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Topics - paulb84

#1
It took about a day for the new diplomat ability to be 'broken', with multiple diplomats, warrior and sergeant. Invincible against the AI and near invincible against human opponents if they don't know it's coming.
While individual units may be strong or weak, it's global abilities that really shake things up. Aegis and Armistice are examples of this.

Now, in the tower-thread there were suggestions of tournament play, which I think would be a great addition. What medieval game wouldn't want to have a glorious joust?!

But besides new game modes, what could be done about combo armies? Perhaps there can be a restriction of the number of units, preferably trough cost tweaks. Or the abilities themselves can be changed. Or is the nature of the game that there will be nigh invincible armies for a time, until the next unit shows up to crack it?

Sure, like the geo army, the diplomat/warrior army can be beaten. With a mirror army and playing better, or with martyrs or some other unit. But armies are getting faster all the time: diplomat/warrior is a turn 4 or 5 kill. This further increases a problem of playing constructed: you need to know what you're up against to combat it. Multiple games with a 'sideboard' may change this, but I don't think we'd want the game to be a copy of Magic.

Please feel free to give your view on this matter.
#2
Zatikon Discussion / 2 vs 2
April 03, 2009, 11:24:41 PM
The new 2 vs 2 team battle works great. Thanks Gabe for making it happen.  ;D
I immediately had some suggestions though, which I'm now posting here.


1. The enemy armies should be identified by color so you know what units belong to which opponent.  And/or print the name of controlling player in the unit info field, but that could get messy.


2. Turn order and player names could be posted in the bottom right corner. That would make it a lot clearer.


3. Is 4-way chat possible? If popularity picks up we'll have a couple team games running side by side and we won't be able to communicate well in the main chat.
#3
Zatikon Discussion / Re: Change log comments
April 03, 2009, 11:18:55 PM
I'll go point by point in a reply to Mongolian:


Sergeant.  Now is very pointless.  He needs to have 3 actions and he will be fine as he resets every turn.

>> Agreed that the reset is strange. The dragging was good, now you can only move rallied ally 1 space which does make it worse.


Bounty Hunter Way way too powerful.  I lost a game where #1, i thought his attack would have to be in a line and #2, didn't know it could keep killing things cause of new actions.  I'm sorry but it should get 3 actions period.  It's already way too powerful as is.  Otherwise, reduce the range 4 from range 3.  I think the range 4 might be the worst part.

But it still only attacks range 1 and is only immune to 1 unit. And expends commands. So it's most powerful when you let it sneak in but otherwise I think it's strictly worse than warrior or ranger. Probably worth 150 gold?


Alchemist Welcome to the most rediculously powerful unit in the game.  With combination of riders(love or rock), bezerkers(unsummon), cavalry(unsummon), this is just way too powerful.  I would like to see the rock as a 1 potion only and add see potions that are weaker, but permanent.  Whatever the change its currently too powerful.

Agreed that the rock throwing should be capped. Unsummon costs an action and redeployment, so it may be a good strategy but I don't know if it's overpowered. Haven't extensively played it yet though.

re: unit changes

Agreed that changed specs for existing units should be made explicit and should have good reasons.
#4
Units / Serpent
March 28, 2009, 12:34:36 AM
Hi everyone,

First of all, great game! Addictive, fun and strategic.
Great playing with/vs mongolian and others.


This post concerns the latest update. I don't like the new update that give serpents a 'pikeman' attack vs approaching enemies. I thought they were a balanced unit before. Given that the AI hydra spawns 5 a turn, they are also quite common in single player games.

Your thoughts?