player and thus hidden.
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We have ideas for some, but not for all. If players have ideas about them - go ahead and post (preferrable with arguments on how they will be useful and why).
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This post created by ignored player and thus hidden.
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I'm very good at finding obscure bugs or what can be improved in the interface, but I'm not good at all to find ideas of things that could be implemented so I hope other players will have ideas. Here is what I found: - I spent a lot of time studying the tech tree to see where precisely I should stop research in order to not obsolete something that is better than what I unlock. One particular case involve the sulfur: I'm almost certain that I will never have enough in my country to compensate all the good things I loose because of it, but if a perk would allow me to see world resources in my country that I didn't unlock yet, I could change my mind and research it. Even better, it could be fun to be able to lend world resources that I have but didn't research. - One of the biggest thing that is present in the main game that inspired totem tribe 2 and that isn't present here, is the ability to change terrain. It would be too much asked to be able to change, say forest to mountains, but just at least be able to change a forest/hill to a flat land in order to be able to build a town on it (or directly being able to build a town on those cells) could lead to a lot of strategy, mainly but not only for monarchy since it's quite unfair how some are able to make a perfect 3x3 squares while some struggle to even have 6 towns not so far from each other. One problem though is that the game is made so that we build all our towns in the first few weeks when we're far from level 50 and never build more after so it couldn't be one of the 3 "special" perks that require 30 stats and a lot of perks, it should more be one on the side that requires 15 similar to disintegration. - Finally, something that you may not like at first but that wouldn't actually be useful for most players since they reach victory way before 150 days: a perk to extend the apocalypse to a bit more than 150 days, not a lot, say just to 165 days. Could be useful for those that are researching techs very slowly to enjoy a bit more of the game, and once it's here: to enjoy space age a bit longer or reach science victory (and maybe war victory too given the high amount of trophies required compared to how some players don't make much units to defend themselves). Other than that, things can be simple: just like the perks to give the hero more health have 2 side perks that give even more health, whirlwind can give even more speed, weapon damage even more damage, resources bonus even more resources, but since you did it for health and not for those it's likely because you though that it would be too much bonus. By the way, there is one specific perk that is, quite odd: boosting damage of bare hands. I currently don't see much purpose to this one, I always guessed that one day you would add a location where the hero have to fight alone and without weapon so those perks would help a player low in levels/age, or maybe if the hero get disarmed during a battle but that's not currently possible, I just think that I saw this idea somewhere in the game files. Otherwise that's just for the fun of doing the movement bonus message "For you, I can kill a royal worm by my bare hands!". I though that it could be useful for someone that regularly find a better weapon, thus not always an axe/sword/maces (or someone that decided to only choose charisma stats) and thus that in theory you would do more damage with no weapons thanks to those perks, but in most cases it's still less powerful than a sword without perks, plus you loose some artifact bonuses, maybe then to motivate some people to take those perks for this reason the boost should be more than 60% ? In fact I realized something even more obvious: if no shield is equipped too, since the hero can hit with both his hands, it would make sense if damage was increased. I also though about the simple fact that weapons can break after a while but it takes a very long time to happen and they can be easily repaired even without repair perks. I think I covered it all, or did I miss a purpose ?
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This post created by ignored player and thus hidden.
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Yes, unarmed needs tweaking if we will get our hands on perks. The idea about seeing / lending unresearched resources via perk is an interesting one, worth exploring to see if it can fit.
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This post created by ignored player and thus hidden.
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You probably added unarmed perks at first simply back when there was no dungeons, monsters etc so someone could in theory still have only the very weak tutorial mace, but now, even I that don't anymore do locations/monsters/chests/look for items on the ground in my towns I'm still able to have something better than bare hands and I could also craft some without crafting perks with the few ores I have.
Edited 18 minutes later by gozni.
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This post created by ignored player and thus hidden.
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Also, what I suggested about communism politic (being able to research for example both greek fires and ballistas like a non-working achievement says) may more fit as a perk. In some cases it might even make a difference when researching low cost techs just to be able to access the next age as soon as possible.
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This post created by ignored player and thus hidden.
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The idea of unarmed is to have higher hero damage that you get from other weapons if you upgrade that perk to offset the potential artifact bonuses. Also it will save you from the hassle of finding the right weapon. Additionally in that lineup I have planned to have disarm perk which will render useless other hero's weapons (and most likely their bonuses from weapon artifacts).
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This post created by ignored player and thus hidden.
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Another idea I just had: being able to unresearch techs, that is, to be able to rebuild what has been obsolete at the cost of not being able anymore to build what the tech unlocked (and already built buildings that has been unresearched would be marked as "Disabled" just like when you capture the town of someone of higher age). This could be tricky to program but you know it's not impossible since you already did it the hard way when you modified the renaissance tech tree, and this could lead to very interesting strategic situations. This is also an alternative for sulfur, researching it to know if you have enough, then either keep it or unresearch it and the tech just before to be able to keep making level 3 catapults.
Such ability may likely be limited to the techs researched last, so there is no "hole" way back in the tree that maybe could cause some weird stuff.
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This post created by ignored player and thus hidden.
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Anonymous
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As mentioned in http://www.totemtribe.com/bugs/view/anti-starving-mechanism-in-case-of-internet-electricity-issue/#post_45344 , a perk that allows to send to one town more food than the maximum capacity, that cannot be used to build food expensive buildings but just that would allow a big army to still be able to attack very far town, and to prevent abuses it could drain 1 food per second as long as current amount is higher than maximum storage.
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This post created by ignored player and thus hidden.
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As mentioned in http://www.totemtribe.com/bugs/view/anti-starving-mechanism-in-case-of-internet-electricity-issue/#post_45344 , a perk that allows to send to one town more food than the maximum capacity, that cannot be used to build food expensive buildings but just that would allow a big army to still be able to attack very far town, and to prevent abuses it could drain 1 food per second as long as current amount is higher than maximum storage.
Most likely this would increase storage limit while hero is present in town.
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This post created by ignored player and thus hidden.
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The idea of unarmed is to have higher hero damage that you get from other weapons if you upgrade that perk to offset the potential artifact bonuses. Also it will save you from the hassle of finding the right weapon. Additionally in that lineup I have planned to have disarm perk which will render useless other hero's weapons (and most likely their bonuses from weapon artifacts).
I find these hero related perks quite useless when you consider an army of 500 troops, having +1 army attack is far better than +20 hero attack (or +200 hero attack). The hero is just 1 unit and any advantages are next to useless other than perhaps fighting in dens. I like the idea of disarm, could this also mean that bonus' such as wall bonus would stop being effective when a wall is destroyed? And hero perks ending when hero dies? I do not see the logic in a bonus staying active after the obect provifing it has been removed or destroyed. My 2c
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This post created by ignored player and thus hidden.
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The idea of unarmed is to have higher hero damage that you get from other weapons if you upgrade that perk to offset the potential artifact bonuses. Also it will save you from the hassle of finding the right weapon. Additionally in that lineup I have planned to have disarm perk which will render useless other hero's weapons (and most likely their bonuses from weapon artifacts).
I find these hero related perks quite useless when you consider an army of 500 troops, having +1 army attack is far better than +20 hero attack (or +200 hero attack). The hero is just 1 unit and any advantages are next to useless other than perhaps fighting in dens. I like the idea of disarm, could this also mean that bonus' such as wall bonus would stop being effective when a wall is destroyed? And hero perks ending when hero dies? I do not see the logic in a bonus staying active after the obect provifing it has been removed or destroyed. My 2c
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