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Very General Road Map - recommended priorities.

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3 years ago
Feb 3, 2022, 7:14:45 AM

Roadmap doesn't seem to include specifics and that's okay. 

There's a problem though. The modders have fixed some things like colossus providing a str bonus on land units. It seems like that's still in the game. I imagine you have an internal priority schedule for bug and development work. But honestly you might want to show that to people because I think I am not alone in being a bit confused about what the priorities are from the developers. There's pretty foundational blind spots / weak points / reoccurring annoyances and incomplete 'components' in this game the focus on new content seems wholly immature. I understand product fuels development but the game's not all that fun to play. 

I wonder if y'all are already playing modded games when testing - because if you aren't you're basically behind on development. The modding community is verging on having at least one clear front runner for 'best experience'. Although I stand by Shakee's mods I think the game's not actually robust enough to handle the improvements they are trying to make. Which is a damned shame because their FIMS Rework mod feels like it correctly values people/specialists. Having units is a real balancing act. Even the AI* seems to field more appropriately scaled armies to the size of their cities (*some AI's still seem to over produce units but in Shakee's mod the impact can be observed in their less developed cities - it's so glorious, shame it's a bit too confusing even for me).


I digress. Please advise the priority between these issues.


Strength bonuses meant for naval, air or land units only applying to all units. 
Clearer event effects - city / unit / armies / empire. UI improvement.
Demand spam - AI behavior now predictably militant - and demand balance. I still think you need to have two grievances in reference to a territory to make a demand for it.
Cities or Units locked by combat between third party empires.
More demands or more varied political treaties.
Meaningless or uninteresting infrastructure - you might as well just have 12 different repeatable buildings which have different effects in each era/tech. 
Ransacking / Raiding - separate actions one that removes an improvement and potentially has higher 'yields' but takes longer and one that is just grabbing money/goods from merchants.
Localized trading in the earlier game followed by empire wide trading (or put another way - empire wide luxury distribution from localized trade)
Trading grievances potentially more dynamic. For example may a third party raids your trade of a resource that they have but aren't trading - you demand they trade with you instead.

A bit more naval stuff. It's kind of whack and pretty boring. It might not have been 'easy' to play but even you had to line up boats in firing lines in the Medieval/Early Modern era that'd be good.
Research Institute not associated with any pre-requisite and not a global technology. That is to say one fix proposed was just that it can only be researched once - the player to do so gets fame and then it's unlocked for the entire world. 
Stupid Siege AI and stupid sieges ... deploying already against the wall? What. Why even bother making siege engines then. Enemy AI always sallies why bother planning a siege. 
War support having zero contemporary relationships to or from air strikes and nuclear activities. 
Meaningful diplomatic actions for allies - even gifting units for support.
Units stuck in the region of a former enemy you are peace with dying from 'war attrition'. 
War support - fielding units in enemy territories not having any economic requirements. 
Deployment & Reinforcement - I'm still not sure if it relates to the movement of your allies in the combat or the era or specific technologies but it clearly increases in size over time. Please explain this better, thank you.


Updated 3 years ago.
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3 years ago
Feb 3, 2022, 8:01:21 AM

Those are your priorities. Majority are not worth of roadmap, they are general changes that can come along balance patches.

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3 years ago
Feb 3, 2022, 8:55:59 AM
Sublustris wrote:

Those are your priorities. Majority are not worth of roadmap, they are general changes that can come along balance patches.

How many of these issues have been in the game since Launch. I did edit one line. Thanks for dismissing the entire post which prompted to reread the entire post. Now I am genuinely concerned that the player base has no expectation of the roadmap signifying any meaningful changes. 

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3 years ago
Feb 3, 2022, 9:00:04 AM

Player: Makes a post with concerns that the 'roadmap' is not addressing a list with some specific examples some since launch. 
Other Player: Those will be fixed eventually with balance patches.

I reiterate my point. When? Are any of the above issues part of the roadmap? Has work already been attempted on the issues and abandoned? Are the developers tracking and discounting issues which can be addressed by installing mods and if so could they please give a cogent and user-friendly list of those issues which they do plan to or are no longer working on.

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