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Longetivity and replayability. Report mk1 15 June 2016

fearthewayfeartheway Registered Users Posts: 58
edited August 12 in Warhammer Battle Feedback
Longetivity and replayability. Report mk1 15 June 2016

Some design thoughts and suggestions on total war warhammer.

first / third person mode, freindly computer ai army control for own army,
to give players the option to play in a wow style with a hero, whilst the army moves

around. possibly using the coloured markers to give the ai areas to attack / defend / prioritise.

player emotes to get more multiplayer interaction, see hearthstone emotes.
emotes multiplayer see hs. cool speeches. better less clunky chat mechanic / easy to use emotes

problem of stale mate... capture points? see steel ocean/ world of warships
control point like steel ocean / world of warships to stop evasion of battle stalemate
coud activate in last 5 minutes. capture points on the map to give bonuses/ magic items.

multiplayer 2v2 3v3 4v4 better demarcation. drop down instead of just allow merging.

seige armies, tricks and traps.
like the big roman flame boulders. pit traps. bunkers
spikey stockades, trenches,

upgrades to ranged/ seige gives more ammo?

win loss ratio and stats analysis on maps / races

idea charge does double damage from behind?

idea for stupidity, trolls

every minute does something random, using the random roll,
eat someone
wander off
sit down
etc

if not ordering them they move randomly, occasionally
they fight and dont break till 10 percent health? wont leave until dead?
they follow fleeing enemy till they dead or left


save game after skirmish ><, longer timer to save

set default army tick box

buffable heros potions items

proper windows mode stop insisting on being front focus.

standards, musicians, champions

some ideas for the shiny lord of chaos, the one with the mirror shield.

This shiny chaos guy sigvald needs to be able to deflect a percentage of missiles, fire and magic,
maybe some sort of high cost ability maybe a force field that protects a unit around him,
it would be cool if he had some sort of fancy sword moves in combat, possibly purely aesthetic.

Another thing that would be cool would be vocal emotes / speeches to make it more
cinematic, maybe banter with his troops. Im too pretty to die, get you filthy hands off
me! the stench of dwarf, etc etc.

Warhammer total war, sad tale, dwarf, vs, chaos, machinam, thoughts,

locked formation movement total war ... cntrl g!!!
better formations.


artillery buff. artillery has to pay for itself in melee?

more ranged resist for top end infantry

full zoom out should be available without editing script file.
preferences.script
C:\Users\user1\AppData\Roaming\The Creative Assembly\Warhammer\scripts
default_battle_camera_type 2


modding, should be easier and less brain numbing.

faction lock for 20 seconds before start to avoid fast switching

glowing hero weapons


altitudes for flyers / copters ground, skim, mid, high


built in unit constraints eg 6 unit max for 1v1? see esl rule set.

witch hunter expensive mount. witch hunter should be able to have a mount for lots of g

arcadey? how to deal with this?

healing pots
extra ammo/ ammo cart
give gyros/ stun with the bombs

vs empire

hero snipe


There needs to be more units and tactics for breaking up the standard artillery melee

shield mass ranged and cav cookie cutter builds.


look at hearthstone, wow, warcraft 3, overwatch how do they achieve longetivity and
replayability

thoughts about ladder system and multiplayer.

ladder reset every month / season

4 ladders

1v1
2v2
3v3
4v4


3 brackets per ladder based on funds
funds small medium large 10k 15k 20k or similar

possibly a campaign map for multiplayer?

balance can be fixed by careful monitoring and additional playtesting


1) in general a 10 percent to 20 percent health boost to all units
2) all spears to do double/significantly more damage to cav / large and live longer vs them
3) charges from side and back should do more damage to units but not necessarily break them.
4) hero pathing needs to be stronger and have more prio, i.e. pushing others aside to get through.
5) melee heroes need more animated moves to make them more fun to play and look more epic.
6) artillery needs to do more damage, better fire rate or maps need to be bigger
7) bigger maps flc/dlc
8) siege needs to be more fun/epic
9) lots more units and heroes need to be incoming on a monthly basis to shake things up.
these could include passive auras to increase leadership, movement, fire rate, etc.
10) equipment for heros would be cool like healing potions / mana potions.
11) more cinematic awesomeness, explosions etc etc.
12) Cinematic game changing siege style units like the flaming boulders from rome 2.


chaos:
warriors need stronger leadership more hp probably cost more
chaos spawn need regen
wolves could be stronger more health more leadership
sigmar needs to have an ability to reflect damage with shield.


orc:
cheaper goblins, stronger orcs vs ranged, if they are going to break they need to be able

to survive the withering missile barrage.
spiders need web

ud:
ability to eat corpses for health, some way to stop / reduce the hero snipe
needs skeleton archers
needs more summons

dwarf:
need flying hero/lord
need carts and ponies.
need caltrops / spear trap / net cannon
need steam tank? or buffed copters.
need some way to catch up with others, maybe a troop transport air ship. or steam copter with longer slow effect on enemy.
flame cannon needs to be more viable imho.
xbowmen need and option to be tougher more hitpoints, better in melee. maybe a longbeard version.

