• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

unmerged(709504)

Private
1 Badges
Mar 18, 2013
18
0
  • Impire
Greetings!

I've played a good few hours and I must say, Impire is definitely not as bad as some say. I'm loving it. However, there's a few things that really should be looked at.
Firstly- I've been an avid gamer and beta tester since the very beginning of the industry so I know most of the games relevant to this one.
Secondly- I'm aware you're working on stability and multiplayer- this is merely a list of things you might want to look at after you get the important things sorted :D


1. Ladders. These implement an idea of randomness, requiring improvisation. They are needed to keep things interesting. however, there's been a lot of complaints about them and the system can be improved further, by adding more ladder systems in the start game menu:

--ONE ladder shows up in a random location, cannot be destroyed, gives the player a moment to prepare before releasing heroes, then despawns. 5-10 minutes later a new one spawns randomly. This is in my opinion the way to go and this is what I'd select.

--ONE ladder shows up in a random location, can be destroyed but has a lot more hitpoints than currently, gives the player a moment to prepare before releasing heroes, then despawns. 5-10 minutes later a new one spawns randomly.

--NO ladders show up. Increased power and/or frequency from the hero entrance gate. This will stop everyone else complaining about them.

--The ladder timer should be randomised with a relatively large margin. I have not timed it but it feels like a constant 5 minutes now and gets predictable. A random value between 5 and 12 minutes should do.




2. Minion control. The current system is quite restrictive, and while I do not dislike it, some things are MANDATORY to be added, to allow smooth play.

--Allow multi-select. SHIFT-click adds units to the selection. This REALLY needs to be added, specifically on the minion screen.

--Allow right-click menu on minion screen. The different states appear all the way on the right side, while the minions you'd be selecting are all the way on the left. A right-click on the unit icon will be a lot easier.

--Allow right-click menu to affect multiple-selected minions. Mandatory. This'll solve my biggest problem. Go to minion screen, shift-select a few single minions from the left, right-click, and send them all for food or training.

--Add keyboard shortcuts for the different minion states, such as go to eat, go train, follow, guard, patrol, and so on. Further streamlines control. Open minion menu, shift-click the needed units, hit the right key, and BAM! All your loose minions go for a snack. No fuss.




3. Minion management. The current system, where one drags the single minion icon to the group slots, works but is very cumbersome in the heat of battle. It should be possible to implement a system where you can assign a selected unit to one of the groups, using CTRL-1 to CTRL-5. When the group is full, a brief negative sound or vocal is played. (No message popup "Group is full!" please, we'd be seeing that a LOT)



4. Construction is limited due to the pre-made rooms. This definitely adds to the look of the dungeon, but does not allow the creative design as, say, dungeon keeper. So I STRONGLY suggest the ability to destroy rooms and corridors (refill the earth) to allow moving things around. Destroying rooms will COST materials, it does not refund you anything. Rooms that were already present at the start of the level cannot be destroyed.




Another suggestion, but much less important, would be a rework of the agression system. right now, when idling, a minion regenerates to 50%. Patrolling minions simply drain to 0 and require human intervention. While it'll require some additional programming, may I suggest forgetting about the regen, and implement minions returning to have a bite to eat when they reach 0%? This'll make the kitchens a lot less idle. Perhaps when a minion returns for food automatically, it'll only recharge to 80%, so only minions sent to eat manually get the 100% agression bonus. One thing that needs to be considered though is minions currently being controlled by the player suddenly breaking off and returning for food. that is undesirable of course. Perhaps a proximity trigger? Just a thought.

I hope this is of some help! (and gets read by the right people :p )
 
