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11 years ago
Oct 26, 2014, 6:03:48 PM
I've been playing for about a month now, around 100 hours, got most of the achievements and I have been working on this list of suggestions for a long time. Everything under "high priority" is mainly suggestions on how to improve the user experience. A bad UX makes the best game look bad.







HIGH PRIORITY



Bulk modifier: While the modifier key (e.g. shift) is held, many actions are executed (up to) 5 times at once.

• E.g. adding units to production queue, using boosters or stockpiles.



Move stockpiles to city management. This way you wouldn't constantly need to popup the cities when stockpiles are being used.



Add options to disable confirmation prompts on a case by case basis.

• Or just an option to disable it for boosters and stockpiles.



Make cells of price column in marketplace a buy button.

• E.g. clicking a Centaur's price, while you have enough dust, buys the unit.

• This would work well with the "bulk modifier". While pressed, the price is multiplied by 5. Clicking the price would then purchase 5 at once. This obviously only applies to the things that can be bought in bulk. You could then remove the entire bar at the bottom of the marketplace.



Please remember more settings, like which menus have been enlarged.

• E.g. making the production queue bigger, displaying FIDSI on hexes.



Necrophages start with Necrodrones unlocked. Other affinities should be able to start with the era I tech unit unlocked.







LOW PRIORITY



Show amount of villages on assimilation screen.



Boroughs: Let us build them even if another Borough is in the production queue or Happy Decampers are available.



Sorting cities by turns until growth.



Rename traits so that similar traits are alphabetically right after each other.



An option for consecutive turns instead of simultaneous turns.







BUGS



Armies are often unable to move despite having movement points. Often after the army composition is changed.



Sometimes Militia doesn't fight when a city is being attacked.



Cannot complete the "Bring x to the other village" quests, if the other village is converted.







BALANCE



You shouldn't be able to destroy improvements unless your ownership of the city is 100%.



Weapons of the Enemy: Two traits instead of one.

• You can raze cities and destroy improvements at any ownership.

• You gain +1 industry stockpile per population after razing a city.



Cultists affinity is too weak in my opinion. The penalty is too severe and the bonus doesn't balance it out. I don't have a good suggestion for a change to it.

• Also, a custom Cultists faction without Conversion can't progress the quest line.



Militia are too weak.







NEW TRAITS



Entrepeneur for the remaining FIDSI.



Native District or Cultural Indoctrination as possible starting technologies.



Devoted to : Improves your science while researching technologies in that tree by 3^era. I.e. 3 in era I, 9 in era II, etc.

• Names like "Devoted to War".



Traditional : During world generation, is added to

• 1: a region adjacent to your starting region.

• 2: your starting region.

• 3: your starting region and an adjacent region.

• Names like "Traditional Jewelry" (Gold), "Traditional Glassblowing" (Glassteel).



A trait that adds attack and/or defense to your units during winter.



A trait that improves the defenses of cities. Walls of Faith is the only one and only does it for the capital.
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11 years ago
Oct 27, 2014, 3:28:03 PM
Tsadiq wrote:


LOW PRIORITY



Show amount of villages on assimilation screen.



Boroughs: Let us build them even if another Borough is in the production queue or Happy Decampers are available.



Sorting cities by turns until growth.



Rename traits so that similar traits are alphabetically right after each other.



An option for consecutive turns instead of simultaneous turns.




Yes



Meh. I think it's some kind of weird coding thing there.



Sure



Mmmmm... Is it simultaneous turns only in MP? Not that consecutive turns is superior.







BUGS



Palace doesn't remove expansion disapproval.



Armies are often unable to move despite having movement points. Often after the army composition is changed.



Sometimes Militia doesn't fight when a city is being attacked.



Cannot complete the "Bring x to the other village" quests, if the other village is converted.




That's not a bug. Palace prevents your capital from adding to expansion disapproval. Not prevents it form suffering from.



High priority bug to fix.



The militia have 1 action/turn. If they used it (being reinforcements in another battle) they can't take part in another fight.