bretania:
more specialist units/ lords
cav needs to be stronger/ more missile resistance.
peasants could do with less leadership and largest possible unit numbers.
pegasas knights need more missile damage reduction.


empire:
light cannon needs to be more viable, cheaper and or do more damage.
could do with more roman units like the dogs.
steam tank needs to use ammo when it steam attacks:P
demis? i think other races need harder counters to them other than magic.
Feel free to keep the negative one word/ one sentence toxicity to yourself :|

Note: I am talking about total war warhammer competitive MULTIPLAYER experience.
If you are not interested in competitive multiplayer my forum posts are not aimed at you.

my main thread in balance

https://forums.totalwar.com/discussion/178254/longetivity-and-replayability-report-mk1-15-june=2016

my cinematics youtube channel
https://forums.totalwar.com/discussion/178555/my-new-youtube-channel-featuring-cinematic-replays-of-1v1-2v2-fights#latest
Post edited by CA_Will#2514 on
Tagged:

Comments

  • PandaTheWarriorPandaTheWarrior Senior Member Registered Users Posts: 959
    Wew lad. Stop coke.
    "because you know nothing of multi-player and know nothing of tactics." Hero of Freedom (Too much GoT)

    I'm Panda_Warrior on steam.
  • fearthewayfeartheway Registered Users Posts: 58
    I just have a horrible feeling they will drop the ball on multiplayer.
    I would hate to see the potential of this game as an export thrown away.
    Where are the patch notes? Why not have extra units added to the multiplayer?
    Feel free to keep the negative one word/ one sentence toxicity to yourself :|

    Note: I am talking about total war warhammer competitive MULTIPLAYER experience.
    If you are not interested in competitive multiplayer my forum posts are not aimed at you.

    my main thread in balance

    https://forums.totalwar.com/discussion/178254/longetivity-and-replayability-report-mk1-15-june=2016

    my cinematics youtube channel
    https://forums.totalwar.com/discussion/178555/my-new-youtube-channel-featuring-cinematic-replays-of-1v1-2v2-fights#latest
  • jonasneejonasnee Senior Member Registered Users Posts: 1,737
    ehm most of this doesn't really seem balance related, so i don't know maybe this should have been in general discussion? anyways.

    i'm personally not entirely convinced by the balance changes you support, i just don't see to many of them being good.
    put your actions where your mouth is.
    https://youtube.com/watch?v=TJpmII-kxuM
    Total war is best when it is kept simple and not overly complex
  • Soulfly93Soulfly93 Registered Users Posts: 30
    Well throw the lore in the trash while you're at it.
  • fearthewayfeartheway Registered Users Posts: 58
    edited June 2016
    can you explain to me how the lore affects multiplayer?

    Pure and only 8th edition? even in that case balancing units should not affect lore

    Making the undead coach more viable is actually more "lore" ish.

    Micro control of units is not lore.

    what key points would you like to see with the lore?

    is it because i want ud to have ranged units?

    lore can be such a millstone, it is probably why they went AOS.

    I can understand lore for single player and to keep a certain army integrity. But im not very clear on what the limits should be.

    How does the lore apply to all the user mods coming? should there be a lore hammer going around whack a moling those mods judged not worthy?

    I never did get attachment to lore. Especially when you look back far enough and deep enough there is normally units there.

    one idea I had was to have a wild multiplayer ladder, so you have vanilla but then you can have an experimental competitive multiplayer experience.

    This wild experimental ladder could test perhaps test balance issues or hypotheticals. In hearthstone they have wild and tavern modes.

    I am not sure how helpful the general negativity is in the responses so far.

    I think a lot of these suggestions do directly impact game balance.

    Maybe these changes are not 100 percent correct but I feel like something needs to be done to keep multiplayer from getting stale.

    Is total war best when its kept simple? I think i might start a general discussion on that.
    Chess vs Hearthstone / Overwatch. Personally i am a fan of complexity and more units is best in rt strategy games. I would say by the all the mods coming out that a lot of people are on that wavelength.


    Feel free to keep the negative one word/ one sentence toxicity to yourself :|

    Note: I am talking about total war warhammer competitive MULTIPLAYER experience.
    If you are not interested in competitive multiplayer my forum posts are not aimed at you.

    my main thread in balance

    https://forums.totalwar.com/discussion/178254/longetivity-and-replayability-report-mk1-15-june=2016

    my cinematics youtube channel
    https://forums.totalwar.com/discussion/178555/my-new-youtube-channel-featuring-cinematic-replays-of-1v1-2v2-fights#latest
  • Trebor_twTrebor_tw Registered Users Posts: 599
    Pretty much asking for a completely new game here..
  • neurodriveneurodrive Junior Member Registered Users Posts: 132
    edited June 2016
    No, asking a new multiplayer, that's different. I'm not 100% agree, but find some good ideas, and constructive as it's not just a balancing ideas, it's a global view of what the multiplayer could be.