Last edited:
I'd also like to leave some feedback:
1. Minion Management:
I got used to it but it's the part of the game that I'd like to improve more than others.
1.1 Add keybinds to all important actions - adding minion to squad, sending minion/squad to eat,train,patrol,go to Baal, teleport, improve weapon/armor.
1.2 When I try to retreat with a squad and it gets attacked, it just turn to fight again. This way it's a pain to save wounded minions. Maybe new 'Stance' parameter should be added - minions always attack, minions attack only when ordered, minions never attack (now is - minions always attack ;) ).
1.3 It should be possible to right-click on a room and teleport squad/Baal to it. If teleport keybind will be added, this point will be obsolete.
1.4 similar to last one - right click on a squad should enable to select squad to teleport to - this way when preparing for hero attack I can quickly summon all squads without searching for a place to click.
1.5 maybe "Summon all squads" spell should be added but with high cost (100-200 mana) and with high cooldown (one minute, more?).
2. Ladders:
My first impression with them was - nice! a twist! But after a while (well, after ~30 hours no less) they turned to be only a minor disturbance:
timing was always the same, heroes were not challenging, all was manageable in less than a minute.
My idea on improving this aspect of the game would be:
2.1 add more varied time window on heroes attacks - make it possible to have attacks one after another and long breaks between them.
2.2 make heroes to be able to get to your dungeon by more than 1 ladder at a time and with full squads of 4. This way it should always be something to have 'ladder attack' :)
2.3 Make hit-and-run attacks - if heroes start losing, make them retreat to the ladder (combine different types with attacks with 2.2 and it should be much more fun :) ).
2.4 Groups of heroes also should be more varied - in terms of numbers and types

3. Miscelanous:
Here are some things that would be nice to have changed/improved:
3.1 Make it possible to destroy rooms and fill corridors (maybe with material cost). Sometimes there's little space to place rooms and every mistake is bad.
3.2 When I select trap to lay it, ladders disappear in overview window and when I zoom which closes overview window, laying traps is no longer available.
3.3 Some heroes/monsters are hard to select to attack (especially skeletal archers) - just a little notice.
3.4 Make vampire and medusa available without DLC ;)

That's it for now. It may seem that I don't like a lot of things but it's not true. I find Impire to be fulfilling and enjoyable gaming experience :) Things that I've written are only life quality improvements and should be able to put to game without heroic effort (I'm sorry if I sound rude).

In end I have few questions:
- How long can we expect to see improvements/patches made for the game?
- If we pray to some dark deities, will expansion be made? ;)
- Will skirmish with AI be added?
- Will you make more similar games? :)
 
Last edited:
Anytime BjornB! Too many people just complain nowadays.

Piotr,

We seem to be on thesame train of thought there.
1.5, I disagree. When the small problem of the normal teleport spell where you can't spot the ground is sorted, it shouldn't be too much of a problem anymore. A one-click teleport would make it too easy. Hero attack? Find them, teleport-all, problem sorted!
Nah. A keyboard shortcut for teleport will solve that problem well enough :)

3.1 destroying built rooms: Definitely! But with a very high material/mana cost so you'll actually only use it when absolutely needed. I'm thinking two/three storage rooms worth, so you actually have to save up and work for it.


To answer your final questions: I believe it was mentioned somewhere that the devs are working on fixing stability and multiplayer issues first, so any additions will be after that is done.
 
@Dreadnought808:
Thank you for posting, it gave me a kick to write down things I was wondering about while playing :)

I've wrote 1.5 thinking of situations when Baal and host of my beasts are gathering for an attack and I have to summon every squad one-by-one. It sounds completely harmless and normal, I know, but it just gave me enough time to think that I need to repeat same action few times in a row when there could be done only one ;)

@Thoram:
I'm happy to give you suggestions! I'll be satisfied if Impire is made even better up to the point when there will be nothing to improve ;) (just avoid situations like this, please: http://mmm.grime.net/archive/2005/20050228.htm ;) ).

Oh, another one - healing. Priests tend to heal (at least when I am watching ;) ) units I don't want them to heal. While raiding (even easy sites with difficulty 2) with squishy but max upgraded units like warlocks, I must pay attention to what's going on - casting transformation spell on enemies because priest heal Overlords with almost max health, not close to death warlocks.

And one more - while right-clicking on a hero it would be nice to have him highlighted to know if we are, for example, casting spell on the one we want.
 
Indeed Piotr. I'm also thinking from a programmer's / budget point of view though. It's considerably easier to add a keyboard shortcut, than it is to make a whole new spell plus effects, extra interface and icon for it. We're talking about one man adding some code for.... what, a few hours? as opposed to at least 4 people for several days, plus testing. While the idea is definitely a good one, practically it would be a lot of time and money for a minor fix.
 
I agree - a lot of resources go to making new graphics and sounds so any improvement should be made to existing content and generally I try to suggest things that don't require doing more than coding.

