I really have no idea what design features/elements are working as intended or are place-holder, or still need work. I’ll say this though (being honest here), if this is a “beta” it’s a pretty rough one, and I’d echo other’s concerns.
PACING + GAMEFLOW
This is the biggest issue in the game right now. The turn-to-turn gameplay does not flow well and keep the player engaged, which leads to feelings of “unfun” and this is the last thing you want.
For example, having your first factory take 30 or more turns (I think one starting game it was like 45 turns?!) to construct is just ridiculous. I gather you’ll be revisiting the production model for the game? I’d encourage you to do so sooner than later before it’s too late. Clicking for dozens and dozens of turns, while I sit in a position literally unable to expand (waiting for a colony ship to build for example), unable to explore more (maxed out fuel range), with nothing I can fight successfully is just not a good feeling.
This is a test of an incomplete, but mostly functional, product, not the preview-of-completed-product-we're-calling-a-beta that's more common these days. And if you think this is rough, you should have seen it a month ago. They've been working hard on getting things cleaned up.Mezmorki wrote: if this is a “beta”
I certainly do agree that this is not a game that can be finished in an evening, which I seem to remember seeing somewhere was the intent. Some of the frustration I have with the early game is because of the slow completion times for items, particularly Scout ships, although some of that is because the only hazard is pirates. However, I still find myself starting the game waiting for lasers to be researched so I can give the Scout something to help it survive long enough to retreat when it does get attacked and having to interrupt construction of something else to retrofit the Scout still bugs me.Mezmorki wrote:The potential niche for this game is to provide a lighter 4X experience (I think that’s what you are going for?). If so, it NEEDS to move at a much quicker pace. Production costs/times need to come way down, fleet movement speeds need to go up, etc. In short, the pacing needs to be fun, and it just isn’t right now.
I agree that not having the zoom is unusual, particularly if the plan is to have larger map sizes, and there ought to be a really good reason for not including it.Mezmorki wrote:Map Zoom: You need to allow zooming on the strategic map – it just feels broken and archaic not being able to do that. If that means your icons need to scale and/or fade out as the zoom scale changes, fine – but you need a zoom.
It just moves the fleet icon far away enough from the planet so you can see that it has moved. The first turn is the fleet getting out of the system, so it just looks like it doesn't move. I was confused at first by this, too, but have gotten used to it.Mezmorki wrote:Right-click to send fleets: This appears to be working – it seems glitched?
I like the sound of this.Mezmorki wrote:Right-Click to cancel menus:
I'm waiting for a UI pass, but the current layering of planet and production queue screens generates a lot of what seems to be unnecessary thrash if you're using the mouse to try and get back to the galactic view.Mezmorki wrote:Consistent “X” Marks: On a related note, the “X” button to close menu’s is located all over the place depending where you are in the UI. Try to be as consistent as possible with the placement of the “X” close button.
I'm probably one of these people and there have been significant improvements. I do agree that there is more work to be done, although I kind of like the lack of health bars.Mezmorki wrote:Information Pop-Ups / Displays: I think someone else mentioned this
This would be an improvement over the current system.Mezmorki wrote:Fuel Range:
Mezmorki wrote:Build Queues:
I find it fairly clunky as well and keep waiting for the game to automatically select the next ship when the current one runs out of things it can do. I also often have difficulty selecting ships, regularly ending up clicking three times on ships to select them.Mezmorki wrote:Combat:
I'm still hoping for a proper research tree so I can get a better idea of what research leads to which new technology, but I suspect that's waiting on more of the actual tech to be implemented in game.Mezmorki wrote:Research:
Gyrfalcon wrote:I'm still hoping for a proper research tree so I can get a better idea of what research leads to which new technology, but I suspect that's waiting on more of the actual tech to be implemented in game.Mezmorki wrote:Research:
sven wrote:This is one that I am worried about -- and the build times, (particularly for scouts, destroyers, and transports) are certainly due for an adjustment.
But, I'm also wary of over-correcting -- building your first colony ship or cruiser should be a big deal. There a 40 turn cost is roughly appropriate, I think. What's ridiculous about the current ship costs is that scouts and transports are just as expensive as Colony Ships. And Outposts are actually *more* expensive. That's a madness. I need to get on that
MOO 1-2 and Civ both start with long stretches of end-turn clicking where there's not much to do -- and I think that slow initial pacing may actually be a key part of what works about their designs. You want to create a sense in which events are escalating over the course of a game, and starting slow helps. Right now, if you're playing as anyone other than humanity (who are really a dangerous faction to let new players start with -- see Arioch's comments in the Getting Started thread), your first factory should only take 8* turns to build. Which feels roughly correct, I think.
Mezmorki wrote:#1 Making a big strategic decision, e.g. deciding on a major near or long-term goal (what planet to colonize, what enemy to attack, what victory condition to go for, what diplomatic approaches to take etc.).
Mezmorki wrote:#3 Optimization-based decisions - e.g. should I build a lab first and then my factory, or the factory first and then lab? Some people really dig on these decisions, others not as much. Depending on the complexity of the game, these optimization decisions can be really obvious, or really challenging. Ship building is part of this too ... the act of ship building is optimizing the design for a particular tactical or strategic purpose you've already settled on.
Mezmorki wrote:EDIT: Also - from reading other forum posts, I suspect there is more going on under the hood of the game than the UI and basic presentation would lead one to believe. As I said, I still really need to dig into the combat system more (I won a number of battles stumbling through so far!) and want to get a better handle on the production model.
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