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The Direction of Endless Space 2

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8 years ago
Nov 16, 2016, 1:50:33 AM

I have to say, the tech tree is just bad. It does not work for the game board.


2 cents.


Big hopes for ES2, I like the carry over and evolution of the quest system from EL - a bit "spammy" and some of the quests are not properly balanced for difficulty/map. ( playing as planet brokers in a small galaxy can make the multi-water planet requirement super hard, even in era 3 ) Was always a similar issue in EL though.


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8 years ago
Nov 16, 2016, 11:57:17 AM

Hello,


For the different points you’re concerned with, let me clarify the current state and our vision about them:


Nerf battleship customization with a new slot system.

We want to make ship design more meaningful by implementing the slot system. In the public version you’re playing, we limited the available module based on the role of the ship, reducing a lot your options. 

The idea was to reinforce the synergy between the different hull, but it doesn’t work as intended. That’s why in the upcoming update, you’ll have more options (all weapons available for all hulls), but the slots will remain as they allow meaningful choices: you have to define the strength and weaknesses of your design and you can create combo of ship design. You can find Mysterarts answer here


In Endless Space, the tonnage system was interesting but led to micro optimization which mostly generate loss of time as you were looking for old module just to fill the bits of missing industry.


Nerf customizable races (Incoming! I betcha!).

Indeed! We didn’t release the customization yet, but I can tell you that you’ll have more options than in Endless Space 1, so I don’t really understand why you feel we nerfed this. Could you elaborate so we can consider a potential issue we might have missed? Thanks!


Nerfed space combat: less control, commands only at the start of the battle instead of three times during combat.

From what we have experienced with Endless Space 1, with the control given during the battle, players have requested that it is given at the beginning of the battle instead to avoid playing the entire battle and going through the cinematic.


For those who enjoy them, we made the decision to go for space opera like battles. Thus, we don’t want to distract player with decision making, but rather to sit down and enjoy. Or for the most curious players, using the scan view to get more info about what is going. Or for the ones that love to share their experience to record the battle and share it…


Less intuitive GUI, combined between ES1 and Endless Legend (no big complaints here).

We’re working on the UI as long as the production goes in order to make it the best possible. If you have any concrete feedback, do not hesitate to detail them so we can consider issues we might have missed!


Totally different techtree, which you cannot explore as free as you want.


As detailed here, we heard the community, and we agree with you: the technology will be revamped completely and be closer to what it was in Endless Space 1.


Throw away some races for new ones. Compare this with Street fighter sequels: every sequel added more characters, instead of throwing away old ones and replace them with new ones.

I can understand your frustration of missing previous race but we had to make a choice:

  • Deliver the same set of Race for Endless Space 2 as we had in Endless Space 1
  • Bring back some race from Endless Space 1 and add new ones.

Ideally I know you’d love, and actually us too, to have actually both, but in terms of production, it would require at least 1 more year of development and we cannot afford that. 

So we decided to go for the 2nd options in order to keep the continuity but still be able to refresh the gameplay through new factions.


Cheers,

Updated 8 years ago.
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8 years ago
Nov 16, 2016, 6:43:50 PM

I get a feeling that constructive criticism has been exhausted somewhat as most people have expressed their views regarding systems in their current state already and just waiting for the next update.


Hobbesian wrote:

If you claim to be such fans of your original game, then why is it that your sequel bears so little of the Original's DNA, it is Endless Space in name and face only, but it is Endless Legend in design, form and function.


No, it's not. None of you who seem to think post-EA ES2 will be ruined by features imported from EL haven't provided the slightest bit of evidence.

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8 years ago
Nov 16, 2016, 7:47:15 PM

In Endless Space, the tonnage system was interesting but led to micro optimization which mostly generate loss of time as you were looking for old module just to fill the bits of missing industry.

Micro optimization is great. There is a term for what you are doing: dumbing things down

For some reason you assume that your player isn't intelligent enough, or not enjoying tweaking/tinkering/optimizing their ships. It's one of the CORE FEATURES OF ES1.

This is of course debatable, but this is how I see it.


Furthermore it's not just micro optimzation, but also ship design in general. The freedom to load out your ships in anyway kind way (also with certain rules and restrictions).

For some reason you decided to restrict this heavily. Copy the Endless Legends model, where the slot model made a lot more sense, since ur dealing with humanoids.

Maybe slots with no restrictions are fine.


Indeed! We didn’t release the customization yet, but I can tell you that you’ll have more options than in Endless Space 1, so I don’t really understand why you feel we nerfed this. Could you elaborate so we can consider a potential issue we might have missed? Thanks!

For a certain Endless Space 1 patch you announced that you would nerf faction customization by putting a hard limit on how many traits you could have. 

Instead of having as many traits as possible as long you stay under 76 points. 

Same story, dumbing things down. People complained and the nerf for ES1 wasn't implemented.


This nerf however was there in Endless Legends, where the hard limit on amount of traits was implemented. So you had a max amount of traits you could have.