    At this moment the game is just not interesting, i find the artistic work amazing, but that's all, the game itself is poor.
    And as a professionnal, it's the first time i see so many people post about features after the game released.

    I have the feeling to read a Beta forum.....

    So i like to see some post like this one, i'm sorry but Ca can't stay with the actual multiplayer, too old, too archaic i follow Feartheway on this one. It's a must to be read by CA actually. i have the same felling about CA will drop the ball after the "balancing patch" and will stop after that.
  • neurodriveneurodrive Junior Member Registered Users Posts: 132
  • fearthewayfeartheway Registered Users Posts: 58
    http://wiki.totalwar.com/w/Total_War_WARHAMMER_Update_1#Vampire_Counts

    Units: first balance pass

    Bretonnia

    Grail Knights: +Hitpoints, + Charge Bonus, -Damage, +AP Damage

    Louen Leoncoeur on Beaquis: +Melee Attack

    Trebuchet: smaller hitbox vs projectiles

    Men-At-Arms, Spearmen-At-Arms: –Armour


    Chaos Warriors

    Chariots: –cost

    Chaos Spawn: smaller hitbox vs projectiles

    Chosen (all): +Armour

    Chosen with Halberd +Bonus vs Large

    Dragon: +Armour, +Hitpoints, +Melee Attack

    Dragon Ogres: +Melee Defence, +Damage, +Missile Resistance

    Forsaken: –Armour, -Melee Attack, -Melee Defence, -Damage, +Speed, +Charge Bonus

    Hellcannon: rebalanced projectile properties for greater effectiveness

    Knights (all): +Hitpoints, +Melee Defence, +Charge Bonus

    Knights with Lances: -Damage, +AP Damage

    Marauder Horsemen (all): +Damage, +Reload Speed, +Accuracy

    Sigvald now has the Strider ability

    Sorcerer Lords: +Damage, +Leadership

    Sorcerer Lord with Lore of Death: –Cost

    Trolls (all): +Damage

    Warhounds: +Speed


    Dwarfs

    Flame Cannon: +Damage, +Range, increased firing angle to allow firing from second row

    Gyrocopter, Gyrobomber: +Mass, tweaks to chance of playing hit reaction animation, tweaks to projectiles that result in slight accuracy increase

    Irondrakes with Trollhammer Torpedoes: +Damage

    Miners with Blasting Charges: –Projectile Damage

    Organ Gun: +Penetration (now penetrates Troll-sized enemies too)

    Slayers: lower chance of getting knocked down by splash attacks


    Empire

    Empire Knights, Reiksguard: +Charge Bonus

    Helblaster Volley Gun: +Penetration (now penetrates cavalry-sized enemies too)

    Demigryph Knights: (all) +Cost, +Damage, -AP Damage, -Speed

    Griffon: –Speed

    Steam Tank: –Speed


    Greenskins

    Goblin Big Boss: +Damage, +Melee Attack, +Melee Defence, -Cost

    Trolls: +Damage, smaller hitbox vs projectiles

    Wolf Chariot: +Hitpoints, +Melee Attack, +Charge Bonus

    Goblin bow units: –Damage

    Forest Goblin Spider Riders (all): –Hitpoints, -AP Damage

    Savage Orcs (all): –Leadership, -Melee Attack, -Charge Bonus


    Vampire Counts

    Banshee now has Terror

    Black Coach: +Melee Defence, +Armour, +Attack Speed

    Black Knights (all): +Charge Bonus

    Cairn Wraiths, Hexwraiths, Banshee: rebalanced for higher Physical Resistance

    Crypt Horrors: –Speed, -Damage, -Armour

    Terrorgheist: –Speed

    Blood Knights

    Update 1 also introduces our first FreeLC content: the Blood Knights shock cavalry for the Vampire Counts.

    Once the order of The Knights of The Blood Dragon, these noble warriors were dominated and given The Blood Kiss by the vampire Walach of the Harkon family. In undeath, their skill is no less potent: they are among the most powerful cavalry in The Old World.

    Tier 5 Shock Cavalry, Blood Knights are recruitable from the Vampire’s Keep building (along with the Black Coach). Heavily armoured and shielded with a high Charge Bonus, they smash into infantry with ease, and with the Anti Large ability, they are apt to take on larger foes. They also have the Frenzy ability, meaning they deal more damage as long as their leadership is high. Blood Knights can also be directly improved with two technologies: Turning Knightly Orders (bonuses to Melee Attack, Melee Defence and Charge Bonus), and Delusions of Grandeur (Upkeep and Recruitment Cost reductions).
    Feel free to keep the negative one word/ one sentence toxicity to yourself :|

    Note: I am talking about total war warhammer competitive MULTIPLAYER experience.
    If you are not interested in competitive multiplayer my forum posts are not aimed at you.

    my main thread in balance

    https://forums.totalwar.com/discussion/178254/longetivity-and-replayability-report-mk1-15-june=2016

    my cinematics youtube channel
    https://forums.totalwar.com/discussion/178555/my-new-youtube-channel-featuring-cinematic-replays-of-1v1-2v2-fights#latest
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