The big "what's missing" thread for devs

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unmerged(169164)

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Sep 26, 2009
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Maybe you should quote an entire post instead of cherry picking.

Difficulty is going to go through the roof as trial and error methods to solve a map is the way to go so far. Sounds challenging to replay certain maps you can only solve through a pre-knowledge of key sites.
Will triple the game lifetime at a mininum.
I already explained what it means.
Many players reported that trial and error was the way to go for them.
Therefore it sounds challenging in this context to add a randomization factor.

I cant but salute the attempt by the developpers to satisfy the largest set of their customers as I dont think the game was specifically developped to suit my tastes.

As to me, as I compelled to hammer the same point, I dont believe randomization/free style will add significantly to the game. This points at my way to play the game.

Once again, it underlines how a forum fails as so many members dont care about others'opinions and points.
I read many posts connected to the difficulty level of the game yet a general comment based on the experience of other players negated all of them. It speaks.

In Majesty, heroes initiating deep changes in the map changes the deal meaningfully.


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I dont understand why such an interest in the consumption of potions if they are not researched and employed. If this feature is not required why bother about its quality?
If you do better without potions, not matter the consumption, you wont do better with potions. The issue is not in the potions consumption, it is elsewhere.

As already told many times, I aimed at building the magic bazaar just after castle upgrade 2 or just before. If the magic bazaar potions consumption prevented heroes for acquiring gear and other options, it would have shown.
But this is an old story as this was underlined many times.
In all likelihood, the magic bazaar potions speed up the rate heroes can equip as it ensures the capability to drop big amounts of cash.
 

Draxynnic

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I dont understand why such an interest in the consumption of potions if they are not researched and employed. If this feature is not required why bother about its quality?
If you do better without potions, not matter the consumption, you wont do better with potions. The issue is not in the potions consumption, it is elsewhere.
You said yourself that a useless feature should be removed. I'd prefer it to be fixed so that it's not useless.

With what I regard as bugged functionality, there is a useless feature on the bazaar - that feature being the heroes ability to carry potions. If this really is the desired functionality, a cleaner approach would simply be treat it like a Royal Gardens except that the enchantments provided are researched, chosen and paid for instead of being random. Then the game wouldn't have to track potions that are drunk pretty much immediately anyway. This is, incidentally, pretty much what my suggested entertainment building would do.

There's also the question of immersion. While heroes aren't necessarily supposed to be geniuses (except possibly wizards), they are supposed to be behaving in a fashion that they believe gains them the greatest benefit. How do they benefit from drinking expensive potions as soon as they walk out the door of the vendor that sold them, regardless of whether they need to or not?

As already told many times, I aimed at building the magic bazaar just after castle upgrade 2 or just before. If the magic bazaar potions consumption prevented heroes for acquiring gear and other options, it would have shown.
But this is an old story as this was underlined many times.
In all likelihood, the magic bazaar potions speed up the rate heroes can equip as it ensures the capability to drop big amounts of cash.
I'll admit I haven't studied it in detail myself, but anecdotal evidence suggests that it does slow down the rate at which heroes acquire other equipment. Why should be obvious - they're spending their money elsewhere.

Now, I'm sure this is something you can counteract by posting larger bounties, but this leads to a kind of cyclical argument - you're posting larger bounties so your heroes have more money that they can blow on potions so you can have more money to blow on larger bounties. Is there a real net benefit? Perhaps, but since I've finished the campaign and every single mission except Wizard Wars (my computer went through a messy death over the past fortnight, climaxing about when the patch was released - now fixed, I hope) without researching potions in any mission and mostly on the first go, I think it's fair to argue that it's far from being an essential feature.
 

Hassat Hunter

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I dont understand why such an interest in the consumption of potions if they are not researched and employed. If this feature is not required why bother about its quality?
We don't research them because they are broken.
Surely, once they are properly fixed, we would probably research potions too to boost our heroes, especially if tougher monsters are introduced (groups of Goblins come close, looking at Day of the Bay).
 

unmerged(177830)

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Hey guys, just my 2c on latest experiences after playing royal feat with post-patch magic bazaar potions

- the magic bazaar IS a great money recycling aid IF your heroes already have everything else
ie research potions once your heroes have acquired best armor/weapon/ring/amulet/enchant/poison/etc - I realised only this week how easy this is to achieve, with revised strategy :eek:

- the magic bazaar potions WERE a help in slaying the dragon. Not even a single hero died against him this time and I attacked him earlier than usual. I could see in post-mission hero list that most were buffed by potions and they last quite a while so they all still had some leftover

- The defence potions in particular provide a +20 defence boost

- attack potions add only a modest +5 boost. HOWEVER, as with enchantment, this could still stack up quite a bit if lots of buffed heroes are in the fight. (Unquantified)

- the rabbit speed potion boosts movement speed but does that also mean ATTACK SPEED (ala Krohn's rage spell?) I'm not holding my breath but...