It's not so strange to assume that you're going to do the same thing for ES2.


From what we have experienced with Endless Space 1, with the control given during the battle, players have requested that it is given at the beginning of the battle instead to avoid playing the entire battle and going through the cinematic.


For those who enjoy them, we made the decision to go for space opera like battles. Thus, we don’t want to distract player with decision making, but rather to sit down and enjoy.

Did you know that quite a part of your ES1 community plays the game online? With strangers, family or friends?

And do you know what we usually do during battle online? Auto-resolve. Becuz looking at the cinematics takes too much time and gets old after a while.

But you had Auto-resolve with some control with input for 3 phases.


I sometimes preferred to watch the cinematics , because they were pretty. 

But during cinematics I could change my commands  (which I could not during Auto-resolve). Such that I could retreat to safe some ships? Or increase fire power also to save my ships? Or do some evasive action or healing? If I was taking too much damage?


For some reason you even go with the ''Waterfall method'' way of thinking for space combat, by thinking first and then do/implement.

Instead of a more agile approach, thinking while doing, in order to deal with uncertainty, allowing change during your combat cycle.

You have completely removed this flexibility and choice during space battle.


Ideally you would have more phases just like Endless legends (ironically), that for every move (turn-based) you could change your inputs.

But I think that would go too far, just go for at least with the three phases or more phases even imo. Either keep the Endless space 1 control on space combat, or better increase them like in Endless legends or other games 4x games like Star Trek: Birth of the federation, where each phase was just a time interfval of 10 sec of combat.


About the other issues I don't have any more to say.

I actually don't care about the races, but a lot of other players do. 

I usually just make my own custom race, the removed races was just an example of how you just removed things people get attached to.


Conclusion


From your reply Meedoc I can see you are too detached from your own game. You don't really know the game ES1 as I do as a player, or as most of the concerned people here in the post and I think you never will.

Way too much arrogance, dealing with different stakeholders, your own Grand design opinion of how people should play the game.


But for the moneys, you should just carry on like you are right now. Go ahead ''balance the game for more meaningful choices'' by dumbing things down. 

It worked for the Civilization franchise, it's more popular than ever. I personnally liked Civ at best when Brian Reynolds was working as a lead designer, but who cares.


Take a look at yourself, enforcing your own vision on how people have to play the game, instead of having more of a sandbox game attitude towards the game (like there was in ES1).

A lot of indie companies start fresh, innovative and end up, detached, arrogant, bureaucritic, uninspiring. I just didn't think it would happen to Amplitude so soon.


Thx for the reply. I'm still very cynical you will still change things for the best, but it never hurts to try.









Updated 8 years ago.
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8 years ago
Nov 16, 2016, 11:25:59 PM
EndlessYouth wrote:

In Endless Space, the tonnage system was interesting but led to micro optimization which mostly generate loss of time as you were looking for old module just to fill the bits of missing industry.

Micro optimization is great. There is a term for what you are doing: dumbing things down

For some reason you assume that your player isn't intelligent enough, or not enjoying tweaking/tinkering/optimizing their ships. It's one of the CORE FEATURES OF ES1.

This is of course debatable, but this is how I see it.


Furthermore it's not just micro optimzation, but also ship design in general. The freedom to load out your ships in anyway kind way (also with certain rules and restrictions).

For some reason you decided to restrict this heavily. Copy the Endless Legends model, where the slot model made a lot more sense, since ur dealing with humanoids.

Maybe slots with no restrictions are fine.


Indeed! We didn’t release the customization yet, but I can tell you that you’ll have more options than in Endless Space 1, so I don’t really understand why you feel we nerfed this. Could you elaborate so we can consider a potential issue we might have missed? Thanks!

For a certain Endless Space 1 patch you announced that you would nerf faction customization by putting a hard limit on how many traits you could have. 

Instead of having as many traits as possible as long you stay under 76 points. 

Same story, dumbing things down. People complained and the nerf for ES1 wasn't implemented.


This nerf however was there in Endless Legends, where the hard limit on amount of traits was implemented. So you had a max amount of traits you could have.

It's not so strange to assume that you're going to do the same thing for ES2.


From what we have experienced with Endless Space 1, with the control given during the battle, players have requested that it is given at the beginning of the battle instead to avoid playing the entire battle and going through the cinematic.


For those who enjoy them, we made the decision to go for space opera like battles. Thus, we don’t want to distract player with decision making, but rather to sit down and enjoy.

Did you know that quite a part of your ES1 community plays the game online? With strangers, family or friends?

And do you know what we usually do during battle online? Auto-resolve. Becuz looking at the cinematics takes too much time and gets old after a while.

But you had Auto-resolve with some control with input for 3 phases.


I sometimes preferred to watch the cinematics , because they were pretty. 

But during cinematics I could change my commands  (which I could not during Auto-resolve). Such that I could retreat to safe some ships? Or increase fire power also to save my ships? Or do some evasive action or healing? If I was taking too much damage?


