TONS of Feedback and suggestions (Oct. 14)
Posted: Tue Oct 15, 2013 4:34 am
Thank you for access to the beta, I've been playing it the past 3 days and it's been a blast.I think that if it continues to improve then it has a very bright future in front of it.
When I say that I love the design of something, I mean that I love the concept behind how it is designed, even if I think that certain elements of it could use tweaking.
Things I love:
-The Design of the Economy
I absolutely love the centralized resource stockpiles and the worker allocations. It makes economic planning very engaging and much more dynamic then the economic systems of Civ and AC. I find myself constantly refitting the terrain and output of my cities in order to adapt to my Civ's changing needs. Being able to build up a solid reserve of minerals during an economic boom so that I can ramp up production when it's needed is AWESOME. The process of specializing my cities as my empire expands keeps economic management very fresh.
-The Design of the Tech Tree
I love that the techs are small and focused and that I can only see the next few technologies; it makes planning my research far less burdensome and overwhelming then in Civ. I also love the randomization: not only does it prevent build orders but it forces me to play slightly differently every game.
-The Turn Times
These turn times are magic! After playing Rome 2 and Civ 5 it boggles my mind how fast they are.
-The Design of the workshop
The amount of customization is perfect. It offers meaningful choices without being overwhelming, and allows for a very diverse range of specialized units.
-Most of the UI
The UI has some kinks that I'll outline below, but for the most part it is very intuitive and nice to look at. In certain respects I think it's an improvement on Civ 5.
-Most of the Graphics
The graphics also have a few kinks that I've outlined, but overall I think it's a great looking game with a distinct visual style.
-The art style
The ruins, aliens, concept art and landscape all look good and stimulate the imagination.
Things that could use improvement:
-Late game Fungi spam is uninteresting and unbalanced.
This is definitely my biggest problem with the game in it's current state. As soon as I reach the last fungi tech the terrain management turns into a tedious brainless chore of pumping out formers and replacing everything with Fungi. Not only is it insanely powerful with virtually no drawbacks (As long as you don't Fungi your roads), but it's negative pollution yield kills the interesting balancing act between production and pollution. Why would I ever need advanced pollution control buildings once I have the fungi replacement?
Note: I have a simple but radical solution below that I think would make Fungi harvesting a MUCH more interesting component of the game. Please consider it!
-Mountains are a strategic liability!
Because Fungi can't be planted on mountains as a means of defense, and because mountains only impede movement rather than block it: mountains are counter-intuitively a huge strategic liability. I vastly prefer being able to use mountain ranges as a defensive barrier that can funnel troops through desired chokepoints.
-Aliens disappear mid-game!
Aliens seem to peak in strength very early game, and then decline rapidly as territory is colonized by humans. They disappear completely by midgame. An easy fix would be to really buff large Hive defenses but make them passive to nearby players, but I wouldn't say that's an optimal fix. I think a good fix would be to select certain hives to be 'legendary' when the world generates. These hives wouldn't look different, but would have buffed spawn rates and much more sizable passive defenses.
-The graphic for the farm could use work
As I've said, I think the game is generally gorgeous, but the graphic for what is arguably the most utilized terrain feature (The farm) is just not up to par with the rest of it and detracts visually from the game.
-Minor issues with the Writing
I've noticed lots of spelling mistakes and words that seem lost in translation. I'll create another thread later that compiles my issues with the writing to make it easier for you fix.
-The Mini map needs an overhaul.
In it's current state, the minimap isn't either useful or pretty, and it frequently displays my faction on the corner, which is confusing and unintuitive. Centering the minimap on the player's capital would alleviate many issues, but making it show the borders of the world would rock.
-The Interface has a few niggles
-The Diplomacy screen and the dialogue screen spawn by default on the same space over the screen. It would be more intuitive for players if the diplomacy screen spawned to the left and the dialouge screen spawned the right to allow the player to assess faction information.
-It would be better if the dialogue screen would be longer so that the user doesn't have to scroll as much to see options. You could use the space below the portrait to show the faction's mil/econ/tech info.
-Being able to see how many turns it would take for a unit to travel to the location I've moused over would be great, but I'm sure you already know that.
What I suggest:
-Make Fungi GIVE +1 pollution rather than take -1 pollution.
