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unmerged(169857)

Corporal
Sep 28, 2009
25
0
I would like to see a auto cast icon on the wizard towers, even if it does cost 200 gold at a time.

Tournament grounds (I havn't finished the game yet so i could be wrong here.)

Unique weapons for hero's that can be purchased through special shops or quested.
 
I've already voiced the big changes I want in the main thread. But as for the small changes, here's a few:

Treasure chests: should have variable amounts of gold in them, as well as items and weapons heroes can use.

Mages: Somethings seriously needs to be done with them. It could be something that the better AI could do, but it could be that mages are simply too weak, and need to start off with more HP. They do cost 500 gold, after all.

More special and non-essential buildings to add to the sim feeling would be nice, that heroes and peasants build, and that heroes waste their time in. On the topic of buildings: we need rotation. Also, buildings should be able to be built on minor hills. A "demolish building" option is severely needed, even if it costs a lot of gold to use. And something needs to be done about the peasant houses. Your guild gets destroyed and you are going to rebuild it, but a peasant house has popped up in the meantime, and your perfect town is ruined.

Rangers need to explore more, for less, and often even without money. Because rangers will be exploring more, we need larger maps to accommodate for it.

The fact that you need to research something only once and heroes from all guilds can use it needs to be made clear.

Having stats of weapons, armor, attacks, etc. visible via a mouse hover would be very useful.

Note that I've omitted the AI issues, which quirks me most about the game.
 
- Personal lives for heroes
- Party AI revamp
- Heroes with more initiative
- Capes / Cloaks for sale :rofl:
- HIGH powered attack spells with LONG casting time
In that order :D All of these have been discussed at great length.
 
Beric you didn't avoid all the ai issues (how could you). Ranger's do explore on there own, but not very often, and I'm fairly certain it's down to the ai issues. They start to explore and then the hard coded time to go home (almost above any other activity) kicks in.

Wizard's likewise, I'm fairly certain the ai is the cause of there problems. Level 1 wizards seem to be almost as willing as rogues to take on 100 gold flags... but low level wizards don't have the same survivability to pull it off. They need to be re-coded to value there lives a lot more - wizards even more than the other heroes need to be coded to flee. I mean a level 1 rat can kill them, why don't they flee immediately vs the level 15 stuff?
 
Well, you can find it mostly in the main "things dev missed" thread, but this would probably be most desired by me:

* Improved Hero Personality
* Freestyle
* Improved Hero Economy
* Increased Difficulty
 
Agreed on Hero personality. I want to see all the little quirks that made heroes unique in the first game. I sometimes feel like they tried to streamline this game to make it a more functional multiplayer RTS type experience. When I think that's the wrong direction to take with this game.

I would like to see stuff like how Priestess would plant flowers an Rangers would pick it to make Potions. Or how having Rogues an Elves together made them open up a Casino. It's all those little things that this game is lacking.
 
- BIGGER maps. (this is the 2010! dont need of do maps tinys like in 1990)
- PERMANENT JOBS FOR HEROS! for example: you can pick a hero, do an offer to defend a place permantly (he can acept or no depends of the money that you offer by month)
- More dramatic campaing.
- Map editor (this is critic)
- The king can be send to the battleground to fight for his kingdoms! He also has a scort of Knigths and if the king is killed on combat you loose.
- You can build more castles. Every castle is a town, and you can assing a Lord to rule the town.
- Castles can shoot arrows.
- New hero... the warlock! he can summon demons.
- Neutral towns! You can Ally after a difficult quest.

I have lots of more ideas but this is the most necesary... at least i think that.
 
- The king can be send to the battleground to fight for his kingdoms! He also has a scort of Knigths and if the king is killed on combat you loose.

I like a lot of your ideas, but this one is bad. The whole point of the Majesty series is that you don't have control of your "units" they do there own thing and you only have the ability to influence them. If you added a king (since that's who you're meant to be) you'd have direct control, the game would be too easy and then if the king was so good why use heroes?
 
- BIGGER maps.
- More dramatic campaign.
- Map editor
- Neutral towns! You can Ally after a difficult quest.
So far I agree.
- PERMANENT JOBS FOR HEROS! for example: you can pick a hero, do an offer to defend a place permantly (he can acept or no depends of the money that you offer by month)
That's a pretty bad idea. They are heroes, not guards. I wouldn't mind the return of "Veteran Guards" though, or maybe arrow updates for towers (poisoned arrow?).
- The king can be send to the battleground to fight for his kingdoms! He also has a scort of Knigths and if the king is killed on combat you loose.
I also thought about things like these and I didn't quite reach the same conclusion. I was more thinking you can go around as King, and spend your kingdoms money to buy new goods (potions, armor) etc. It doesn't work as good in MFKS2 though, because all money would return, I figured it would be an economic loss. Also, heroes visited or in vicinity of the King would increase production. So more money for Marketplaces, faster cart for trading post, reduced research time for researches etc.
Downside would be that you loose control of all your actions like building, flagging, sovereign spells etc. until the King returns to the Castle.
- You can build more castles. Every castle is a town, and you can assing a Lord to rule the town.
I wouldn't mind the return of Outposts, or quickly build up small settlements build by Dwarves and Gnomes, for use in "outskirt" areas, where it's illogical to have a massive palace already. For missions a la "Vigilance for a Fallen Hero" (I really liked that quest, but I get the impression not many did with me). With some tweaks it would be perfect in MFKS2.
- Castles can shoot arrows.
Would be nice I guess, but not vital. How often does your palace get attacked anyway? Or are you thinking MP?
- New hero... the warlock! he can summon demons.
Rather not. I much prefer the return of the old guys (Solarii, Adept, Gnomes) and if new hero types ARE added creative new heroes, not archetypes done to death by now like the Warlock.
 