For some reason you even go with the ''Waterfall method'' way of thinking for space combat, by thinking first and then do/implement.

Instead of a more agile approach, thinking while doing, in order to deal with uncertainty, allowing change during your combat cycle.

You have completely removed this flexibility and choice during space battle.


Ideally you would have more phases just like Endless legends (ironically), that for every move (turn-based) you could change your inputs.

But I think that would go too far, just go for at least with the three phases or more phases even imo. Either keep the Endless space 1 control on space combat, or better increase them like in Endless legends or other games 4x games like Star Trek: Birth of the federation, where each phase was just a time interfval of 10 sec of combat.


About the other issues I don't have any more to say.

I actually don't care about the races, but a lot of other players do. 

I usually just make my own custom race, the removed races was just an example of how you just removed things people get attached to.


Conclusion


From your reply Meedoc I can see you are too detached from your own game. You don't really know the game ES1 as I do as a player, or as most of the concerned people here in the post and I think you never will.

Way too much arrogance, dealing with different stakeholders, your own Grand design opinion of how people should play the game.


But for the moneys, you should just carry on like you are right now. Go ahead ''balance the game for more meaningful choices'' by dumbing things down. 

It worked for the Civilization franchise, it's more popular than ever. I personnally liked Civ at best when Brian Reynolds was working as a lead designer, but who cares.


Take a look at yourself, enforcing your own vision on how people have to play the game, instead of having more of a sandbox game attitude towards the game (like there was in ES1).

A lot of indie companies start fresh, innovative and end up, detached, arrogant, bureaucritic, uninspiring. I just didn't think it would happen to Amplitude so soon.


Thx for the reply. I'm still very cynical you will still change things for the best, but it never hurts to try.

Could you dial it down a notch? Most of us, including you I hope, are interested in a constructive dialog with the devs to shape this game. Your post comes off as being presumptuous and berating at times which distracts from the actual points you are trying to make. 

Updated 8 years ago.
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8 years ago
Nov 17, 2016, 10:18:10 AM

Micro optimization is great. There is a term for what you are doing: dumbing things down

For some reason you assume that your player isn't intelligent enough, or not enjoying tweaking/tinkering/optimizing their ships. It's one of the CORE FEATURES OF ES1.

This is of course debatable, but this is how I see it.

Furthermore it's not just micro optimzation, but also ship design in general. The freedom to load out your ships in anyway kind way (also with certain rules and restrictions).

For some reason you decided to restrict this heavily. Copy the Endless Legends model, where the slot model made a lot more sense, since ur dealing with humanoids.

Maybe slots with no restrictions are fine.

Let’s be clear, I’m all for optimization, but we want to keep it for spaces where it’s meaningful instead of pushing players to spend lots of time on all features. 


Ship Design is part of the core features indeed. For us what is meaningful here is not micro optimization but creating ships that make sense, which you can interpret and memorize.


The ship design screen is a place where you can express yourself, and that’s why we removed extra constraints that were indeed dumbing things down.


Still, we think that keeping certain constraints leads to interesting dynamics, and being able to understand globally what the opponent’s fleet can do by looking at the different hulls thanks to the roles will lead to better decision-making during battles. 


Ship design is a feature that is nourishing the battle gameplay, and for that we’re reworking deeply how modules works, the impact of strategic resources as well as the diversity of modules (more types to create combos and unique strategies).


For a certain Endless Space 1 patch you announced that you would nerf faction customization by putting a hard limit on how many traits you could have. 

Instead of having as many traits as possible as long you stay under 76 points. 

Same story, dumbing things down. People complained and the nerf for ES1 wasn't implemented.

This nerf however was there in Endless Legends, where the hard limit on amount of traits was implemented. So you had a max amount of traits you could have.

It's not so strange to assume that you're going to do the same thing for ES2.

This limitation was intended for the competitive multiplayer scene, and in the end this limitation doesn’t exist in Endless Legend (as you can see on the screenshot below).


We do have a point systems, and we think we can have both a limited system for players who want to be competitive (and limiting the number of traits helps provide a better balance between factions) AND a freer system (just with a point limitations). For people who want to remove that, it’s still easily possible through modding.


Did you know that quite a part of your ES1 community plays the game online? With strangers, family or friends?

And do you know what we usually do during battle online? Auto-resolve. Becuz looking at the cinematics takes too much time and gets old after a while.

But you had Auto-resolve with some control with input for 3 phases.

I sometimes preferred to watch the cinematics , because they were pretty. 

But during cinematics I could change my commands  (which I could not during Auto-resolve). Such that I could retreat to safe some ships? Or increase fire power also to save my ships? Or do some evasive action or healing? If I was taking too much damage?

For some reason you even go with the ''Waterfall method'' way of thinking for space combat, by thinking first and then do/implement.

Instead of a more agile approach, thinking while doing, in order to deal with uncertainty, allowing change during your combat cycle.