Another thing that was on my mind - battle itself. All is very quick. Nothing better than mayhem and a good slaughter but! if values were to change to make every one count it could make battle more tactical.
Let's make time discrete: divide it to turns - 2 seconds is one turn.
Knight is our central unit - he moves 1 move unit/turn, attacks once/turn, uses special ability 1/5 turns.
Berserker - faster: 1.5 move unit/turn, attacks 1.25/turn and with every weapon upgrade he's faster (up to 2 attacks/turn).
Priest - slow: 0.5 move unit/turn, attacks 1/turn, special ability 1/10 turns. With armor upgrades he's faster and with weapon upgrades he can heal more often or for more.
And so on...

With values like these battles would be less chaotic (nooo! how can I suggest things like that! ;) ) and we actually could see what's going on ;)

To sum it up - what I want to achieve - a bit slower battles with more realistic visualisation.
Heh, my 4 squads were battling dwarf boss soooo loooong, hitting him constantly for hell knows how much and he was standing and hitting back hard but I didn't even had a chance to see him attack.
I spent entire fight with opened squad menu to monitor minions' health.

Another suggestion - give us two options - to turn off showing damage numbers and add option for nice health bars above units to have better battle overview without need to open squad menu every two seconds.
EDIT: actually, as we cannot move single units, number indicating in which squad wounded unit is could be showed somewhere on screen - yellow color - one or more units in this squad have 25%-50% health, color red - <25%.

And maybe squad abilities should be made more visible in terms of efficiency: +50% more healing is ideal and it's impact is visible but Blur (Decreases the hit chance of the enemy by 10% on a successful attack) is hard to observe in all this fast swinging. If attacks were slower and more powerful, every miss made by enemy would be a little celebration.

Hope I don't make anyone's brain explode with all this > ; )

Another two things:
When minions wait in line in kitchen and get their weapon or armor upgraded, they leave the line and don't eat.
In raids it would be very useful to have under right-click menu option to set attack priority. Sometimes I want to quickly eliminate hero who goes after my ranged units and not priest who's doing nothing in terms of damage.
 
Last edited:
So put a bit differently- a smaller version of the squad menu, somewhere in the corner? So either a new, smaller version, or the exact same squad menu but moveable to the corner, perhaps?

As for slower battles- you could try that yourself by unpacking the game files and playing around with the unit values. I've done that with plenty of other games and in some cases, drastically improved balance.
 
My 2.

-Everything is running great in Coop so far. Really like this game, it's worthy of the DK genre. It's every bit as good as DK for coop, since you could only skirmishes there that way.

-Little Bug a Boo, sometimes when a zoom out, it goes to top/down. When I zoom back in, it stays top down, doesn't go back to that 3/4's angle.

-Question: Above ground, if I farm the same place (food/tres/supplies) over and over do I get the points? It seems like I may not be. If not then an already visited location shouldn't look identical to one's that I haven't been to yet.

-I'm not saying some of the group management ideas above aren't good. But I'm very happy in general with all the different ways you give us to select/move baddies around. The little edge of screen circle/bubbles are brilliant.

-Suggestion. Always keep N-S-E-W orientation the same unless I specifically change it. Sometimes I can be zoomed out, but when I come back it, it spins the axis to some random view. I would love a hot key as well that always realigns North as North.

-Healers only seem to heal those in their squad. Is there any plans to allow them to heal anyone around them? Otherwise I am moving baddies in and out of a squad to get re-heals.
 
@Dreadnought808:
I haven't thought of accomplishing myself what I suggested! :) Thanks! When I get few hours of spare time, I'll try to manipulate values to the point that I'll be able to demonstrate what I had in mind (if it's manageable of course ;) ).

Do you suggest smaller squad menu to raid? Menu is available - after right clicking on heroes - it just have spells (like dummy transformation available for Commander Baal) and rest of the spaces are unused. Here I'd put more options - like attack order or heal priority.

@HorrorScope:
Hi! Thanks for more informations!
- 3/4 angle? Hmm, I need to check it out, I just turn my camera around and zoom, I've never changed top/down angles.
- Your question I don't understand. You don't acquire DEC points for raiding the same spot? This I'll also need to check out. As for last sentence... why already visited location shouldn't look identical as those you haven't visited - how do you know how these look as you didn't see them? ;D
-Another keybind is always welcome.
- I agree completely on healing but in battles priest should prioritise to heal minions in their squads.
-
The little edge of screen circle/bubbles are brilliant.
Don't know what you mean ;)

Another suggestion for Devs - raids are very easy in general (in highest difficulty level I have no problem getting all the materials and treasure I want and I never actually raided for mushrooms, there's always plenty of them). It would be great to have separate option when starting a level of raid difficulties. Level difficulty would increase minimum raid difficulty required but there should be possibility to have really tough fights there and even option to raid with more than 1 squad. Or even option to send Baal (but he would be veeery slow and weakened due to long exposure to light and with possible variations in heroes attacking by entry to dungeon and ladders it would be a gamble to send him on raid or not).
 
