Scenario Review: SotBE 12 - Giving Some Back

Feedback for the mainline campaign Son of the Black Eye.

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podbelski
Posts: 151
Joined: June 7th, 2011, 8:35 pm

Re: Scenario Review: SotBE 12 - Giving Some Back

Post by podbelski » July 10th, 2014, 7:56 pm

1.11.15, medium difficulty, minimum starting gold (was not aware I had to accumulate gold in prev map)

For me it was impossible to win w/o reloads!
When I understood this fact, it was too annoying to replay "Clash of armies" for gold and then restart this map from scratch. I hate lancers, unbelievably frustrating to fight against. So I save/loaded like crazy to win and move on.

Suggested changes, not necessary all at once:
- less lancers (probably restrict recruitment to one of the enemies)
- more gold to player
- increase turn limit by 2-4 turns

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Turuk
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Re: Scenario Review: SotBE 12 - Giving Some Back

Post by Turuk » July 10th, 2014, 8:42 pm

podbelski wrote:For me it was impossible to win w/o reloads!
podbelski wrote:Suggested changes, not necessary all at once:
- less lancers (probably restrict recruitment to one of the enemies)
- more gold to player
- increase turn limit by 2-4 turns
Thanks for the feeback podbelski. Could you attach your replay for this scenario so we can see how it went and analyze ourselves on other changes that might be made to bring it into balance? If you have your S11 replay, that would help too.
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podbelski
Posts: 151
Joined: June 7th, 2011, 8:35 pm

Re: Scenario Review: SotBE 12 - Giving Some Back

Post by podbelski » July 11th, 2014, 4:15 pm

replay attached, two things:

1) I increased turn limit to 24 turns, too much IMO. As I said above 20-22 turns looks optimal for me (say 20 for nightmare, 21 for medium and 22 for easy). I watched Maiklas' replay and despite he was lucky it was pretty close to a loss b/c of time limit.
2) my installation is not English, not sure if it will cause problems for you... but I renamed the .gz file

and btw I noticed that the Green ally is obviously recruiting more often than the Blue one, is it the desired behaviour?

... I'll provide S11 replay a bit later (in S11 thread)

... I'm not posting replays/impressions for other scenarios either b/c Maiklas already covered everything or I'm really happy with the map. But if you are interested just ask, I'll give them out. Except for S12, I'm playing almost w/o save/loads, using them mostly to avoid scenario restart due to a mistake b/c I don't have much time to play)
Attachments
SotBE-Giving_Some_Back_replay.gz
(76.87 KiB) Downloaded 134 times

sine_nomine
Posts: 39
Joined: April 30th, 2016, 11:34 pm

Re: Scenario Review: SotBE 12 - Giving Some Back

Post by sine_nomine » May 3rd, 2016, 4:39 am

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Nightmare 1.12.4

(2) How difficult did you find the scenario? (1-10)
9
403 starting gold (very high due to previous scenario issues)

(3) How clear did you find the scenario objectives?
Clear

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Clear

(5) What were your major challenges in meeting the objectives of the scenario?
Allies tend to get killed during the day. Telling them to be defensive might help a little.
Lancers are deadly.
You need to kill things fast since the enemies continue to pump out enemies while your forces only get smaller.
Try to set up your battle lines in a concave shape and try to let your units attack right after being recruited/recalled; you need to deal lots of damage fast.
Essentially, you want to attack ASAP and keep on attacking until you win. Don't even bother flagging villages that are out of your way.

(6) How fun do you think the scenario is? (1-10)
5. The allies are annoying, the terrain is uninteresting, and the tactics are rather simple. I guess a straightforward scenario like this is okay once in a while but I personally don't like them.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
If the intent of the scenario is for you to overwhelm with brute force, I suppose it accomplishes that well. If you want the player to consider defending during the day, you would need to increase player income and/or decrease enemy income. It would be nice to have the option of reinforcing from the first enemy's keep, but as is you need to go negative from the start (and I had tons of gold going in).

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
I restarted a bunch of times in my playthrough because I wasn't really interested and kind of haphazardly threw my units at the enemy. Eventually I got lucky and won. But after seeing the positive comments on this scenario here I went back and replayed it more seriously and was successful.
Attachments
SotBE-Giving_Some_Back_replay_v2.gz
better version
(77.35 KiB) Downloaded 96 times
SotBE-Giving_Some_Back_replay.gz
not so good
(75.13 KiB) Downloaded 86 times

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