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Report/Suggestions after playing 10h+

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11 years ago
Apr 26, 2014, 12:19:32 PM
Top 10 things I like



[LIST=1]
  • Endless space look and feel in interface, nice to have the familiary
  • Dynamic terrain generation, very nice look and feel
  • Races are very much nice and interesting; elfs could be more different then the standard formula, I think a game with out an "standard elf" race would be a "feature" for most
  • Regions and the 1city/region mechanic
  • Side-factions are nice addition
  • Quest Victory is really nice
  • The way neutrals work as anti-expantion mechanic is really nice
  • City expantion the way you want is a nice feature
  • Battle system
  • Vaulter look and feel

  • [/LIST]



    Observed Bugs



    • Sometimes the interface just wont let you attack a city. Assuming it's a bug related to a ingame object just silently failing. Reload solves it.
    • I've experienced one game where (while in fullscreen), tabbing out, loading in the background a fresh game would produce a complete devoid of terrain world. Re-make solves it.
    • There is the occasional red screen with "ingame object [something] is null," not sure if you have it automated but if possible please just add a "send report" button, since nobody wants to leave your nice game.
    • The state of the "enable resource grid" button seems to be dependent on the clicks rather then the actual game state so you can have it in a state of "on with no resource grid" and vice versa; conditions for reproducing escape me but tieing it in to the game state should fix it.
    • Sometimes city tiles dont provide the defense bonus.
    • Start Game, Make city, Click City, Retract fidsi, you should see "negative food" (bug), toggle back and forth and it should show normal again
    • As broken lords if you conquer a city and the player had workers on food you can't re-assign. The interface will also show the grayed out food column. Workaround: set the ai to dust temporarily





    Recommended Tweaks



    Feedback problems

    • There needs to be feedback on WHY you you can't build a district, or why a district is tacking infinity to build suddenly.
    • Problem that was also in Endless Space, buyout cost needs to be shown next to all buyout buttons! (give less space to the garrison, have the garrison minimize to the side or only enable at large resolution if needed)
    • City improvements you have made need to be always visible. If they could show their effect currently as a table that would be great too. Too much math to calculate in your head and "I'm building this because it's good" with no management afterwards. The way they are hidden away is over simplifying them.
    • There needs to be an option to "auto-enable resource grid when placing districts/cities"
    • Hovering over the time in build que should show why it's tacking X turns; it's more a good feel feature then useful feedback, helps players get immersed in the numbers
    • Army size is not very visible on the map. I don't think how big something is should be hidden. Models are nice for battle but for map I think it should be an army with proportions closer to terrain/city size; having it cover more then once hex when it's 6 in size would be interesting too.





    Winter is emersion breaking

    • The game has "ice fields"
    • No wind outside of winter is kind of a bummer
    • Would suggest doing something more fictional with it: "white darkness" or something





    City expansion needs some love

    • in general try to make the cities spread wider with farm tiles and make lv2 improvements more important or "line cities" less desirable
    • specially go for visual/immersion improvements with them since gameplay seems to have some wiggle room at the moment and they are a keystone in the gameplay feel
    • as a small city even if you have a lot of improvement options you should not be able to add EVERYTHING since you're too tiny to support them
    • some improvements should have a "reserves worker" requirement
    • idea: make it so the "farm tiles" that appear next to city tiles are not tied to being next to a city but just tied to being at most 3 tiles away from a lv1 district (or 4 tiles away from a lv2 district)
    • idea: Lv1 district should give you 3, and lv2 districts should add 3+2 farm tiles. You have to decide the placement of the farms yourself but once you do they are final
    • idea: city improvements should be placed on city districts or field (each improvement has a requirement); visually they would just show as little square icon with tiny arrow; if they require placement on a field you can't place a district there later with out destroying the improvement





    Watchtower models

    • assuming it was intentional so reporting it here, the watch towers should replace the previous broken structure (for Vaulters and Broken Lords at least)





    Broken Lords City Look and Feel

    • Broken Lord cities would be okey if they were a standard human faction but they're kind of not
    • Their cities are most desirable in deserts so it's wierd they're so dark
    • idea: change textures to a more yellow/white-ish variant
    • idea: break up some of the pillars in their city model to be more float magical connections





    City Siege

    • Units in cities should take 0 damage or a lot more damage, 1/2 dmg is kind of not doing anything.
    • Be-Siege should just be a icon, the silly walls are kind of ugly.
    • If a player is attacked while on a town then the defending units should be inside the town as much as possible. Reinforcements points way way outside the town.
    • If a player leaves his town to poke an attacker then the map should expand to just outside the town (ie. the defender attacking back can't just poke then hide in the town)





    Player start

    • There should be an option for starting conditions. At least as broken lords.





    City look a feel

    • please add some more detail to the tiny houses for all the races
    • The name of the city should not obscure the city graphics, move it so it's way above or automatically positions based on models to not obscure
    • remove the ugly line pointing down from the city name
    • there needs to be some city stree like textures inside the cities (eg. vaulter city hall has no roads inside it)
    • remove the grid from inside city borders, or make it be under the models, or just put a toggle for it to go away





    Interface persistence

    • I like to play with build que and available construction expanded, it would be nice if I didnt have to toggle them back every new game.





    Neutrals

    • Buyout should be 5x times more expensive at least.





    Experiment Suggestions



    Have you considered warping the hex grid using an algorythm that would make grass hex wide, cliffs fixed, hills close to the size they are now.
    0Send private message
    11 years ago
    Apr 26, 2014, 2:24:51 PM
    nightbasilisk, thank you for taking so much time to report suggest about the game, it really helps. there is already quite a few things I like, when reading, but need to discuss it with the team smiley: wink
    0Send private message
    11 years ago
    Apr 26, 2014, 2:29:05 PM
    Some really good stuff here. I'm still digging through it, but I agree on almost everything I've read so far.



    What are your thoughts on the research tree?
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