- I can't comment on whether it is better or worse after patch - before patch my strats sucked and I never used the bazaar. I think heroes may still buy potions before other things though, so I think still prudent to check every hero is properly equipped with all upgrades first BEFORE researching the potions :)
 

Hassat Hunter

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- the magic bazaar IS a great money recycling aid IF your heroes already have everything else
ie research potions once your heroes have acquired best armor/weapon/ring/amulet/enchant/poison/etc - I realised only this week how easy this is to achieve, with revised strategy :eek:
Yeah, it is, and will always will be even with zipping mechanisms fixed. I mean; you have to be seriously royal with money for heroes to easily swap out 750 gold for a full set of potions. And if in combat, they'll use them needing even more.
Having said that, I still disagree with money recycling in the hero economy and think there should be some loss somewhere in the form of income tax, like how doing spells, recruiting, researching and all is for the Sovereign economy.
- the rabbit speed potion boosts movement speed but does that also mean ATTACK SPEED (ala Krohn's rage spell?) I'm not holding my breath but...
Ehm, pretty sure RoK nor Elven Speed increases Attack speed, just the speed of movement. If it increases the timing of the animations, that's probably a bug like the buildingbug of 1.0.0. I never really payed attention to animations or textures so you tell me...
I think heroes may still buy potions before other things though
Yeah, they love blowing their money away on the first thing they can buy. Haven't they heard of economic crisis and savings? Silly heroes! ;)
But yeah, the reality of this is once they start throwing money on potions it will be nearly impossible for them to have the 300 gold needed for an Amulet of Regeneration or Improved RoP.
 

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Having said that, I still disagree with money recycling in the hero economy and think there should be some loss somewhere in the form of income tax, like how doing spells, recruiting, researching and all is for the Sovereign economy.

I do understand where you are coming from. I am still studying the game with new patch [EDIT: and my enlightened new strategy! :p] and making up my mind on this, but at some stage I intend to add my 2c to your income tax thread :cool:

Ehm, pretty sure RoK nor Elven Speed increases Attack speed, just the speed of movement. If it increases the timing of the animations, that's probably a bug like the buildingbug of 1.0.0. I never really payed attention to animations or textures so you tell me...

No, actually I think you may be right about Wrath of Krolm. For no good reason, I just assumed it boosted ATTACK speed. My bad. Somebody in the mod community might be able to confirm this hopefully.
 

unmerged(169164)

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Sep 26, 2009
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You said yourself that a useless feature should be removed. I'd prefer it to be fixed so that it's not useless.

With what I regard as bugged functionality, there is a useless feature on the bazaar - that feature being the heroes ability to carry potions. If this really is the desired functionality, a cleaner approach would simply be treat it like a Royal Gardens except that the enchantments provided are researched, chosen and paid for instead of being random. Then the game wouldn't have to track potions that are drunk pretty much immediately anyway. This is, incidentally, pretty much what my suggested entertainment building would do.

There's also the question of immersion. While heroes aren't necessarily supposed to be geniuses (except possibly wizards), they are supposed to be behaving in a fashion that they believe gains them the greatest benefit. How do they benefit from drinking expensive potions as soon as they walk out the door of the vendor that sold them, regardless of whether they need to or not?

I'll admit I haven't studied it in detail myself, but anecdotal evidence suggests that it does slow down the rate at which heroes acquire other equipment. Why should be obvious - they're spending their money elsewhere.

Now, I'm sure this is something you can counteract by posting larger bounties, but this leads to a kind of cyclical argument - you're posting larger bounties so your heroes have more money that they can blow on potions so you can have more money to blow on larger bounties. Is there a real net benefit? Perhaps, but since I've finished the campaign and every single mission except Wizard Wars (my computer went through a messy death over the past fortnight, climaxing about when the patch was released - now fixed, I hope) without researching potions in any mission and mostly on the first go, I think it's fair to argue that it's far from being an essential feature.

Not an answer. The issue is about doing better without the magic bazaar potions.
If it is the case, it is useless, broken or not. Therefore it should be removed.
Working or not, people who do better without the potions will do better without them.

The net benefit is buffing heroes. Later in the game, you can drop enough money from level one heroes to buy every single bit of equipment they want in one string.
 