Hi Guys,

I like what I read and I've made note of it.

@HorrorScope: I'm not sure I understand completely your question but if you refer to the amount of resource you can collect from the raid sites, you always get the amount listed. What could give you the impression that your not getting the right amount is your Stockroom space. Here a bit of an explanation on the Stockroom.

- Stockroom can store both Materials and Mushrooms. The SHARE the space, meaning that 40 mush + 35 Mat take up 75 Space, thus leaving 25 space available.
- 1 Resource cannot take up more than 75% of your total Stockroom space.
ex: 100 Space will allow you a maximum of 75 for any 1 resource. Meaning if you have 75 mat, you cannot store more mat in the Stockroom since the last 25 are reserved for Mush.

Now, when you come back from raid a new bag is dropped containing the resources. If you have SOME room for the resource(ex. 20 space), a worker will pickup the bag and drop it in your Stockroom. Any excess of the resource is then loss.

I think this is what you are experiencing right now. The solution is to spend resources fast and build up more stockroom.

Hope this helps!
 
Another one regarding death of Baal - it's not penalising at all (at least in campaign, apart, of course, of not getting achievement).
On high difficulty his death should mean a long respawn time, zero mana and maybe treasure cost to revive him faster. It should be a pain to lose him.
This treasure cost should be >= 100 (even 150) so we would need to build additional treasure rooms and thus increase dungeon level. This would bring bigger parties of heroes to our dungeon and it's not something we would want with assumed increased difficulty ... of difficulty. Now I've never increased my dungeon level to 8 and I have always 4 full upgraded squads (thanks to rune). Thank to this attacks are small and not dangerous.
A hard mission was (at last), but only in the beginning, second in chapter 4, I believe, with attacks of heroes, other minions and optional respawning caravan raids. I was praying for a tentacle in some moment to help me manage so much work :)
 
Hi Guys,

I like what I read and I've made note of it.

@HorrorScope: I'm not sure I understand completely your question but if you refer to the amount of resource you can collect from the raid sites, you always get the amount listed. What could give you the impression that your not getting the right amount is your Stockroom space. Here a bit of an explanation on the Stockroom.

- Stockroom can store both Materials and Mushrooms. The SHARE the space, meaning that 40 mush + 35 Mat take up 75 Space, thus leaving 25 space available.
- 1 Resource cannot take up more than 75% of your total Stockroom space.
ex: 100 Space will allow you a maximum of 75 for any 1 resource. Meaning if you have 75 mat, you cannot store more mat in the Stockroom since the last 25 are reserved for Mush.

Now, when you come back from raid a new bag is dropped containing the resources. If you have SOME room for the resource(ex. 20 space), a worker will pickup the bag and drop it in your Stockroom. Any excess of the resource is then loss.

I think this is what you are experiencing right now. The solution is to spend resources fast and build up more stockroom.

Hope this helps!

Very well could be that, lets assume that, I'll get back if I can refute it. Thanks.
 
@HorrorScope:

- 3/4 angle? Hmm, I need to check it out, I just turn my camera around and zoom, I've never changed top/down angles.

When you zoom all the way out you get a straight top/down look (Another brilliant UI feature how the max zoom out works, very easy to navigate.. Sometimes coming back down, instead of angling it some, it stays top down but zooms in and out. Something eventually resets it correctly. I'll get better notes.

Another Request. We can Hold a Button down and see the health bars of our members or a button to see the enemies health bars. I would prefer it be a toggle on/off instead of a hold.
 
Well, a lot of the things I had some issues with were already mentioned but one small thing would also improve the game a lot. Idle animations. Just to make your minions look less like fleshy robots and give them a little more personality. What the workers do in the rooms is already good, seeing them actually work, just the fighting minions still look a little static when not ordered around.

Also, maybe finding some use for gold after having all squads unlocked, other than looking nice in the treasure room. Some ideas would be the abilityto hire some mercenaries as guards or to have traps cost gold instead of materials or a small cost for a meal.
 