You have completely removed this flexibility and choice during space battle.

Ideally you would have more phases just like Endless legends (ironically), that for every move (turn-based) you could change your inputs.

But I think that would go too far, just go for at least with the three phases or more phases even imo. Either keep the Endless space 1 control on space combat, or better increase them like in Endless legends or other games 4x games like Star Trek: Birth of the federation, where each phase was just a time interfval of 10 sec of combat.

As we said before, we want to offer a solution without interaction within the battle so you don’t always have to play the battle, and we want to avoid a system in which you play battles by default just in case it gives you an edge. 


Still, if we don’t convince the community with our next iteration, adding active decision is a possibility. We know that we’re lacking active decision-making on the current battle, and we’re working on it. We would have loved to be able to deliver the next iteration for the 1st update but we had to postpone it for the second one.


Mysterarts opened a discussion on the subject, and I invite you to read it and to participate to bring your own opinion.


Conclusion

From your reply Meedoc I can see you are too detached from your own game. You don't really know the game ES1 as I do as a player, or as most of the concerned people here in the post and I think you never will.

Way too much arrogance, dealing with different stakeholders, your own Grand design opinion of how people should play the game.

But for the moneys, you should just carry on like you are right now. Go ahead ''balance the game for more meaningful choices'' by dumbing things down. 

It worked for the Civilization franchise, it's more popular than ever. I personnally liked Civ at best when Brian Reynolds was working as a lead designer, but who cares.

Take a look at yourself, enforcing your own vision on how people have to play the game, instead of having more of a sandbox game attitude towards the game (like there was in ES1).

A lot of indie companies start fresh, innovative and end up, detached, arrogant, bureaucritic, uninspiring. I just didn't think it would happen to Amplitude so soon.

Thx for the reply. I'm still very cynical you will still change things for the best, but it never hurts to try.

I apologize if you found me arrogant, that’s not who I am nor who I want to be. I’m reading a lot, sometimes chatting with players on Steam, and I’ve met a lot of different types of players through events over the past few years… 

I don’t want to force my vision on you, but to explain it and what we want to achieve. We are still open to discussion and making huge changes, even when we are lacking time. 


For instance, on Endless Legend, I worked nonstop for 2 weeks just before the release of Endless Legend in order to revamp completely how the battle system worked, and all the related data. These last-minute changes came from community feedback and our intention to do right by the community.


It’s not to show off but more to insist on how I care about players experience. I can’t say I know all of our players, but I think I have a good vision on who plays the game, and not only the more active on the forums but also the shy, from the father’s single-player focus to the multiplayer focus. 


I hope you’ll still be active and help us to make ES2 a better game.


Cheers,

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8 years ago
Nov 17, 2016, 1:02:52 PM

And yet, my ship "designing" goes like this:

double-click kinetics until slots are full

double-click armor until slots are full

drag an engine in there.

done.



EVE online has slots per ship, and yet they have CPU/power restrictions that allow players to play with fitting for years, for Christ sake they have fan-made applications for fitting ships only.

Even ES1 had the fitting freedom we could play around, creating carriers or snipers out of the same hull.


Right now, you guys give us a box with prefab slots and tell us "let the monkey fill the slots in! of course something that doesn't go in there as we wanted, will not fit in there".

Man, even a monkey can fit the ship in ES2 now.

And it is demeaning to see you treat your playerbase to be that stupid.


This is your current ships designer, for 3 year olds:




I honestly understand it is too late for you to make any reasonable changes to that - this should have been taken care of by lead design 1 years ago before you coded that crap in, but really, thumbs down.


Updated 8 years ago.
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8 years ago
Nov 17, 2016, 2:08:40 PM
Frogsquadron wrote:

(second only to another of AmpliMath & SpaceTroll's games, RUSE).

LOL Eugen System... Okay...


Sooo if I'm stalking / googling fu, then Tim too, rigth ?


<-- I think I know his sister Clem, and if that's it, I think I allready drank a beer with him

WOOT WOOT, GOT MYSELF A BADGE GOT MYSELF A BADGE :) :) :)


lol

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8 years ago
Nov 17, 2016, 2:11:00 PM
Asuzu wrote:





In EVE Online, you don't fit 5 ships / hour.

In EVE Online, you don't change what you can fit on a ship every 20 minutes or so.


Don't tell that's not true, I played this about 5 years.


I'm not sure that comparison between a 1 ship / player game and a 10+ ships / per player game is the best you can do.

Updated 8 years ago.
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8 years ago
Nov 17, 2016, 4:27:51 PM
Kweel_Nakashyn wrote:

In EVE Online, you don't fit 5 ships / hour.

In EVE Online, you don't change what you can fit on a ship every 20 minutes or so.


Don't tell that's not true, I played this about 5 years.


I'm not sure that comparison between a 1 ship / player game and a 10+ ships / per player game is the best you can do.