Hassat Hunter

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Not an answer. The issue is about doing better without the magic bazaar potions.
Actually, the question has been about the zipping mechanisms of the potions all along. Not sure where this came in.
Of course heroes do better with +20 defense or +5 attack. But not when they are consumed in "peace" and thereby drench their gold. Then yes, it's anti-effective.
When it's FIXED, it will make heroes do better with the potions. Since it's BROKEN it only means it weakens heroes now. Yes, then it's useless.
Working or not, people who do better without the potions will do better without them.
I only do better without potions because they are broken. Once they are fixed, *obviously* I would do better with them.
And I doubt I am the only one...
The net benefit is buffing heroes. Later in the game, you can drop enough money from level one heroes to buy every single bit of equipment they want in one string.
Yeah, and all returns, hence the 50% income tax I want. Also, as draxynnic stated, with the current workings you are pretty much forced to drop insane flags for heroes to purchase anything besides potions, which kind of counters having more money available.
 

unmerged(169164)

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Where does it come from? Maybe reading the two or so previous pages can tell. If people can even remember what they wrote...

Really? How?

It is not a matter of money, not a matter of equipment so how can heroes always under potions effects be less performing than heroes who might or might not be under effects?
 

Hassat Hunter

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Where does it come from? Maybe reading the two or so previous pages can tell. If people can even remember what they wrote...
You wrote the laundering of the Magic Bazaar is "required". I mentioned it isn't. Nowhere did it mention that once fixed the potions would do harm, which they do now by sucking the money from your heroes.
So yeah, CURRENTLY people can perform better when not researching potions.
Really? How?
Combat bonusseses in combat without loss of excessive money?
It is not a matter of money, not a matter of equipment so how can heroes always under potions effects be less performing than heroes who might or might not be under effects?
They aren't. The only problem is that sucks so much money into that they need to have 1000 gold each to support such a total coverage. I hardly doubt money is that liberally thrown around. Also, the effect isn't useful during non-combat, so why cast it? Save it till you can use it (which, incidentally also requires them to return less to the Magic Bazaar, leaving them more available for situations).
 

unmerged(169164)

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Sep 26, 2009
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Maybe time to pay more attention no? I already noticed you like to cut quotations.

The magic bazaar potions are required to recycle wealth faster in the mid/later terms of the game.

Funny. I don't do it, despite being required, and am much MUCH better in this game if your comment in dev diary #3 is any indication of your skill. How odd, no?

Loss of money? How so? I think you mistookyour fantasies for real game mechanics. Still, you are the one harping relentless on how the hero "personal economy" should be different and do not allow such a return, should include leaks and stuff?
Where is the loss?
 

unmerged(171871)

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Request:

Holding the right mouse button + scrolling the mouse wheel up / down = increasing / decreasing the game speed.
 

unmerged(171871)

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Request 2:

clicking on flags will show WHO is interested.


It's cooL to know. Also you very usefull.

Often i ask myself if the interested hero is too far away and will make it in time.


explore flags:

- if the interested hero is weak and the explore flag very far away or on very hostile lands, you can set 'protect flags' on him.

defence flags:

- increase gold amount if interested hero is too far away and you need imediate defence (inbefore building collapse).

attack flags:

- increase flag gold or set protection on interested hero if he is too low leveled or flagged enemy is a bad matchup for him (magic vs. melee etc.)
 

unmerged(92233)

Recruit
Feb 3, 2008
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Option to continue missions after winning and choosing the lord.
I would very much like to see this, I had to install Windows XP on my other hard drive just to play Majesty Gold because it has the compase and continue after winning.

An option to lower the difficulty of the expert maps.
No way, this would make it easy for everyone to win. I spent ages trying to beat all the missions on Majesty Gold, it makes it fun to play when you can't beat a mission because you have to learn new tactics. If you don't learn these new tactics then I guess your SOL.

Option to destroy buildings - won't be available because of crawling tactics (exploring with buildings)
Destroy? I want a button to delete and cancel stuff being built or researched. I also wanted to be able to delete buildings that I don't need anymore which I can't because lightning no longer damages own buildings like in Majesty Gold. I'll even take the delete buildings if it gives you absolutly nothing back.

Allow more than 32 character long posts in lobby chat rooms.
Yes that is kinda silly. I got half of half a good sentance in... How about 200?

Map editor.
WEWT! Though I like the compase in Majesty Gold better, this map editor can't replace that.

CO-OP maps in multiplayer against AI kingdoms and/or monsters.
Seems like a nice idea. I like it. Though I doubt it would be dial up friendly.

hefrenan's idea is nice too, I liked that in Majesty Gold. (see who is interested in flags but the other part, not so much.)

