![]() ![]() Possibly in the next (since they have finished with the sentient goods), but I wouldn't get my hopes up too much. They weren't going to do some radical combat changed in this chapter. Still, this chapter was always going to be about introducing T6 goods + maybe another minor wrinkle (it ended up being set buildings). On the other hand, it is possible, especially since they need to do *something* for military after getting all player units to 3 stars each. And a bunch of players complained that they don't even fight at all, so why should they care? So, that makes it less likely that they will spend a lot of effort changing battle tactics. However, the player base was not too enthusiastic about the combat changes. Each of these developments cater more towards the individual player bases.Įlvenar did try to develop combat more by adding units that were more specialized. As such, FoE developed their battle system more, while Elvenar focused on guest race goods production. ![]() FoE skews towards fighters, while Elvenar skews towards farmers. And I think it is hard for someone who has not played both games to understand that complaint.Īt the same time, the two games have a bit of a skew in player preferences. I think you are absolutely correct in that. Elvenar introduces things like fire and poison, but that doesn't force you to change tactics like FoE does. Check out the guide for the new Amuni chapter Read up to learn all you need to know about the Amuni chapter before it arrives Already available on Beta, and coming soon to all servers (date not yet released. ![]() All of these things force you to change tactics as you go up in age. Then, in the later ages, there are things like reactive armor and stealth. It is true that Forge of Empires changes from mostly-melee to mostly-ranged in early ages. Okay, I think I'm finally starting to understand where you are coming from. ![]()
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