No, but you will spend a lot more time developing that -one- ship to fit your personal playstyle in EVE. That ship is essentially your avatar. However, there's a lot that could be learned from the ship fitting experience IN EVE that would translate into Endless Space. In all fairness ES1 was a lot closer to -that- experience than ES2.

N.N.Thoughts wrote:

I get a feeling that constructive criticism has been exhausted somewhat as most people have expressed their views regarding systems in their current state already and just waiting for the next update.


Hobbesian wrote:

If you claim to be such fans of your original game, then why is it that your sequel bears so little of the Original's DNA, it is Endless Space in name and face only, but it is Endless Legend in design, form and function.


No, it's not. None of you who seem to think post-EA ES2 will be ruined by features imported from EL haven't provided the slightest bit of evidence.

We already have - The Tech Tree and the Ship Designer, and we've compared them to ES1 and shown them to be clear regressions. EA is their chance to remove the Endless Legend spackle they've applied liberally in the absence of "better" solutions and start showing people they're more capable than Endless Legend. So far the general hint is they want to hang on to the Era System even if they're willing to finesse it, that is not going to end well.

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8 years ago
Nov 17, 2016, 7:17:54 PM
Asuzu wrote:

And yet, my ship "designing" goes like this:

double-click kinetics until slots are full

double-click armor until slots are full

drag an engine in there.

done.



EVE online has slots per ship, and yet they have CPU/power restrictions that allow players to play with fitting for years, for Christ sake they have fan-made applications for fitting ships only.

Even ES1 had the fitting freedom we could play around, creating carriers or snipers out of the same hull.


Right now, you guys give us a box with prefab slots and tell us "let the monkey fill the slots in! of course something that doesn't go in there as we wanted, will not fit in there".

Man, even a monkey can fit the ship in ES2 now.

And it is demeaning to see you treat your playerbase to be that stupid.


This is your current ships designer, for 3 year olds:




I honestly understand it is too late for you to make any reasonable changes to that - this should have been taken care of by lead design 1 years ago before you coded that crap in, but really, thumbs down.


While I'd personally love to see a combo of both tonnage and slots (The tonnage system on its own was not a good system. Pick your poision, click until your mouse broke, and you're done), this is an idiotic metaphor, given that you still do have to make choices in the current system. There's hybrid slots, ranges to consider, and different support effects to consider.

Hobbesian wrote:

We already have - The Tech Tree and the Ship Designer, and we've compared them to ES1 and shown them to be clear regressions. EA is their chance to remove the Endless Legend spackle they've applied liberally in the absence of "better" solutions and start showing people they're more capable than Endless Legend. So far the general hint is they want to hang on to the Era System even if they're willing to finesse it, that is not going to end well.

Yep, agreed there.


As for the guy who posted what you're replying to: It doesn't have to stop being a game for it to be a regressive act for fans of the original. If first-person combat was thrown in to Endless Legend in place of turn-based combat, some people would think it was the coolest change ever, but the core fanbase would despise it. If you can't see why fans of Endless Space would be disappointed that they aren't getting more Endless Space, you have tunnel vision.

Updated 8 years ago.
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8 years ago
Nov 18, 2016, 12:21:12 AM
Hobbesian wrote:
Kweel_Nakashyn wrote:

In EVE Online, you don't fit 5 ships / hour.

In EVE Online, you don't change what you can fit on a ship every 20 minutes or so.


Don't tell that's not true, I played this about 5 years.


I'm not sure that comparison between a 1 ship / player game and a 10+ ships / per player game is the best you can do.

No, but you will spend a lot more time developing that -one- ship to fit your personal playstyle in EVE. That ship is essentially your avatar. However, there's a lot that could be learned from the ship fitting experience IN EVE that would translate into Endless Space. In all fairness ES1 was a lot closer to -that- experience than ES2.

I'm not sure about that.


Eve have 

- hi slots which contains weapons & utility modules (actives buffs, mining stuff, cloaks, etc).

- med slots which contains actives defense & debuffs

- low slots which contains structural defenses & passive buff

- rigs when I left the game ("low low slots" per say)

On top of that, that have 2 kind of "points" which you can buy modules with : CPU & powergrid.


ES1 have:

- Slots for weapons

- Other slots.

- 1 point system : weight


ES2 have:

- slots for weapons

- slots for utility

- slots for defense

- slots for weapons / utility

- slots for weapons / defense

- slots for utility / defense

- generic slots.

- say 1 fourth of the total numbers of modules for ES1. This is the main problem.


The problem of ES2 is more about the few EA's modules, the "+1 to stuff" 1-dimensionnal bonus modules and the poor number of ships roles.


So:

- the game could gain a lot if advanced modules gave say 2x the bonus of the base modules BUT would nerf 0.5x something different (if I were game designer there, I would say "whatever the module, titanium always nerf ship engines. whatever the module, hyperium alway nerf the ship defense.".
For exemple. In consequence, this way the ressource disposal on the map would make strategic goals, defended by strategic ships. And that would boost geostrategy, trading & exploration.


