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Playtesting on stream - feedback.

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4 years ago
Dec 23, 2020, 11:30:32 AM

Hi dev team,


hope you're having some time off this December, and a huge thank you for the work you've been putting into the build. Really love the new Open Dev build - my PC wasn't happy on the previous ones due to age so we had to skip streaming it, but this has run so nicely and we've been having a fantastic time slowly plodding through the ages! 


Just some feedback here from myself and my viewers - another stream is happening today, so I may add a few more notes as we progress into later Eras. Sorry it's a bit of a hot mess of notes, and I suspect many are things you're already aware off based on chatting with a few staff members being around when I was live. 

  1. Affinity screen - can't move over unit prerequisites to see exactly what the item is - e.g. can see it's thread, but not if it's copper. Also can't see what tech is required at this point to unlock the unit, so it's a bit of educated guesswork for new players.
  2. Sanctuary grey location markers are hard to see against some backgrounds, and to work out exactly which tile they're on. Ideally the grey line down from "Sanctuary" could be a bit more visible.
  3. Subtitles unavailable for cultural advancement cutscene - I'm aware the narrator is off, but these are voiced so that implies they're a separate audio file/setup.
  4. Interface size - needs 150%-200% scale for larger screens as some of the text is pretty small and doesn't scale well to 4K monitors.
  5. Menu background needs to be more opaque (darker/more contrast) as some white text is very hard to read.
  6. Grid tutorial needs to be given a bit earlier.
  7. Some civic choices didn't offer information about what "stability" and other buffs were and duration.
  8. The audio loop on the music is noticeable at points, and does a little stutter. (Otherwise, gorgeous audio)
  9. Harbor description needs reworking as confusing currently, including clarity on range when working tiles.
  10. Competitive deeds right of to Sacred Ground has no text description.
  11. "Relation is deteriorating" isn't good English - would recommend tweaking to "relations are" or "your relationship is".
  12. Grievances need to be reworked textually across the board - currently it's not clear who is who due to using "my" and "I". Ideally you'd have the player name or the culture name in there instead for easy identification. 
  13. Asking for territory is very unclear, and often grammatically it's delivering a message which sounds far too aggressive - especially if you're in "kinship" with that opponent. "Oppressing my people" is a very odd choice for a religion/culture spread, and it sounds more like you're asking for a city back that the opponent has stolen, instead of them just accepting your faith.
  14. Add an option to "dismiss" the grievance and add more tutorial - currently it's unclear that ignoring it for several turns will resolve the grievance, and I know that when I was playing I'd already decided on turn one if I was going to do anything about it or not, so would have loved to just ignore it from then on.
  15. Audio lines for renouncing grievances also miss the mark a bit as they focus on being disappointed or angry, when it's supposed to be about putting it aside. Perhaps this needs to be tied into #14 issue? 
  16. "Zenith" is in lowercase in some places, uppercase in others. 
Hope these make sense - I think the biggest issue for us was the diplomacy area and the phrasing as explained above, because it completely confused myself and about 250 other people and we had to have other players/dev team explain what it meant. 

EDIT: Play session 2 notes!
  1. On Fame page, the X legacy trait for Neolithic in the middle of the screen can be easily confused for a close menu option. Adding a close menu option in the top right would help with this. 
  2. Double digits are displayed weirdly on yields - I wasn't sure if I was seeing two stacks of "2" on one tile or "22", due to the two separate circles.
  3. For unavailable "next upgrade" developments (e.g. walls and upgrades), it would be good to have the whole bit of text in red instead of just a "not available until x" message below the upgrade. 
  4. Tooltip appears to be bugged if AI transcends around the Ancient/Classical area and sometimes doesn't register their new Era. 
  5. "The Descendant of Kings" needs some phrase reworking for one or two lines and options. Sentence should read "on the condition that", and "redress" should be swapped out for "remedy" or a similar word choice that's easier to understand.
  6. Showing districts button could be a little bit easier to find - chat suggested either having them in your completed builds area (obviously this would be a bit weird for multiple districts in one city) or perhaps another button added to your city population/yield dropdown?
  7. Choosing to switch religions isn't visible enough - could be a slightly larger dropdown with arrow - I didn't realize I could move from shamanism to another religion and that I could then swap even more every time we unlocked a tier. 
  8. Wasn't really sure how the religion spread worked initially, and the game offered me five grievances for one player at one point because I'd converted their cities - see previous comments on grievances and messaging. Far too aggressive for someone I was allies with - although I did bully them out of a city. 
  9. Related to the above and general grammar/wording of diplomacy areas. "Crisis Defusal" - we had no idea what was happening here, and I was almost tricked by the phrasing into dropping my request for them to give me a city. It needs to be clearer that the request is for you to cancel your demand, and not that they're agreeing to your terms.
  10. Further grammar tweaks - "not grievance" should be "no grievances".  
  11. Units upgrade outline/arrow should be faded out in some way if not available but you have the relevant tech. Just saves a bit of time clicking through units to check if any can advance, especially later in the game when your trade routes could be disrupted without warning by your neighbours shouting at each other.
  12. Getting lost at sea; not a fun combo without a tutorial. Probably would be ideal tethered to embarking tech or the first time you come across a coast?
  13. Auto explore should automatically turn off if you take control of the unit. I didn't realize and sent one to go and settle an island in coastal waters - he promptly ignored me and almost drowned. 
  14. Audio lag and crackle appears as more units are on the map. Mainly happens during the AI turns and was noticeable from Medieval Era onwards.
  15. LOVE sharing competitive deeds if you're allies!
  16. LOVE the patronage element of buying out independent cities - it helped a lot with a couple of very pushy AI trying to grab all the land as they only focused on unclaimed spaces. 
  17. "Expansionist" feature with the Franks needs a bit more clarity in the wording over when you can use it, and perhaps a slightly larger range? I got to within a few tiles of outposts several times and they turned to cities - mainly because I'd have to get open borders first, which I do think is needed to stop this being an overpowered ability. 
  18. Era star notifications could do with showing the star we got. 


