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It seems that there are certain people want to push the game back? Possible compromise?

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4 years ago
Jun 21, 2021, 9:57:15 PM

I really love the Amplitude games. I hope this one will do well so if this truly is as they said "the game they always wanted to make" please don`t release it in this state. Don`t make this another Cyberpunk 2077 and keep your good game history record untouched. Right know except music and graphics it is much worse than Endless Legend but the game has a good idea and frame that if it gets worked on more it can become an amazing game. Please make the game good, take all the time you need and release a great product like always

Updated 2 years ago.
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4 years ago
Jun 21, 2021, 9:59:08 PM
mqpiffle wrote:

Let's start with the inability to load saved games, then move down the list of disappointments from there. 

I had no problems loading saves, but I did note that in one game, I’d substituted Franky for Vlad, and I saved that game and came back to it later. When I reloaded, Vlad was back in charge. Sometime between the time I saved, and the time I reloaded, Vlad killed and replaced Franky. Cool feature, or super awful bug? You decide. Lol

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4 years ago
Jun 21, 2021, 10:08:17 PM

If the game fixes its pacing, most importantly the tech to era ration, it would definitely be in a releasable state, when i get to medieval tech, im already in the industrial era, but for me thats the only big flaw i see in the game.

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4 years ago
Jun 21, 2021, 10:23:59 PM

I would agree that once the science and era pacing is balanced the game will be serviceable, tho I would like to add that Naval is also among those possible issues that need serious work.
If they delay, as a pre-orderer I would just play the beta/EA version forever.  Even in its current state it beats out EL and Stellaris for me.

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4 years ago
Jun 21, 2021, 10:48:55 PM
GlorySign wrote:

I really love the Amplitude games. I hope this one will do well so if this truly is as they said "the game they always wanted to make" please don`t release it in this state. Don`t make this another Cyberpunk 2077 and keep your good game history record untouched. Right know except music and graphics it is much worse than Endless Legend but the game has a good idea and frame that if it gets worked on more it can become an amazing game. Please make the game good, take all the time you need and release a great product like always

Did you play Endless Legend at launch? That game was so hollowed out it wasn't funny. I remember when it had ZERO AI and no side that wasn't as simple as the Vaulters could play their game. I also remember that people were all raving about the district system and predefined regions. No one was talking about the fact that the AI (such as it was) was abysmal at settling and managing districts.


Rose-tinted glasses are a real thing. If you go back to the beginning launch of any 4x strategy game...you'll see that they were rarely as stellar as folks remember them being...and that all the fond memories revolved around the new and interesting mechanics that the game brought. I doubt Humankind will be much different. Then again I have been wrong before...

Updated 4 years ago.
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4 years ago
Jun 22, 2021, 12:00:18 AM
Slashman wrote:
GlorySign wrote:

I really love the Amplitude games. I hope this one will do well so if this truly is as they said "the game they always wanted to make" please don`t release it in this state. Don`t make this another Cyberpunk 2077 and keep your good game history record untouched. Right know except music and graphics it is much worse than Endless Legend but the game has a good idea and frame that if it gets worked on more it can become an amazing game. Please make the game good, take all the time you need and release a great product like always

Did you play Endless Legend at launch? That game was so hollowed out it wasn't funny. I remember when it had ZERO AI and no side that wasn't as simple as the Vaulters could play their game. I also remember that people were all raving about the district system and predefined regions. No one was talking about the fact that the AI (such as it was) was abysmal at settling and managing districts.


Rose-tinted glasses are a real thing. If you go back to the beginning launch of any 4x strategy game...you'll see that they were rarely as stellar as folks remember them being...and that all the fond memories revolved around the new and interesting mechanics that the game brought. I doubt Humankind will be much different. Then again I have been wrong before...

The AI in EL is still really bad, though. It barely manages settling and building. It still can't do most quests and it always just kills minor factions. It doesn't contribute to competitive quests and global quests. I think the only quests that it can do are its own faction quests. And it's bad at combat, too. So... I'm not hopeful for the Humankind AI. Thankfully, it's moddable.


But just because most 4X games aren't great at launch doesn't mean that Humankind can't be. I'd rather wait another few months and get a better game. I'm sure that SEGA doesn't agree.