- the game could gain a lot if Era 5 modules were not "best everywhere" but "excellent in one area, poor in others". Each module should give more choice, but not totally disqualifying older stuff.


- the game could gain a lot if modules helped to define new ship roles. When designing a ship, your role choices are basically always mono-task.

The choice are : let's do (a) a ship for exploration or (b) quick police gunships glasscanons or (c) heavy assaultships. And that's it.

Colony ships are alway 1x colony modules + full engines + maaaaaaaybe one probe system so you can probe the best planet to settle in the target system.

=> I think the base system is very nice to use, because it's very quick to use so players in multi are not waiting for the others.

But that's if you had to make more choice than engines vs probes vs defense vs guns.


You could have meaningfull buff modules. You would have meaningfull logistic cargo ship (what for ? I don't know ? Trading ? So you would have to move stuff other than colony and escort this ? And maybe be stoled ?).

You could have bubles like in Eve to make more than 1 turn of system defense. Etc etc etc. You can have many things.

You would have spy ships maybe.


So now if you want to craft an all-around ship, that would mean real sacrifices to you.


There was not many shiproles in ES1 despite people get the illusion the system was smarter. It's an illusion, because there was actually maybe 5x the modules.
They just say "oh, there removed one limit which was the price of weight, how dumb is that". They removed that because it's slow, and slowplay alone is stupid in a war game. In multiplayer, you are not choosing your army composition online in recent Total War : you have loadouts (btw......).


They just put way more limits with the dedication of slots here but critics did not see that because the EA miss half the military stuff.
ES1 had many modules and it's wrong to think it was more complex before because of the weight. It wasn't. It was a Eve copycat, and it was not suited for a war game ergonomy. It was suited for a hero/avatar/whatever game.


I was one of those who just clicked "autofit" after playing a bit with it my first games.

In fact there was less roles than EA ES2 because exploration was not that important.

And even Eve use tools and loadouts now. So dumb.


In Eve, I do not remember SirMolle (BoB) or Darius (Goonswarm, before themitani) or Frederic (TCF. I was there.) giving fitting advices. Their job was to rule Empires, conquest land, use diplomacy and fortify their economy.


Not telling me whatever big guns I could put on my Tempest using Matari high slot tricks (don't look for me on killmails, I was a corp PR or something), or telling who have cheap blockaderunners & cloaks to sell I can get so I can avoid being ganked like a noob before DT, or telling me how to get implants to boost the speed of my inty.

They have no time for this, and it's not interesting to them. They were rulers. The stuff we do in ES.

Updated 8 years ago.
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8 years ago
Nov 18, 2016, 12:12:15 PM
Guys, when I say "EVE" it does not mean you have to dust off all your 10 years of nerding there (I have 3 years myself) and come bashing to explain how exactly EVE fitting is different from ES.


What I was trying to say, is that there is a possibility of ship designer which actually requires to use more than 1 braincell, be the game within the game, and in general give player a whole lot of fun.
And for those who hate it, there is always an "Auto-fill" option to slap what dev see right and go shoot stuff.
But right now, what we have is extremely dumbed down shape-fitting screen for 3 year olds, which is simply insulting to players of ES1 even.
That would be all, thank you.
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8 years ago
Nov 18, 2016, 5:21:55 PM

Conclusion


From your reply Meedoc I can see you are too detached from your own game. You don't really know the game ES1 as I do as a player, or as most of the concerned people here in the post and I think you never will.

Way too much arrogance, dealing with different stakeholders, your own Grand design opinion of how people should play the game.


But for the moneys, you should just carry on like you are right now. Go ahead ''balance the game for more meaningful choices'' by dumbing things down. 

It worked for the Civilization franchise, it's more popular than ever. I personnally liked Civ at best when Brian Reynolds was working as a lead designer, but who cares.


Take a look at yourself, enforcing your own vision on how people have to play the game, instead of having more of a sandbox game attitude towards the game (like there was in ES1).

A lot of indie companies start fresh, innovative and end up, detached, arrogant, bureaucritic, uninspiring. I just didn't think it would happen to Amplitude so soon.


Thx for the reply. I'm still very cynical you will still change things for the best, but it never hurts to try.


Honestly i am astonished that you even get answer for this, it shows that the devs do care even for the most militant of their fans. And honestly that first line about arrogance, and beeing detached feels like something that applies to some of the voices in here. it fully applies to you though. Instead of discussion all you say is : ES1 WAS THE BEST. You dont want a new game you want ES1. Because you also dont give ideas about how ES2 could be a better ES1 all you say is how everything is bad and worse and the worst idea and no one will like it. Start getting Constructive and you might help shape this game into something better. For now you are doing nothing to help. 


(Edit: its borderline impressive to say I KNOW THE GAME BETTER THAN YOU, DEVELOPER" )


And honestly your opinions do diverge strongly from the bigger part of the fanbase or players in general. Saying that micro management to the max is the best is... well... cool if you like it son, but oh boy does it not make a game better. 