This is the suggestion I really want to push. As I said before, late game Fungi harvesting is tedious, brainless and makes pollution irrelevant.
So let's imagine for a second that Fungi's purpose in this alien ecosystem is to take in the oxygen that trees create and recycle it back into the CO2 and Methane that the trees breath in. The corrosive process that causes this chemical cycle is what makes it such a dangerous environment for humans and is what makes it so unhealthy for nearby cities. We now have a lore justification for what I think would be a more interesting game mechanic. Instead of the player being able to mindlessly replace vast swathes of land with fungi, he would have to carefully consider the pollution levels of nearby cities and work towards growing strategically placed forests and implementing advanced anti-pollution tech into cities specialized into resource harvesting. It provides an incentive for player's to strive towards greater anti-pollution technology, because in the base game there are rarely situations where the player has to use Transcendence era anti-pollution buildings. It would serve to keep the economy fresh, interesting and dynamic even in the late game, as civilization race to implement the infrastructure to reap the rewards of fungi harvesting.
This would also cement fungi as dangerous toxic terrain within the player's mind, and force him to consider new strategic elements when placing cities in the early game. I understand it might be difficult to bring the AI to speed, but I really think it would make for a more interesting second half to the game.
-Make Fungi more deadly, but make formers invulnerable to it after researching Fungi removal tech
Personally, I think Fungi as it is is too weak to be used as a defensive barrier from other factions. I would make it far more deadly to military units, but I would make Formers immune to it to prevent frustration when planting/removing fungi.
-Create an option to increase research times
Personally I find Research times are way too short. In my last game I researched each End game tech in a turn each.
-Find a method of making the diplomatic AI more willing to scheme.
As it is, the AI never catches me off guard. Having an AI that becomes more willing to declare war in unison with other AIs as I approach victory would be a good start.
I'll provide more feedback as I keep playing. One element that I would LOVE to test is the multiplayer. The problem is that none of my friends have the beta and nobody is online. If my friends could get beta invites then we would ALL provide detailed feedback on the experience. Cheers.
(Their emails are:)
Email: Theblacklight0@gmail Username: UltimateEnd
Email: Cgraham.15@hotmail Username: Emperor_Blarg
Email: outa_control10@hotmail Username: Triptamine
When I say that I love the design of something, I mean that I love the concept behind how it is designed, even if I think that certain elements of it could use tweaking.
Things I love:
-The Design of the Economy
I absolutely love the centralized resource stockpiles and the worker allocations. It makes economic planning very engaging and much more dynamic then the economic systems of Civ and AC. I find myself constantly refitting the terrain and output of my cities in order to adapt to my Civ's changing needs. Being able to build up a solid reserve of minerals during an economic boom so that I can ramp up production when it's needed is AWESOME. The process of specializing my cities as my empire expands keeps economic management very fresh.
-The Design of the Tech Tree
I love that the techs are small and focused and that I can only see the next few technologies; it makes planning my research far less burdensome and overwhelming then in Civ. I also love the randomization: not only does it prevent build orders but it forces me to play slightly differently every game.
-The Turn Times
These turn times are magic! After playing Rome 2 and Civ 5 it boggles my mind how fast they are.
-The Design of the workshop
The amount of customization is perfect. It offers meaningful choices without being overwhelming, and allows for a very diverse range of specialized units.
-Most of the UI
The UI has some kinks that I'll outline below, but for the most part it is very intuitive and nice to look at. In certain respects I think it's an improvement on Civ 5.
-Most of the Graphics
The graphics also have a few kinks that I've outlined, but overall I think it's a great looking game with a distinct visual style.
-The art style
The ruins, aliens, concept art and landscape all look good and stimulate the imagination.
Things that could use improvement:
-Late game Fungi spam is uninteresting and unbalanced.
This is definitely my biggest problem with the game in it's current state. As soon as I reach the last fungi tech the terrain management turns into a tedious brainless chore of pumping out formers and replacing everything with Fungi. Not only is it insanely powerful with virtually no drawbacks (As long as you don't Fungi your roads), but it's negative pollution yield kills the interesting balancing act between production and pollution. Why would I ever need advanced pollution control buildings once I have the fungi replacement?
