TokOwa

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TokOwa
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  • I think you have a lot of awesome suggestions for how they could improve, and I'm not trying to defend them, but rather provide the other side of the story. The reason for why I say they have limited time is that most of the feedback is addressed f…
  • Hey Aswan, Your resident forum lurker TokOwa here. I don't speak for Artillery, so I hope they don't lynch me for saying this. I'll try to give a little bit of perspective on the team and why they might not be as active lately, based on my current …
  • You are not completely wrong, but there have been patches of this game only a month or so back when maxed our ranged dps armies would just focus fire down these big melee units very fast and it didn't seem like they were out of line at all. As you s…
  • Wow, what a huge beast of a post! Yeah, I didn't mean to imply that Apocs didn't have issues. But from a unit interaction perspective I think they are more interesting than a-moving aquadillos and bramblethorns for example. I like the way that the …
  • It was probably me who had complexity aversion. It's just part of the game design that it should be easy to get into. I will admit that Complexity has its benefits. I also take great joy in breaching into complex games. But it is a double-edged swor…
  • Hey, although I disagree with your observation, I totally understand why you feel this way and it is indeed one of the biggest challenges this game currently has, balance wise. First of all, I definitely think there are a lot of cool unit interacti…
  • I feel like sentinels were fine before the game turned into a tech time attack. Usually getting the detection ward upgrade was quite adequate against stealth units. I could obviously be wrong about this as I don't have a thought out opinion at the m…
  • Engineer repairing the archive is almost certainly out of the question because that would make the unit close to 100% mandatory I think.
  • Apocalytes I disagree with the suggested apocalyte changes because of how it implements complexity to the unit. Maybe in the worst of bad scenarios we would have to do something like that, but at the moment, it's not necessary. Apocalytes really em…
  • I just came up with a titan mechanic that could help solve some problems with titanfight and dps race. Give your titan an armor\resistance buff when you have units nearby. This should be working while the titan is both in active and passive state. …
  • @Sir said: Individual unit selection frame is a valid concern, though it has some UI design implications. Could you elaborate on what use cases it solves? Maybe they overlap those and both could be solved with the same features. Hey, I looke…
  • Okey, I was not aware of that.
  • I definitely agree with that and would love to have that. Back when we had 3 symmetrical objectives (in this case titans) on all three lanes, it'd be kinda cool to see it being like 1v1 in the start, then maybe someone would rotate and it would be 2…
  • Having to destroy a path of structures towards the Archive was discussed before and positively received by the development team. To be honest, seeing the warp drones on the deck of your opponents should probably get you to have some units behind to …
  • @Spartak said: I wasn't suggesting implementing more multitasking to the game for the sake of it. I think making decisions on when to split your army or how to split it is a lot more interesting than keeping it altogether all of the time. Like…
  • I think a lot of people simply equate multitasking with a good game and want to artificially implement it into the game. That's not a good way of doing it. SC2 has "multitasking" as a result of underlying game mechanics such as expansions and large …
  • I think the fact that unit choice is the sole aspect of complexity is really good for the accessibility of the game. It's supposed to be a very arcade'ey game I think. While the idea of stacking different measures of complexity and uniqueness on top…
  • Hey, awesome feedback, as usual I agree with a lot of the observations made, but I also think that there are some misrepresentations of certain aspects of the game in this post. I think this is a result of a big issue of Atlas. There are things that…
  • In my extensive experience, I think Population Cap is an awesome thing about this game. It allows the creation of very impactful units, even at lower unit numbers. Gameflow in GoA is a lot more directed than in a game such as SC2, hence, you can't r…
  • I agree with everything you say, but I don't know enough to be 100% sure about the assumptions that support your arguments. (Also, don't be sorry! It's internet discussion, slightly offended is better than can be asked of anyone)
  • Hi @angrySloth I disagree with you simply because of how the game needs to operate on all types of economy (high-econ, low-econ) throughout the game. Especially with regards to low dps armies, this is whom it would hurt the most if the creeps scale…
  • I'm just trying to acknowledge an audience that might enjoy gameplay unlocks? And that that audience should also be catered to? I'm not trying to put the whole audience under the same umbrella, and assume that all people will have the same set of pr…
  • I agree with a lot of other posts here. I think too much was being done at the same time. I totally agree with Tedster for a change that the first 'economic phase' is being shrunk too hard. I think Titan changes along with speeding up the timers is …
    in Build 239 Comment by TokOwa September 2
  • Hmm, I don't have anything against cosmetics, I just think there is a limitation to how much you can do cosmetics in a game like this, somewhat akin to the statements made by others above. I don't want all cosmetics to be unlockable by gameplay, th…
  • @Sir I will admit that I haven't provided a comprehensive solution that solves everything. In particular, how do you pace it so that you provides incentives to pay as well as not being too punishing for the free player. Personally I think it is poss…
  • @Sir Since you beg to disagree, I will have to grant you that right! However, I must do my own begging in return. 1st, I think from a perspective of no prior knowledge, players will indeed be in quite a restricted situation to get a feel of the dif…
  • I think everyone provides good points. I don't mind gameplay unlocks as i'm going to play so much that I'll get most stuff anyway. I think making the game fun enough to not care about whether stuff is unlocked or not is fun, and the discovery proces…
  • Oh, yeah, you're totally right. But I have another argument! Game is very situational, some units will get to attack more than others and some units will get attacked more than others. Even with balanced upgrades it might not even be truly balanced…
  • Saplings are physical, only the dot from the vines is magical I think. 100% Disagree about the opinion on pathfinding. Love that there is scope for controlling better in order to get more value out of my units.
  • Guys, I know you are super against gating gameplay, but how are they going to be incentivised to create more content if it is all free automatically? I think Spartak has a super valid point about the readability of the units if a lot of unit skins a…