And it didnt even really work in ES1. Thats why i dont understand all that praise but it dumbed down to certain standardized best builds. Some weapons beeing just the better combination always. All you want is just an overxomplexification so you can feel better about beeing smarter than others in having figured out the best combination. 


YOU are the one enforcing a view about how to play the game upon the Devs it seems. And Even though others are with you in the idea that the game should be more like ES1 atleast the other post any constructive ideas. Every Single Post of yours so far was just an attack at the Devs and lots of insulting. 



I myself found Meedocs reply quite detailled and very objective. They are proposing ideas for the community to tweak or even throw away. But lets start beeing goddamn constructive and less destructive here. We all want a great Endless Space 2 and thats not happening if everyone just flings their dissapointment at the Devs and also shows their viewpoint as the only right one and those of the "playerbase" or "fanbase". Generalizing is a bad thing son. 

Updated 8 years ago.
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8 years ago
Nov 18, 2016, 5:40:32 PM
Tingeltangelflo wrote:

Conclusion


From your reply Meedoc I can see you are too detached from your own game. You don't really know the game ES1 as I do as a player, or as most of the concerned people here in the post and I think you never will.

Way too much arrogance, dealing with different stakeholders, your own Grand design opinion of how people should play the game.


But for the moneys, you should just carry on like you are right now. Go ahead ''balance the game for more meaningful choices'' by dumbing things down. 

It worked for the Civilization franchise, it's more popular than ever. I personnally liked Civ at best when Brian Reynolds was working as a lead designer, but who cares.


Take a look at yourself, enforcing your own vision on how people have to play the game, instead of having more of a sandbox game attitude towards the game (like there was in ES1).

A lot of indie companies start fresh, innovative and end up, detached, arrogant, bureaucritic, uninspiring. I just didn't think it would happen to Amplitude so soon.


Thx for the reply. I'm still very cynical you will still change things for the best, but it never hurts to try.


Honestly i am astonished that you even get answer for this, it shows that the devs do care even for the most militant of their fans. And honestly that first line about arrogance, and beeing detached feels like something that applies to some of the voices in here. it fully applies to you though. Instead of discussion all you say is : ES1 WAS THE BEST. You dont want a new game you want ES1. Because you also dont give ideas about how ES2 could be a better ES1 all you say is how everything is bad and worse and the worst idea and no one will like it. Start getting Constructive and you might help shape this game into something better. For now you are doing nothing to help. 


(Edit: its borderline impressive to say I KNOW THE GAME BETTER THAN YOU, DEVELOPER" )


And honestly your opinions do diverge strongly from the bigger part of the fanbase or players in general. Saying that micro management to the max is the best is... well... cool if you like it son, but oh boy does it not make a game better. 

And it didnt even really work in ES1. Thats why i dont understand all that praise but it dumbed down to certain standardized best builds. Some weapons beeing just the better combination always. All you want is just an overxomplexification so you can feel better about beeing smarter than others in having figured out the best combination. 


YOU are the one enforcing a view about how to play the game upon the Devs it seems. And Even though others are with you in the idea that the game should be more like ES1 atleast the other post any constructive ideas. Every Single Post of yours so far was just an attack at the Devs and lots of insulting. 



I myself found Meedocs reply quite detailled and very objective. They are proposing ideas for the community to tweak or even throw away. But lets start beeing goddamn constructive and less destructive here. We all want a great Endless Space 2 and thats not happening if everyone just flings their dissapointment at the Devs and also shows their viewpoint as the only right one and those of the "playerbase" or "fanbase". Generalizing is a bad thing son. 

After a Frogsquadron post, I said I will restrain of commenting things that are not direct related to some complaint, improvement, suggestion or what else this way.


But hell I want to upvote Tingeltangleflo post.


Please don't generalize. I'm also an ES1 fan. And I like the stuff here. I'm sad reading people blaming the devs, but without offering new solutions. I'm sad when reading again and again same complaints, even after devs have said that they'll try to fix it. See the tech tree example: devs post they're trying a new one, but there's still people blaming actual system. Can't you at least wait? And if then you have a way to improve it or a concrete issue, don't hesitate. I myself say everything I feel could be improved or I dislike, but always in a respectful way. And try to restrain making comments of systems that are being modified, or at least commenting it until I see a specific plan.


I'm too surprised a dev responded this post. And also in an apologizing tone.

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8 years ago
Nov 19, 2016, 12:45:44 AM
lo_fabre wrote:
Tingeltangelflo wrote:

Conclusion


From your reply Meedoc I can see you are too detached from your own game. You don't really know the game ES1 as I do as a player, or as most of the concerned people here in the post and I think you never will.

Way too much arrogance, dealing with different stakeholders, your own Grand design opinion of how people should play the game.


But for the moneys, you should just carry on like you are right now. Go ahead ''balance the game for more meaningful choices'' by dumbing things down. 