Last edited:
Another thing IMHO worth tweaking - when digging corridors/building rooms I think that FREE workers are assigned instantly. So, when I select corridor to build but I make it from parts, different workers are assigned for each part and in the end it looks as: when first worker end digging his part he doesn't start next one but another worker must run from different side of dungeon to start digging what the first one should be doing.
It should be made so: corridor is always digged by one worker - when selected part of corridor is finished, NEAREST worker should be selected to dig next part.
When a room can be build from two sides but one is far away and worker is on it's way and in meantime another worker digged through to second side of room, THIS worker should start building this room and other worker should be made free.
Btw, workers should run away from enemies ;)
 
Been playing more, all coop. I started out with great success with zero bugs, into chapter 2 I am starting to get some out-of synch failures. I know this is in beta and replaying a scene I could get through it. That said, I eagerly await more coop fixes.

But in general, we really like this game, it's quite good and I'd go as far to say general assumptions from gamers in general is off. With so many games today, many of us are looking for quick answers about "is this game good or bad". Seeing enough bad remarks on a game, you just move on, pointing at you Steam Forums. To your credit you made a demo and I was sold. The other DK type game released last year doesn't help, that one I found little fun in it and well... people get turned off possibly assuming all the DK style attempts will be as poor as that. My point is, this game is a lot of fun and this is from someone who loved DK1 and DK2 and had been waiting for seemingly forever for another game in its style. This one is delivering for me.

The overland resource gathering, great addition.
The part where you leave your main dungeon and run the quest line, great addition.
The story, voice acting, great and great addition. (Is Duke's voice in this game to? I swear I heard him.)
How Coop works, nicely done!

These are all things above and beyond the DK series and they are quite welcome to me.

The part of building your own rooms was a common gripe, I got it, but I think once you get a few missions in, you get over that easily. How you gather, manage 3 different phases, build, level troops all works out quite well, just enough depth.

Controls as I mentioned before, you have so many ways of getting this or that done, brilliant.

That said there is one part (there is always this one part) that doesn't quite feel right and that is you don't have a way of instant fail. My first time when Baal died I assumed I was defeated, repeat the quest, to find out he revives and with little noticeable penalty I was surprised. Then to find out there is nothing in the dungeon to defend at all costs "like a dungeon heart" where if you lose this, you lose the mission, again surprised. I think that is what this game needs, something in the dungeon you have to defend at all costs. Sure you might not want it to be a dungeon heart, due to ripping of DK a bit more than you like. But have a throne room with lucky charms or what have you, or Ark of Covenant if that is stolen you lose.Heroes have to get in and get out alive with said treasure/artifact.

Having this artifact that has to be defensed at all costs, makes the dungeon part of the game a mini-tower defense game within the Impire world, adding that final ingrediant. I think it would be brilliant and make this game a possible classic. I would have dungeon heroes entering your dungeon have random AI options, one could be a bee-line to the artifact and a bee-line out, no attacking your baddies, if they make it out, game over. Another random option is, they will fight everything on their way to the artifact and fight their way on out of the dungeon with artifact, if successful, you lose. Another random AI option is the heroes don't go for the artifact, but damage your infrastructure, so another AI group coming afterwards would have an easier path to the artifact. Any way, shape or form, to me there seems to be a need where there is something in your dungeon you can't afford to lose, you need to defend it with traps/guards etc. This to me would be the final layer that can put this whole thing together and make people take notice.

If not for Impire, for Impire 2 or even DLC.

4 Great Parts:
Dungeon Building
Resource Gathering
Story line questing
Tower/Dungeon Defense
 
Last edited:
@HorrorScope:
Hi!
There is a room you need to defend - Oscar says it in the first mission - "if we lose even one Treasure Room, I'll be so angry..." (yada yada ;) ).
One thing - it's so rarely attacked that danger of losing a level is minimal. We just need more dangerous heroes attacks with different objectives - so that we never know what to expect.

Btw. do repairing a room cost anything? Losing a room feels as nothing really happened - few seconds and it's back again ;) Maybe even making new workers after 4 should cost more than just mana (with increased difficulty lvl?)?
 
Yesterday I've finished campaign and it was a brilliant, fresh experience. Definitely Impire's "got something" :)
In last mission twist with resources was a very good idea (please keep it without spoilers, if anyone want to know what I mean, you can PM me)!
Missions lack a bit this variety, so if it's not a big deal, it could be a great idea to insert it here and there in missions!

Btw. will ever a Level Editor be available? If it allowed making missions like in campaign, I would one day literally create harder version of it > : )