Note: I have a simple but radical solution below that I think would make Fungi harvesting a MUCH more interesting component of the game. Please consider it!
-Mountains are a strategic liability!
Because Fungi can't be planted on mountains as a means of defense, and because mountains only impede movement rather than block it: mountains are counter-intuitively a huge strategic liability. I vastly prefer being able to use mountain ranges as a defensive barrier that can funnel troops through desired chokepoints.
-Aliens disappear mid-game!
Aliens seem to peak in strength very early game, and then decline rapidly as territory is colonized by humans. They disappear completely by midgame. An easy fix would be to really buff large Hive defenses but make them passive to nearby players, but I wouldn't say that's an optimal fix. I think a good fix would be to select certain hives to be 'legendary' when the world generates. These hives wouldn't look different, but would have buffed spawn rates and much more sizable passive defenses.
-The graphic for the farm could use work
As I've said, I think the game is generally gorgeous, but the graphic for what is arguably the most utilized terrain feature (The farm) is just not up to par with the rest of it and detracts visually from the game.
-Minor issues with the Writing
I've noticed lots of spelling mistakes and words that seem lost in translation. I'll create another thread later that compiles my issues with the writing to make it easier for you fix.
-The Mini map needs an overhaul.
In it's current state, the minimap isn't either useful or pretty, and it frequently displays my faction on the corner, which is confusing and unintuitive. Centering the minimap on the player's capital would alleviate many issues, but making it show the borders of the world would rock.
-The Interface has a few niggles
-The Diplomacy screen and the dialogue screen spawn by default on the same space over the screen. It would be more intuitive for players if the diplomacy screen spawned to the left and the dialouge screen spawned the right to allow the player to assess faction information.
-It would be better if the dialogue screen would be longer so that the user doesn't have to scroll as much to see options. You could use the space below the portrait to show the faction's mil/econ/tech info.
-Being able to see how many turns it would take for a unit to travel to the location I've moused over would be great, but I'm sure you already know that.
What I suggest:
-Make Fungi GIVE +1 pollution rather than take -1 pollution.
This is the suggestion I really want to push. As I said before, late game Fungi harvesting is tedious, brainless and makes pollution irrelevant.
So let's imagine for a second that Fungi's purpose in this alien ecosystem is to take in the oxygen that trees create and recycle it back into the CO2 and Methane that the trees breath in. The corrosive process that causes this chemical cycle is what makes it such a dangerous environment for humans and is what makes it so unhealthy for nearby cities. We now have a lore justification for what I think would be a more interesting game mechanic. Instead of the player being able to mindlessly replace vast swathes of land with fungi, he would have to carefully consider the pollution levels of nearby cities and work towards growing strategically placed forests and implementing advanced anti-pollution tech into cities specialized into resource harvesting. It provides an incentive for player's to strive towards greater anti-pollution technology, because in the base game there are rarely situations where the player has to use Transcendence era anti-pollution buildings. It would serve to keep the economy fresh, interesting and dynamic even in the late game, as civilization race to implement the infrastructure to reap the rewards of fungi harvesting.
This would also cement fungi as dangerous toxic terrain within the player's mind, and force him to consider new strategic elements when placing cities in the early game. I understand it might be difficult to bring the AI to speed, but I really think it would make for a more interesting second half to the game.
-Make Fungi more deadly, but make formers invulnerable to it after researching Fungi removal tech
Personally, I think Fungi as it is is too weak to be used as a defensive barrier from other factions. I would make it far more deadly to military units, but I would make Formers immune to it to prevent frustration when planting/removing fungi.
-Create an option to increase research times
Personally I find Research times are way too short. In my last game I researched each End game tech in a turn each.
-Find a method of making the diplomatic AI more willing to scheme.
As it is, the AI never catches me off guard. Having an AI that becomes more willing to declare war in unison with other AIs as I approach victory would be a good start.
I'll provide more feedback as I keep playing. One element that I would LOVE to test is the multiplayer. The problem is that none of my friends have the beta and nobody is online. If my friends could get beta invites then we would ALL provide detailed feedback on the experience. Cheers.
(Their emails are:)
Email: Theblacklight0@gmail Username: UltimateEnd
Email: Cgraham.15@hotmail Username: Emperor_Blarg
Email: outa_control10@hotmail Username: Triptamine