I mostly agree with what has been said already. What kills me the most is the AI. How is it possible that a hero at full health, will walk by monsters attacking his home, to rest in his home? His home is under attack! I've had full health hero's, strong enough to make a big difference, resting in their home when it is destroyed. What gives!

I also dislike it that monsters are almost always present in the town towards the middle and end of the game. Its like, walk past the monster killing the tax collector, go buy healing potions, walk past the monster killing the lower level wizard, go home and rest. I would pay a lot more to see these two problems fixed then to kill goblins or hire ice mages.
 
Most of my improvments have already been expressed. I would however like to propose some new features.

More Player Options: In order to make this game more based around helping the group of individuals I think more options to customize individual players would be nice. Naming in Majesty one was a good example and it would be nice to have back. I was thinking maybe the option to give a hero a "royal gifts". This can be something like special equipment or just straight up money. In return the hero would work harder (or not if the heros personality is so). Maybe you could even knight a player of certain prowess, or something.

The Fair Grounds: I may not be perfectly sure on what purpose this building played in Majesty 1 but I belive Heros could gain exp and gold. On some maps where I just want to play, when everything is dead my heros can't get better because there is nothing left to fight so this would be a nice feature.

More Control: I get that the idea here is that the player does not have direct control, and I love that. However I feel like there could be events that the king does have control over. An example that comes to mind is the campagien with King Rat. When I got to that harbor it was not really the best time to send that cart and I thought I would louse it. Now it would stand to reason that the king could give the ok of when to send the cart. At the moment I can't really think of where else this could be applied but I think it would be a good feature when implemented in the right places.
 
I mostly agree with what has been said already. What kills me the most is the AI. How is it possible that a hero at full health, will walk by monsters attacking his home, to rest in his home? His home is under attack! I've had full health hero's, strong enough to make a big difference, resting in their home when it is destroyed. What gives!

I also dislike it that monsters are almost always present in the town towards the middle and end of the game. Its like, walk past the monster killing the tax collector, go buy healing potions, walk past the monster killing the lower level wizard, go home and rest. I would pay a lot more to see these two problems fixed then to kill goblins or hire ice mages.


that's a really good point!
i have seen that very often, too.

On the other side, i have also seen monsters walk by lonely trading posts, which they could have easily destroyed..they were heading towards town i think. Well i had nothing against it..and was everytime like puuuuuuhhh! ..

..though that monster showed not a really realistic behaviour.

i guess those monster AIs are programmed to go to the city no matter what, even if they found easy targets within their path.

the same goes probably for the heros. They "do their thing" ..no matter what. If he wants to buy a potion..he goes to buy it ..even if there is someone near the marketplace beeing killed..as you allready mentioned.

the AI needs to be more flexible? more responding to its environment?
 
- Castles can shoot arrows.
Would be nice I guess, but not vital. How often does your palace get attacked anyway? Or are you thinking MP?
I'd like to see castles and perhaps even warrior guild fire arrows after an upgrade. Not that they are directly attacked frequently, but annoying monsters go straight after buildings often come near them. Giving them a defense improves their ability as giant stationary tanks. This way the palace would take the argo away from those annoying blacksmith/marketplace burning ogre and dragons.
 
I'd like to see castles and perhaps even warrior guild fire arrows after an upgrade. Not that they are directly attacked frequently, but annoying monsters go straight after buildings often come near them. Giving them a defense improves their ability as giant stationary tanks. This way the palace would take the argo away from those annoying blacksmith/marketplace burning ogre and dragons.

It kinda takes away the point of having hero's defending your town if you start adding arrows to guilds and castle's and besides you do have towers for that very purpose and because of the annoying monsters it becomes a strategy to defend specific buildings (and your town).

Imosa; said:
I'd like to see castles and perhaps even warrior guild fire arrows after an upgrade. Not that they are directly attacked frequently, but annoying monsters go straight after buildings often come near them. Giving them a defense improves their ability as giant stationary tanks. This way the palace would take the argo away from those annoying blacksmith/marketplace burning ogre and dragons.

That's why you have the fear flags. Nb more at less value is more value for fear flags.