Conversion of village gives it an owner. Villages with owners no longer interact for quests. The bug is that the quest doesn't fail (or targets a converted village), not that it isn't able to be completed.





BALANCE



Improvements cannot be destroyed unless your ownership of the city is 100%.



Weapons of the Enemy: Two traits instead of one.

• You can raze cities and destroy improvements at any ownership.

• You gain +1 industry stockpile per population after razing a city.



Cultists affinity is too weak in my opinion. The penalty is too severe and the bonus doesn't balance it out. I don't have a good suggestion for a change to it.

• Also, a custom Cultists faction without Conversion can't progress the quest line.



+1 militia in every city. A single militia does almost nothing.




99% sure its intentional Intentional. Same for razing a city. It's not a significant balance issue unless your economy sucks. But then it might be considered a tactical consideration, not a balance one.



Why?



Cultist affinity is actually pretty powerful when used right. Level 3 districts are quite powerful. The issue is more or less that conversion is a TRAIT and not part of their affinity in the first place IMO. Fix the quest or bake conversion into the affinity.



Militia are HP sacks that absorb hits in fights. They're just useless against PLAYERS because PLAYERS don't use auto battle. Would be more effective to have them have real stats rather than simply making them more numerous.







NEW TRAITS



Entrepeneur for the remaining FIDSI.



Native District or Cultural Indoctrination as possible starting technologies.



Devoted to : Improves your science while researching technologies in that tree by 3^era. I.e. 3 in era I, 9 in era II, etc.

• Names like "Devoted to War".



Traditional : During world generation, is added to

• 1: a region adjacent to your starting region.

• 2: your starting region.

• 3: your starting region and an adjacent region.

• Names like "Traditional Jewelry" (Gold), "Traditional Glassblowing" (Glassteel).



A trait that adds attack and/or defense to your units during winter.



A trait that improves the defenses of cities. Walls of Faith is the only one and only does it for the capital.
Meh to all of the above.
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11 years ago
Oct 27, 2014, 4:39:10 PM
Regarding the bugs: I removed the palace line, but not the bit about militia. When something is being attacked, it always fights back, whether it be armies or cities with militia, regardless of action points. But one time one of my cities with militia was conquered without a battle occuring.



Regarding balance: I changed the wording of the 1st, which I didn't express clearly, and 4th.



Thanks for your input.



I don't have much to say to the rest of your post, but I'll answer your questions:

• Consecutive turns make a game take longer, but remove some icky things (like the player spamming harder winning a battle).

• Weapons of the Enemy currently is very one dimensional. Even if it wasn't split, but the effects as I suggest, it would enable more playstyles.
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11 years ago
Oct 27, 2014, 7:19:31 PM
Tsadiq wrote:


Cultists affinity is too weak in my opinion. The penalty is too severe and the bonus doesn't balance it out. I don't have a good suggestion for a change to it.

• Also, a custom Cultists faction without Conversion can't progress the quest line.



It is not really that bad, on the good side you can have every policy on empire plans for 1600 influence and every booster active in your capital.



Also, Custom cultists cannot raze cities at all if they don't have the Weapons of the enemy trait. I believe this is unintended.

Tsadiq wrote:
A trait that improves the defenses of cities. Walls of Faith is the only one and only does it for the capital.


What about stength of the vault ?
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11 years ago
Oct 27, 2014, 7:49:03 PM
Tsadiq wrote:
Boroughs: Let us build them even if another Borough is in the production queue or Happy Decampers are available.



There are probably technological obstacles to doing this.



The cost of a borough depends on the number you've already built, so the second one you add to the queue would have to cost more...but the game allows you to reorder items in your queue, which could make the cost-adjustment rules get really complicated really fast. You might want to say that they both display the lower price and then the remaining ones in your queue all jump up in price as soon as one is finished, but that will cause the predicted completion times to be off, and it could get confusing for a player who isn't already familiar with the rules...plus, what if the player tries to "buyout" more than one borough in a single turn?