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4 years ago
Jun 22, 2021, 2:16:42 AM

I had fun with the open dev and if they fixed a few of the issues, such as pacing, I would be happy to play it in this state. It's not going to be perfect, but literally every other big 4x game has been missing features at launch. Civ V didn't have religion in the base game, and Civ VI lacked a world congress. But they were added in later. I don't think every 4x game has to excel in every aspect. I will admit that there are a few systems in the game that feel a little undercooked, but the game is fun and it's issues do not detract from my enjoyment at the moment. If Amplitude feels they need to push it back, they can, but I just don't think they need to. The game does enough unique and interesting things that will set it apart in the 4x genre

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4 years ago
Jun 22, 2021, 3:11:34 AM
darkedone02 wrote:
mqpiffle wrote:

Let's start with the inability to load saved games, then move down the list of disappointments from there.

I think it's because of the way these scenarios are design, you got a term limit of 100 turns on opendev victor, and now have 200 terms in opendev. What's the point of saving your game when there is a small limited amount of time? you basically spend 4-6 hours in one scenario alone.

This is interesting as I only had one save that failed to load and gave an error message and a couple which stopped loading. The first was after a crash I went back one extra auto-save and it loaded and I continued. With the ones that stopped loading I just restarted the game reloaded the save and continued to play.

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4 years ago
Jun 22, 2021, 3:25:18 AM

I already bought the game a few weeks ago before closed beta on the expectation that it is going to be released in August.


They need to fix the bugs (invisible unit, graphic performance issues on NVidia cards, next turns/war settlement bugs), but game balance/pace is not a big issue, that's what balance patches are for.


From someone who bought Cyberpunk pre-patch, this is not Cyberpunk. It is playable. It should be released after bug fixes. Balance is a matter of patches, mods, expansions, DLC, etc not release delay.

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4 years ago
Jun 22, 2021, 3:26:22 AM

Echoing the sentiments that I think many of you are looking back at major 4X releases with rose tinted glasses. It's a hard genre to develop for, with a niche following, and it can take years to tweak the balance because by their very nature 4X games are a mess of interconnected systems that push and pull on each other in unexpected ways and frankly basically every game in this genre is released half finished and iterated on by expansions. (Anyone remember vanilla Civ V, for example?)


I think it would be more fair to compare it to the basic releases of it's contemporaries, and by that standard imo this game more than measures up. (with a bit of bugfixing, of course)

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4 years ago
Jun 22, 2021, 10:24:06 AM
waven wrote:

It depends what the devs want/can afford to get.


If they want an ok game, that works and people will enjoy. They have to fix the pacing, some balance and bugs. I think this could be done prior to august.


If they want a very good game that will compete with other released 4x, then they will have to push back. There are so many systems that I think they should redo from the ground up.

I very much agree with this assessment.
Unless there's a lot of features that they are hiding from us, the game will simply be "okay" by august granted that they fix the bugs and the balance. 
However to make a great 4X game, I see a lot a lot a lot of work needs to be done, particularly from the Design team and the AI Team. If by some miracle the release version of the game turns out to be great with more fleshed out features I will be genuinenly impressed. 

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4 years ago
Jun 22, 2021, 1:19:07 PM

If they're only going to release an "OK", "playable", but "not great" game and then rely on future DLCs to fix the problems, then they shouldn't be charging full "great game" prices for the initial release. However, since they are charging the normal AAA game price of $60, I expect a great game. Unless the internal builds are substantially better than what they gave us for Poe, there won't be a great game in August.

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4 years ago
Jun 22, 2021, 1:31:23 PM
Kwami wrote:

If they're only going to release an "OK", "playable", but "not great" game and then rely on future DLCs to fix the problems, then they shouldn't be charging full "great game" prices for the initial release. However, since they are charging the normal AAA game price of $60, I expect a great game. Unless the internal builds are substantially better than what they gave us for Poe, there won't be a great game in August.

I completely agree, it would be so bad and sad if they take the Paradox route to release unfinished games at AAA price, but don`t worry guys the next 350$ worth of DLC will surely make the game as good as it should have been on the release date. Please not the Paradox route

Updated 2 years ago.
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4 years ago
Jun 22, 2021, 4:00:44 PM

The issue isn't only that the game is lacking in features, but that the features it has aren't living up to their potential and it results in a very repetitive and mundane gameplay loop outside of warring. City management for example has very little meaningful decisions to be made with infrastructure levels and how they work being unnecessarily obtuse and inflating the build menu. Unlocking infrastructure levels should replace the previous level infrastructure in the city and build menu rather then add another thing to have to build before you build the unlocked level for example, it makes no sense thematically to be building Apothecaries in cities when you've already unlocked the ability to also build Hospitals. This has the additional benefit of tidying up the city building screen.