It worked for the Civilization franchise, it's more popular than ever. I personnally liked Civ at best when Brian Reynolds was working as a lead designer, but who cares.


Take a look at yourself, enforcing your own vision on how people have to play the game, instead of having more of a sandbox game attitude towards the game (like there was in ES1).

A lot of indie companies start fresh, innovative and end up, detached, arrogant, bureaucritic, uninspiring. I just didn't think it would happen to Amplitude so soon.


Thx for the reply. I'm still very cynical you will still change things for the best, but it never hurts to try.


Honestly i am astonished that you even get answer for this, it shows that the devs do care even for the most militant of their fans. And honestly that first line about arrogance, and beeing detached feels like something that applies to some of the voices in here. it fully applies to you though. Instead of discussion all you say is : ES1 WAS THE BEST. You dont want a new game you want ES1. Because you also dont give ideas about how ES2 could be a better ES1 all you say is how everything is bad and worse and the worst idea and no one will like it. Start getting Constructive and you might help shape this game into something better. For now you are doing nothing to help. 


(Edit: its borderline impressive to say I KNOW THE GAME BETTER THAN YOU, DEVELOPER" )


And honestly your opinions do diverge strongly from the bigger part of the fanbase or players in general. Saying that micro management to the max is the best is... well... cool if you like it son, but oh boy does it not make a game better. 

And it didnt even really work in ES1. Thats why i dont understand all that praise but it dumbed down to certain standardized best builds. Some weapons beeing just the better combination always. All you want is just an overxomplexification so you can feel better about beeing smarter than others in having figured out the best combination. 


YOU are the one enforcing a view about how to play the game upon the Devs it seems. And Even though others are with you in the idea that the game should be more like ES1 atleast the other post any constructive ideas. Every Single Post of yours so far was just an attack at the Devs and lots of insulting. 



I myself found Meedocs reply quite detailled and very objective. They are proposing ideas for the community to tweak or even throw away. But lets start beeing goddamn constructive and less destructive here. We all want a great Endless Space 2 and thats not happening if everyone just flings their dissapointment at the Devs and also shows their viewpoint as the only right one and those of the "playerbase" or "fanbase". Generalizing is a bad thing son. 

After a Frogsquadron post, I said I will restrain of commenting things that are not direct related to some complaint, improvement, suggestion or what else this way.


But hell I want to upvote Tingeltangleflo post.


Please don't generalize. I'm also an ES1 fan. And I like the stuff here. I'm sad reading people blaming the devs, but without offering new solutions. I'm sad when reading again and again same complaints, even after devs have said that they'll try to fix it. See the tech tree example: devs post they're trying a new one, but there's still people blaming actual system. Can't you at least wait? And if then you have a way to improve it or a concrete issue, don't hesitate. I myself say everything I feel could be improved or I dislike, but always in a respectful way. And try to restrain making comments of systems that are being modified, or at least commenting it until I see a specific plan.


I'm too surprised a dev responded this post. And also in an apologizing tone.

Agreed with the both of you. To the original dolt:


I don't like many of the current decisions being made by Amplitude, and I've made no secret of that. But that is not a carte blanche for such a petty, disrespectful post calling out the people who made the thing you're so very passionate about. As much as I adore the first Endless Space, it's their baby, to make whatever decisions they wish. If you don't like it, don't support them. But don't post some big dumb rant about how the entire game industry is out to screw you. Now smarten up and apologize.


You don't like a particular decision they've made? Awesome. Do what the rest of us do and try to point to a possible solution, whether that be to point out a system in the old game, or to present a new system that would thematically fit.

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8 years ago
Nov 19, 2016, 7:06:30 PM
Asuzu wrote:

Let's just drink some tea and wait for the update 1, shall we?

Quoting for truth.

I think lots of good to very good stuff are waiting for us.


EA base game is, well, basic, but represent the huge core engine of the game which was a lot of work. This is to be polished.

Updated 8 years ago.
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8 years ago
Nov 21, 2016, 6:42:47 AM
Kweel_Nakashyn wrote:
Asuzu wrote:

Let's just drink some tea and wait for the update 1, shall we?

Quoting for truth.

I think lots of good to very good stuff are waiting for us.


EA base game is, well, basic, but represent the huge core engine of the game which was a lot of work. This is to be polished.

I agree and while I do admit I have never played ES1 or EL, I think ES2, even at its low levels of content is fun to play while showing a lot of potential and I eagerly its first update (Those ground battle customization options do sound interesting) which I feel most major criticism should be saved for as a clearer design path for ES2 will be apparent rather than its first early access version.

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8 years ago
Nov 22, 2016, 1:13:40 PM

As much as I adore the first Endless Space, it's their baby, to make whatever decisions they wish. If you don't like it, don't support them. But don't post some big dumb rant about how the entire game industry is out to screw you.

With that kind of attitude, why even bother with an Early Access, Alpha or Beta?


That attitude suits with early 20th century, quote from Ford:

"Any customer can have a car painted any color that he wants so long as it is black. ''



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