The problem with Samurai Legends...

Samurai Legends
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  • Qualität des Beitrags: 0 Sterne
  • Beteiligte Poster: Kibiyama - nooK - tegeus-Cromis
  • Forum: Samurai Legends
  • Forenbeschreibung: Official forums
  • aus dem Unterforum: General
  • Antworten: 3
  • Forum gestartet am: Mittwoch 06.10.2004
  • Sprache: englisch
  • Link zum Originaltopic: The problem with Samurai Legends...
  • Letzte Antwort: vor 17 Jahren, 11 Monaten, 5 Tagen, 11 Stunden, 14 Minuten
  • Alle Beiträge und Antworten zu "The problem with Samurai Legends..."

    Re: The problem with Samurai Legends...

    Kibiyama - 08.07.2006, 05:48

    The problem with Samurai Legends...
    Well, I just finished up playing this for the first time. First, some background on me so you know where I'm coming from: I'm a 2nd year game design student at Ferris State University, I've been on wc3 since RoC came out, and in terms of AoS preference, I'd have to go with Eve of the Apocalypse.

    Now, Samurai Legends...

    The map seems all over the place. That is, unfocused. There is no real originality that it offers -- which isn't necessary, provided you do the conventions well. So what are the conventions of an AoS?

    Capacity for teamplay -- that is, all players + computer
    Capacity for solo play -- just one player vs. creeps
    Ability to gain strategic advantages
    Variety

    Sadly, SL falls short on all counts. There is little capacity for advancing your troops, be it through additional spawn types, locations, or upgrades.

    Solo play is hindered by the 4 lane structure. A team of 5 vs. a team of 5 means that 2 heroes will be in the same lane, meaning that then a hero will be pulled on the opposing side to counter this. However, it is likely that this will give way to "ganking" on both forces: 5 heroes in one lane, taking down any heroes that oppose them.

    Outposts are, in general, nestled away in the base, protected from troops. So taking a lane provides little in the way of a leg up, aside from an unhindered route to the base after you take out the towers.

    And sadly, variety....man. Every hero seems to have only one way to play them, and each unit only one use. Worse, the units all blend together! Apart from the models, it's hard to tell them apart based on their traits and abilities (which are none). The places where some variety appeared to show some potential were quickly dashed: the altar of legends deal: a mobile aura seems like a petty reward for 2000 gold, and there was no clear distinction between them in terms of early-game, mid-game, late-game, or strategic usage.

    Furthermore: I can't help but ask about the huge list of credits... I had to do a 2 minute animation for my first year stuff, and I learned that modelling is hella time consuming, and I remember from the days I used to make maps in wc3 that Terrain is equally painful. But judging from the work that was put into all the other areas of the map, I think that the design itself merits a lot more attention than it got.

    All in all: Good concept, poor execution. Sorry, guy. 3/5



    Re: The problem with Samurai Legends...

    nooK - 08.07.2006, 10:14


    Quote: Well, I just finished up playing this for the first time. First, some background on me so you know where I'm coming from: I'm a 2nd year game design student at Ferris State University, I've been on wc3 since RoC came out, and in terms of AoS preference, I'd have to go with Eve of the Apocalypse.
    Hi, and thanks for your comment even if i don´t like Eota at all (to be honest).

    Quote: Capacity for teamplay -- that is, all players + computer
    A bit hindered by the terrain, but still not bad in my opinion.

    Quote: Solo play is hindered by the 4 lane structure. A team of 5 vs. a team of 5 means that 2 heroes will be in the same lane, meaning that then a hero will be pulled on the opposing side to counter this. However, it is likely that this will give way to "ganking" on both forces: 5 heroes in one lane, taking down any heroes that oppose them.
    1. 2vs1 in a line is ok (more experience for the one player) even if it`s mostly 2on2 in a lane (remember both teams got 5 players)
    2. This Aos should be about teamplay, I don´t want everybody to soloing the whole game, therefore destroying towers alone is hard.
    3. :P

    Quote: Outposts are, in general, nestled away in the base, protected from troops. So taking a lane provides little in the way of a leg up, aside from an unhindered route to the base after you take out the towers.
    Whaaaat? North and south lane are the key to win, this decides games.

    Quote: Ability to gain strategic advantages
    I think with the shrines, merceneraries and the legends there are more taactical opportunities than on nearly every other Aos (upgrades aren`t tactical you know 8). Also Expansions hm? :)

    Quote: And sadly, variety....man. Every hero seems to have only one way to play them, and each unit only one use. Worse, the units all blend together! Apart from the models, it's hard to tell them apart based on their traits and abilities (which are none). The places where some variety appeared to show some potential were quickly dashed: the altar of legends deal: a mobile aura seems like a petty reward for 2000 gold, and there was no clear distinction between them in terms of early-game, mid-game, late-game, or strategic usage.
    LOL how many ways shall it have? In nearly every AoS you have maxed all skills at max level, so you can "only" decide which skills to level when, these are already alternative ways to play them! Every hero has its use, if you don´t like the hero, chose another one.
    Else you have to use a system like "Choose-ability-from-pool", which sucks hard because it isn´t to balance, and comes up with dozens of poor quality, random abilites.
    Also what do you expect from the other units? Ninjas can hide, which allows nice ambushes at night or can be used as faster mules, Yari Cavalry can be used for fast attacks, elite archers are the perfect backup on a siege (in new version their range is longer), Ashigarus are the normal mule.


    Code: All in all: Good concept, poor execution. Sorry, guy. 3/5
    No problem, everybody has its own opinion =)
    There will be a new version which adds some spice in gameplay out soon, feel free to comment again then ;)



    Re: The problem with Samurai Legends...

    tegeus-Cromis - 09.07.2006, 18:35


    Two things:

    '5 heroes in one lane, taking down any heroes that oppose them' is not 'ganking.' Ganking is when two or more heroes ambush a single hero in such a way that the victim's' escape routes are cut off ('gang' + 'flank'). What you are referring to is simply a 5-man push. Get it right.

    Taking down a side lane is absolutely game-breaking. Seriously, if both teams are evenly matched, there is very little chance of coming back from the loss of an Outpost; if you lose two, it's pretty much GG.



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