City growth is hard to understand and I think the growth cap is the reason for this, an easy to understand growth soft cap such as housing based on building districts and infrastructures would make it far easier to understand at what point your population is outgrowing the city whilst also adding something else to consider when building districts and infrastructures. Tie all infrastructures to the existence of certain districts and certain terrain elements and you even have something else to consider when settling and building cities.


Cities can't be specialised to provide for your empire, excess food made in a city rich with farms can't be sent to cities that don't have a lot of fertile land. Being able to create "bread-basket" cities is massively important. Its a major reason many cities were built, especially to provide for cities that had become so urbanised they'd lost land to be able to farm.


The battle mechanics are still slightly clunky, especially around moving units around or into battles. Its incredibly frustrating to be trying to move an army around an on going battle, or into to it to reinforce only to be constantly hit by "Your unit can't move here".


Empires gaining influence over other territories is currently useless, instead empires should be able to start assimilating territories that they have 100% Influence over, steadily converting over a period of turns based on the stability of the city or territory to give the empire time to react, generating a grievance for the empire that currently owns it. This would make trying to keep foreign empires influencing your lands far more important.


Religion is pretty much non-existent, it doesn't offer enough flavour and customisation of the religion for it to feel genuinely different from others, and doesn't offer enough management for the player to have to consider it outside of choosing tenets. Religions should be able to choose unique infrastructure such as; places of worship (churches, temples, mosques) faith police, spiritual healing centres, should be able to spend faith in more areas of the game simulating a faith-based empire, should have its own special treaty column between empires, holy days should be a special "status" that affects cities every certain amount of turns based off of the type of holy day chosen.


Populations should be the primary hook for developing and maintaining yields, it makes everything easier to understand and makes it easier to base mechanics. Population should be the primary driver behind FIMS, Influence, Stability, Military Units, Faith. They should be the driver and crux behind your empire, gaining more population and creating more jobs to give to those populations should be the rule, the exception should be passive modifiers to yields.


Naval gameplay doesn't work, ships are slower than many land units, you can't do a naval invasion of land and are weaker than their land counter-parts. There's basically no reason beyond exploration to build a navy; there's no pirates trying to plunder trade routes, no strategic war benefit to having a navy, and once you've explored the map ships even lose their only reason for existing. Special abilities for ships such as landing parties able to found outposts on the coast would be interesting.


Independent people just aren't interesting, they offer no unique stories, units, abilities or reason to keep them around. Theres no politics to involve them with, no great works they could be used to make. They're simply a city to be conquered or converted.


Other 4x games had other things to do whilst war wasn't being waged or planned in their base games. Great people, great works, espionage, politics, and archology. Equally there was more to manage in cities and planets than there is in Humankind. 


Humankind isn't ready, its just not. Beyond performance issues, graphical problems, audio glitches and balancing the game is in a weird juxtaposition of having well designed mechanics but then doesn't take advantage of what those mechanics should and could do.


The UI also... so much information hidden in difference screens or not presented at all. No means to keep track of narrative events, no means to keep track of wars and battles, there's no dedicated trade UI showing current and previous trade routes as to be able to easily diagnose problems. There's no graphs or tables to list the economy, chosen civics, trade, resource management.

There's almost certainly a lot I'm missing based off of all the feedback over the past week. I wouldn't be surprised if Amplitude are discussing a delay with Sega.


The base game has obvious potential, and it was fun to play unlike Civ VI it didn't leave me feeling empty. Its just so obviously lacking in things to do, in management, and some mechanics are just not working as they should be intended to.

Updated 4 years ago.
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4 years ago
Jun 22, 2021, 4:25:27 PM
Corgiwealth wrote:
Cities can't be specialised to provide for your empire, excess food made in a city rich with farms can't be sent to cities that don't have a lot of fertile land. Being able to create "bread-basket" cities is massively important. Its a major reason many cities were built, especially to provide for cities that had become so urbanised they'd lost land to be able to farm.

Funny thing is you can actually transfer "food" (population rather). But the only good way is with a MILITARIST affinity. That lets you make units out of population for free, and transfer them to another city (you just move there and disband them). I don't know how intended that is, but having the option to do that only in military affinity is silly. You could also build scouts without military affinity, but with specialised food city, you probably won't have production to do it effectively. Ans you cannot transfer production which is a way bigger problem for that.

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4 years ago
Jun 22, 2021, 4:30:31 PM
Shataraterevar wrote:
Corgiwealth wrote:
Cities can't be specialised to provide for your empire, excess food made in a city rich with farms can't be sent to cities that don't have a lot of fertile land. Being able to create "bread-basket" cities is massively important. Its a major reason many cities were built, especially to provide for cities that had become so urbanised they'd lost land to be able to farm.

