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Feedback: First Impressions

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4 years ago
May 4, 2021, 8:10:17 AM

Not sure where else to put this but in my first playthrough I got the event "The Flooded Lands" and my only city at the time was like 3 tiles from water and nowhere near a river.

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4 years ago
May 4, 2021, 9:33:33 AM

I'm halfway through my guy it seems and one of the biggest things I love is the music and overall feel of the game. I would love to see something like in Endless Space 2 where the music changes on a certain situation or menu you are in. Like how the music fades away in the science menu in ES2. vidmate app instasave.onl

Updated 4 years ago.
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4 years ago
May 4, 2021, 11:22:43 AM

I joined this opendev late and only got to play one game, but here is my feedback:

-It's not clear what the districts on the maps are. I want to clearly see where my farming and production districts are so i can plan the growth of the city better. 

-The cost in influence of founding a city and attaching an outpost to a city is not displayed.  

-Can I see the total amount of food a city is producing and consuming instead of just the surplus? 

-What do curiosities do after the neolithic era?

-Do I need the notification that one of my outpost gained a population? The name of the civilisation is displayed next to the outposts on the world map, not the name of the outpost. So when I get a notification that a pop has grown at Londinum, and Londinum is not on the map, it's confusing at first. I can't even do anything with that pop yet.

-When a city reach a point where it stops growing due to lack of food, it enters a cycle where a pop is created, then killed, then created, and so on. The notification that comes with each of these growth/kills is unnecessary and clutters the notification panels even more. Maybe tweak the system so that this one pop stops popping in and out of existence. 

-Also, make clear how cultural influence and religious influence are different and what points affect each. I only played once so I expect that this is something that will be picked up after playing a couple of times.

- I would like the units movement to trigger on the release of the right click, so I can see the route they would take beforehand. Several times I send units by mistake. Showing how much movement points will be spent is a good information to display.  


Bugs that I suspect you are already aware of, but I might as well list the couple that i remember:

-The symbols in the tutorial panels don't display properly/at all. Some of them are for controllers instead of mouse+keyboard.

-Other empires cities wouldn't display: their name would but not their models.


I love what I have seen, the music is fantastic and the renders are beautiful. I am looking forward to the final product. 



Updated 4 years ago.
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4 years ago
May 4, 2021, 3:23:23 PM

Please, for the love of Virtual Endless, rethink battleground and terrain display. This grayish flat map is nightmare to read properly. Fortified tiles aren't obvious, visibility isn't obvious, impossible to predict where ranged units can shoot without going to tile and trying.

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4 years ago
May 6, 2021, 11:40:46 AM

Had my first few hours with the game after watching a few Youtubers. Nice game, a lot of good stuff, good depth in many places, and plenty of freedom.


A few comments:

1. The city UI on the right has a lot empty space between sections and useful rows. The icons are quite big, need to scroll to get to any construction icons. Try to use the space more efficiently, and the icons and rows can be smaller

2. Built some cities, developed but stability is just sensitive. And foreign influence too strong. A revolt after a few turns just because the neighboring city has different culture is too much. May be for some exceptional cultures, after certain districts are built or special trait is activated, but it happened way too quickly and went out of control.

3. I felt the science for Babylon was too fast but production way too slow. Maybe I did not optimise my cities well but it seemed imbalanced.

4. Neighbors were very aggressive. Every scout was attacking my scouts, did not expect that from scouts. Without any previous grievances that seemed unnatural. It was even before I accumulated any grievances against them.

5. A lot of scouts initially - understand there is a "disband" mechanic, but would like to see some upgrade. I'd still like to keep exploring and would like to see the "experience" and "levelling" mechanic on units.

6. Not clear what influences diplomacy, the diplomacy screen lacked information. There must be dozens of factors influencing it, and so dozens of ways to influence someone's perception. It seemed like the neighbors just randomly make choices and change their attitude, and a few very big decisions. Ideally, a good player should be able to influence the perception of neighbors any way they want by doing the right things.

7. The yields are too hard to see as they lie flat on the surface, the yields at the top of the screen are hard to read.

8. The battle system - would be nice to get some improvements, e.g. why not deploy all units at the best positions? Otherwise people have to do that manually - but everyone would want that, so everyone has to do that manually every time. Why only 3 turns? Why group units into 1 - why not keep them just linked and move together in a kind of "follow me" mode? This way the positioning on the map would define deployment and it would feel more natural - the switch between the map and the battle feels awkward.


Anyway, great game overall, looks fantastic, keep up the good work Amplitude.

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4 years ago
May 10, 2021, 8:39:47 PM

As I've been posting my notes on the Victor OpenDev in the appropriate stickies, I'm left with just a few general (mostly UI) things that didn't fit anywhere else, and are certainly not enough for a new thread:


Pop-ups/notifications:

  • A lot of pop-ups get in the way and could be notifications.
    As the first notification is always "open", it sometimes ends up near the middle of the screen. They could instead start closed and expand on mouse-over.
  • The battle summary pin gets in the way when I want to click something near it.
  • Era stars should be notifications as well - I was sometimes quite annoyed when starting a turn by closing stuff I'm not going to read.
  • Notifications should open/show they respective context (e.g. the ones that open the diplomacy screen) when you click the image, rather than having to click the small magnifying glass icon.
Other UI stuff:
  • In the research selection menu (not the tree), queuing is weird - if I selected one item, then another, the second one would become first and the first would become the second in queue. Would work better the other way around, such that the latter clicked would be second. Also, shift-clicking to queue could be nice, such that changing research entirely could be done in a single action.
  • Re-arranging the research queue is difficult - would be great if it had drag and drop like the construction queue.
  • The construction menu in cities could use some names on things - I find it hard to memorise the images and what they mean. Especially in the list view, the icons become very small. Colour coding could be applied to show respective "groups" for infrastructure items.
  • A way to rotate wonders would be lovely - they need to look epic on that cliff I want them on!
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4 years ago
May 10, 2021, 10:54:04 PM
DeaTHZy wrote:

Impossible to pass a turn if all our actions have not been done. There are times when I would like to skip my turn without all my actions being done, but that's not possible. Maybe adding an option to activate and / or keep pressing the skip button for 2 seconds would be interesting. For example, at the start of the game I built an outpost, and when I choose my civilization, the next turn I have to designate this outpost as a city, even if I don't want to. Being able to pass his turn would also avoid having to deal with all the armed forces one by one. When I have 5/6 armies, and each turn I have to manually skip it is a bit boring, whereas by passing my turn directly it would be automatic (I know there is an indefinite wait option for units, but it is a risk to forget these units). 

There is in option in the settings to allow you to end turn with pending notifications (excluding some unskippable ones)

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