I'd like an update for the game to run on Windows 7 though, Majesty Gold I mean. It kinda sorta ran on Windows Vista and ran well on Windows XP. I don't think Majesty 2 will have everything I liked about Majesty Gold in it. From the way this game has turned out so far it's not as good as Majesty Gold.
 
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unmerged(168642)

Corporal
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some ideas

- flags on the map showing the amount of interested heroes, not only in the details when selected

- more health for guard towers, maybe less damage. they should be capable of holding back a few enemies for at least half a minute, not only 3-5 seconds (for both a guard and a wizards tower) like in wizard wars

- max-level for heroes on flags (noob-flags) and as result:
- possibility to station heroes around sewers/graveyard.. maybe by a defense/guard flag (with level limit)?

- wizards should maintain a minimal distance from (tougher) monster. when a monster comes near, they should run. and hope for other heroes to generate some aggro. after each attack, the wizard should check if any monster is to near, and if so, he will run a bit (!) before trying to attack again.


either:
- as long as any hero has no home, there should be a notification on the screen (left side, where all the messages are displayed, but without timeout)

- increased message timeout (especially for hero deaths), or a list which will fade away but can be reviewed anytime.

or:
- improved hero list. the tool could be useful, but I tend to overlook it, because its chaotic.
first row could show heroes with special problems (no home, death)
then one row per class. only one class-image per row, hero icons show only level and current condition (better visible than the really small corner-image).
alternative sorting: instead of by class, by current state (fighting, defending home, shopping etc). then the state-icon would be the row-header and the class image again be the icon of the hero


ora
 
Jan 25, 2010
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I have heard frustration with the fact that buildings no longer had those rings around them that they had in Majesty 1. This makes it hard to place buildings sometimes. I actualy agree and I thought maybe there could be an option that snaps new buildings to existing ones when you try to construct them. I fee like it would make space contious builders like myself a be happyer.

Also it would be cool to be able to put fear flags on enemy units and buildings, not just areas.
 
Sep 13, 2009
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Bring the sexy back!

Im sorry if some points are repeated here. I wrote them before seeing this thread.

Pros for Majesty 2:
• 3D graphic and good animation
• Smarter AI (they go after weaker defences first)
• Hero grouping
• Specialised flags
• Ability to keep heroes as lords (although they don’t do much)
• Unlimited reanimate heroes
• Trade post can defend itself

Cons for Majesty 2:
• No fun buildings like Tournament where heroes practise to increase certain abilities, No Gambling den for quick money.
• No specific detail to heroes’ intentions – buying armour, buying weapon, learning new spell etc. (replaced with generic “going to buy new stuff”)
• Cant rename heroes
• No options to cancel building construction or turn off building fix
• AI non-heroes are ridiculously tough to kill
• No option of continuing play after objectives met
• No re-spawning of low level monsters/creatures den (makes good practice)
• Cant give money freely to heroes by putting explore flag in front of them (limited to certain heroes’ call)
• Wizards are a lot weaker and have no more ability to attack multiple targets
• Dwarves can no longer fix buildings (they could do so a lot faster)
• Dwarven settlements no longer have built in defences
• No Adept heroes (If I remember) that run all along palace perimeter as protection
• Priestesses control limited number of skeletons. No reanimate bones spell.
• Magic bazaar now only sells potions instead of teaching high level heroes new powerful magic.
• AI monsters and creatures no longer attack specific building or people. Ratmen used to attack tax collectors and steal money from market.

Verdict:
M2 is too simplified and made harder. I liked the same gameplay, better graphic and AI - but I lack connection to the game compared to the original. In M2 I just wanted to finish every objective fast and move on to the next level.
 
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Hassat Hunter

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AI non-heroes are ridiculously tough to kill
You mean bosses? Because for the rest, even Greater Elementals aren't as tough as several MFKS1 foes (Rock Golem, Yeti, Dragon, Ice Dragon etc.)
Wizards are a lot weaker and have no more ability to attack multiple targets
Both fire spells you can research hit multiple targets. As for "a lot weaker" only recruit them with fireball and ice arrow researched and I never experienced problems...
Magic bazaar now only sells potions instead of teaching high level heroes new powerful magic.
Huh? The MFKS1 Magic Bazaar sold 6 potions (Dirgo Strength, Fire Balm, Speed Tonic, Regeneration Potion, Shapeshifter Elixer, Invisibility Brew) and that was it. Are you confusing it with the Library?
AI monsters and creatures no longer attack specific building or people. Ratmen used to attack tax collectors and steal money from market.
Dragons and Ratman head for the Marketplace, Ogres for the towers, but aside from that, yeah, I agree. MFKS1's monsters had a lot more variety and uniqueness in their ways to threaten your kingdom.

Aside from these little alterations, I totally agree...