Updated 4 years ago.
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4 years ago
Dec 23, 2020, 12:26:33 PM

This is some Grade-A feedback. Completely agree with your sentiments. 


I'd also add that balance needs to continue to be looked at. I've seen some absurd exploitation numbers from some players and it's game/immersion-breaking. 


I'm also curious to know if you've considered increasing the stability hit on additional territories exponentially. I think the "one, big megacity" looks and plays poorly. Imagine how hard it'd be to actually run a city that large. The stability hit should reflect that. 


Other than that, Hannah has done a fantastic job of compiling some legitimate feedback and it's all feedback I'd agree with. Well done!

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4 years ago
Dec 23, 2020, 2:03:46 PM
DevildogFF wrote:

This is some Grade-A feedback. Completely agree with your sentiments. 


I'd also add that balance needs to continue to be looked at. I've seen some absurd exploitation numbers from some players and it's game/immersion-breaking. 


I'm also curious to know if you've considered increasing the stability hit on additional territories exponentially. I think the "one, big megacity" looks and plays poorly. Imagine how hard it'd be to actually run a city that large. The stability hit should reflect that. 


Other than that, Hannah has done a fantastic job of compiling some legitimate feedback and it's all feedback I'd agree with. Well done!

Agreed, this is some quality feedback right here.

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4 years ago
Dec 23, 2020, 9:21:31 PM
Salterius wrote:
DevildogFF wrote:

This is some Grade-A feedback. Completely agree with your sentiments. 


I'd also add that balance needs to continue to be looked at. I've seen some absurd exploitation numbers from some players and it's game/immersion-breaking. 


I'm also curious to know if you've considered increasing the stability hit on additional territories exponentially. I think the "one, big megacity" looks and plays poorly. Imagine how hard it'd be to actually run a city that large. The stability hit should reflect that. 


Other than that, Hannah has done a fantastic job of compiling some legitimate feedback and it's all feedback I'd agree with. Well done!

Agreed, this is some quality feedback right here.

Thank you both - just updated it with today's feedback which ends as we hit Renaissance. Salterius dropped by to say hi and chat feedback, so I know that a fair few of these newer ones have already been mentioned on the forums elsewhere too. Thanks for your help, especially during the great "HOW DO WE STEAL" expedition :)

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4 years ago
Dec 23, 2020, 9:34:24 PM
lomadia wrote:
Salterius wrote:
DevildogFF wrote:

This is some Grade-A feedback. Completely agree with your sentiments. 


I'd also add that balance needs to continue to be looked at. I've seen some absurd exploitation numbers from some players and it's game/immersion-breaking. 


I'm also curious to know if you've considered increasing the stability hit on additional territories exponentially. I think the "one, big megacity" looks and plays poorly. Imagine how hard it'd be to actually run a city that large. The stability hit should reflect that. 


Other than that, Hannah has done a fantastic job of compiling some legitimate feedback and it's all feedback I'd agree with. Well done!

Agreed, this is some quality feedback right here.

Thank you both - just updated it with today's feedback which ends as we hit Renaissance. Salterius dropped by to say hi and chat feedback, so I know that a fair few of these newer ones have already been mentioned on the forums elsewhere too. Thanks for your help, especially during the great "HOW DO WE STEAL" expedition :)

Glad I could help!

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