There are 2 "portions" in the poll; one is about the overall experience of Multiplayer in Viking Invasion, the other is about balance. The choices should be fairly self-explanatory.
Please vote only after a few days of playing VI. And, once you vote something, feel free to add some commentary to the discussion thread. BUT IMPORTANT If you decide to enter into arguments, please be polite and try to prove your points by actually playing the expansion and by providing examples.
Here's a link to another VI feedback thread in Main Hall, which seems to be dedicated to the SP part so far. (VI feedback)
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Now that there's some feedback, I'll gather important points and concerns here in no particular order, and all are subject to change, so check back here once in a while.
In Viking Era:
- Mercians are the only faction with Militia Sergeants, one of the most cost-effective melee units. (Fix: Perhaps Mil Sarges should lose one point of attack or go up in price? I don't think they were originally intended to be one of the best hand-to-hand units in the game...)
- Some have called the Mounted Sergeants overpowered.
In Medieval Eras:
- The Fearsome, Amazing Organ gun is supposed to have a range of 3000, but can only fire up to 1600 on level ground. Set velocity to 110 to fix it. (110^2/4=3025.) *Update: According to LJ, the Organ Gun is balanced to use the range of 1600.
- v3 Byzantine Infantry cost 860 florins in 1.1; in VI they cost 983 but with +2 to morale. As the result of +2 to overall morale in MP, Byz Inf may have become relatively stronger than before.
MP in general:
- The separate foyers are causing division in the community.
- If any one person quits or loses connection to server the game may crash for everyone else as well. (Does not happen always, but fairly frequently judging from all the comments about it)
- Overall +2 to morale had very little effect. A better solution could have been to increase the morale of spear units only.
- Fatigue is not optimised for the larger maps that most players like to play. (The simplest fix would be to speed up the recovery rate. Double it perhaps?)
- Currently, running units get the same bonus than units that are actually charging. As the result it takes less micromanagement to orchestrate large charges. This is both a good thing and a bad thing, but IMO units that are just running shouldn't get the full bonus. Perhaps half bonus if units are moving at run speed and full bonus if they're moving at charge speed? (Units won't move at charge speed unless they're ordered to charge or they charge impetuously.)
- Spear prices were unchanged, spears may still remain too weak vs. other infantry, compared to their cost. (One way to increase spear and pike effectiveness while preserving the need to stay in formation could be increasing the rank bonuses of spears.)
- Now that there are more and better Javelin units available, it would be important to make sure that they can use Skirmish mode properly on flat ground to avoid oncoming infantry. I'd suggest a range of 1800 and a velocity of 85 to fix it.
- Quite a few players are complaining that performance has decreased in comparison to 1.1.
- Using the "-ian" command line switch enables the player to move the camera anywhere and to tilt it to any angle. "Restricted camera" does not prevent players from using it in MP.
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