Also, if they were going to allow this, you'd really want to be able to place the second borough in a location that won't become legal until the first one finishes...which, again, is going to get really complicated when the player starts reordering their queue.



I think limiting you to one at a time is pretty reasonable under the circumstances; I'd rather have the devs spend their time on other things.
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11 years ago
Oct 28, 2014, 4:26:56 AM
Scenario: At the end of Turn 36 or the start of Turn 37, a Borough District is completed, and there is nothing else in the build queue.

Question: Is unused industry from Turn 36 reserved for the next building on Turn 37 (another Borough District), or is it lost?
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11 years ago
Oct 28, 2014, 7:19:09 AM
I haven't figured out the exact details, but it's definitely possible to carry at least some unused industry into the next turn; I've noticed on many occasions that I was able to build something in fewer turns than its cost divided by my industry output when the city had cleared its queue the previous turn.



In Endless Space I believe the rule was that you could carry up to 1 turn's worth of unused industry output into the next turn (occasionally I would leave a build queue empty intentionally to get a head start on building something I was going to finish researching the next turn). It wouldn't surprise me if Endless Legend uses the same rule. I wish you could see the carryover in the UI somewhere (in both games).



Now, if your city has developed a very strong industry without building any boroughs, you might get into a situation where you could build 2 boroughs for less than 1 turn's worth of industry, in which case the limit of only building 1 at a time will definitely delay the second one and will probably also cause you to waste industry if you don't build anything else during those 2 turns. But I'd say that's a special case. In a typical situation, I don't think you're losing any efficiency by building one at a time.
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11 years ago
Oct 28, 2014, 11:44:59 AM
Antistone wrote:


In Endless Space I believe the rule was that you could carry up to 1 turn's worth of unused industry output into the next turn (occasionally I would leave a build queue empty intentionally to get a head start on building something I was going to finish researching the next turn). It wouldn't surprise me if Endless Legend uses the same rule. I wish you could see the carryover in the UI somewhere (in both games).
Since you only carry over one turn worth of industry there's no reason to delay the production since for anyone but automaton you'll build the thing in the same time either way.



Now, if your city has developed a very strong industry without building any boroughs, you might get into a situation where you could build 2 boroughs for less than 1 turn's worth of industry, in which case the limit of only building 1 at a time will definitely delay the second one and will probably also cause you to waste industry if you don't build anything else during those 2 turns. But I'd say that's a special case. In a typical situation, I don't think you're losing any efficiency by building one at a time.
You won't lose efficiency because you kept the overflow anyway. The only time you'd lose relative progress (compared to building to boroughs at once with massive industry) is if you had something after the borough in the queue. If it's empty building queuing one then the other the next turn will finish in exactly the same industry as queuing both at once would. Worst case scenario you lose a turn, but you won't waste any industry.
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11 years ago
Oct 28, 2014, 4:18:23 PM
Autocthon wrote:
Since you only carry over one turn worth of industry there's no reason to delay the production since for anyone but automaton you'll build the thing in the same time either way.


There's a reason to delay if the thing you want to build hasn't been researched yet, meaning that you can't add it to the queue on the current turn.



Autocthon wrote:
You won't lose efficiency because you kept the overflow anyway. The only time you'd lose relative progress (compared to building to boroughs at once with massive industry) is if you had something after the borough in the queue. If it's empty building queuing one then the other the next turn will finish in exactly the same industry as queuing both at once would. Worst case scenario you lose a turn, but you won't waste any industry.


If you are building nothing but borough after borough, and the first two could have been paid for by 1 turn's worth of industry, then the fact that you can't build two on the same turn is hurting you because:



1) You had enough industry to finish 2 boroughs on turn 1, but you will only actually finish 1, meaning that you will lose out on one turn's worth of the additional income that would have been provided by the second borough, and

2) If you're limited to 1 turn's worth of overflow, you will lose industry on turn 2, because the overflow from the first borough plus the overflow from the second borough will add up to more than 1 turn's worth of industry. Therefore you will have less industry available on turn 3 to spend towards the third borough.



If you must nitpick my examples, please read them thoroughly first.
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