Funny thing is you can actually transfer "food" (population rather). But the only good way is with a MILITARIST affinity. That lets you make units out of population for free, and transfer them to another city (you just move there and disband them). I don't know how intended that is, but having the option to do that only in military affinity is silly. You could also build scouts without military affinity, but with specialised food city, you probably won't have production to do it effectively. Ans you cannot transfer production which is a way bigger problem for that.

I doubt that was intended because that's confusing from the perspective of having some cities dedicated to food, some cities dedicated to production, other cities dedicated to science. I think that was an unintended exploit of the militarists ability to take populations out of cities using Militas, instantly spawning units that required population (as they should), that had reached the hard cap and therefor was losing population... once again a separate housing cap would make this easier to understand and manage.

Updated 4 years ago.
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4 years ago
Jun 22, 2021, 4:58:20 PM
SirSaab wrote:
mqpiffle wrote:

Let's start with the inability to load saved games, then move down the list of disappointments from there. 

I had no problems loading saves, but I did note that in one game, I’d substituted Franky for Vlad, and I saved that game and came back to it later. When I reloaded, Vlad was back in charge. Sometime between the time I saved, and the time I reloaded, Vlad killed and replaced Franky. Cool feature, or super awful bug? You decide. Lol

It is because it will load the game with the characters that are on the homescreen and Vlad is the Default. If you change him to Frankie every time new games will load with her.

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4 years ago
Jun 22, 2021, 5:37:35 PM
CristataC wrote:
It won't have the same amount of depth as Civ6/Stellaris/Gal Civ/EU4 with their years of expansions.

I strongly disagree. I think the depth of the main mechanics in Humankind is way better than Civ6. Placing quarters is so strategic, battles are more strategic, synergizing cultures is more strategic, the terrain is more strategic. The only aspect which is kinda boring and shallow is religion. But all other concept that are in the game feel way more directed towards creating interesting choices than in Civ6. I am a huge Civ6 fan, have gotten all the expansions and player them for over 1300 hours, but the problem with Civ6 is that it somehow limits your choices to a smaller range. The only reason why Civ6 feels still so interesting is because of the quantity of game mechanics. What I like about Humankind is that it is more complex than it is complicated. Complex means that it has strongly interacting elements (industry, science, population, stability, influence, units, all directly interact with each other). Complicated means that it has a lot of different elements. Civ6 has so many different features but they don't feel like they there designed to work together as much as the game elements in Humankind feel. So I think Humankind does a better job at making me consider different choices. I think if Humankind is going to grow the same way, it will be a great game. People just need to be a bit patient. That won't happen within the next few months. It is the first version of hopefully a long-time series. Developers have to consider the economic risk of such a product, so I think they wont commit all of their available resources until they see that the game IS a success. If we as a community want the game to get better, then besides our honest feedback here, we also need to make it a commercial success, and that means seeing it's potential.

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4 years ago
Jun 22, 2021, 5:54:19 PM
ritchiaro wrote:
I think if Humankind is going to grow the same way, it will be a great game. People just need to be a bit patient. That won't happen within the next few months. It is the first version of hopefully a long-time series. Developers have to consider the economic risk of such a product, so I think they wont commit all of their available resources until they see that the game IS a success. If we as a community want the game to get better, then besides our honest feedback here, we also need to make it a commercial success, and that means seeing it's potential.

That does not make any sense, you are saying "Developers have to consider the economic risk of such a product, so I think they wont commit all of their available resources until they see that the game IS a success" although what they really said is: this is a game that they will do with all of their 10 years experience of building games and will make finally the "game that they always wanted to make". And although they charge a AAA price, as in a great game you say "they wont commit all of their available resources until they see that the game IS a success". That was not what they said initially (although i agree from this Closed Beta it feels that way)

Updated 2 years ago.
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4 years ago
Jun 22, 2021, 11:20:14 PM

Corgiwealth wrote:


Populations should be the primary hook for developing and maintaining yields, it makes everything easier to understand and makes it easier to base mechanics. Population should be the primary driver behind FIMS, Influence, Stability, Military Units, Faith. They should be the driver and crux behind your empire, gaining more population and creating more jobs to give to those populations should be the rule, the exception should be passive modifiers to yields.


I completely agree. But in this game, the population is a burden to FIMS, not a bonus. Farmers produce 6 food and consume 8 food. Cities can produce large FIMS without a single human being living in them. All population is useful for is to buy out buildings or make units.






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