First - Great game. For early access I think you guys did a great job in putting out a product that is fairly polished for EA.
Where I am coming from: I played a lot of games (30? 40?) almost entirely single player. MP doesn't appeal as much as I like pausing the game quite a bit - though I'm sure I will eventually get into it. I played almost exclusively Expansionist and Scavenger. I haven't gone above Manager level (for the concern listed below). I'm a huge Tabletop gamer by the way.
Quick fixes (you already have planned probably):
Main Concerns:
Suggestions:
I do agree with your point on Underground Nukes. They're either devastating to use (and awful to get hit with), or kind of worthless. Tough to balance this I imagine.
I disagree with your point on the AI, but Ive only ever gone up to Executive (my usual level for SP games). They play very smartly, scrapping facilities well, turning off mines when power is expensive etc, also they play a much more reserved game as far as expansion goes, its slower but lets them get much earlier stock purchasing. They use the Black Market way more than human players which can be annoying since prices are often quite high, but as far as them singling out the human player goes I have to disagree with you, they tend to focus the top stock values. If that happens to be you, yea youre gonna hit, but good luck having a high stock price early against that level of AI, not going to happen often
Campaign needs work but Soren just made a video about it acknowledging this and talking about future plans, so that Im not too worried about.
Ive found Debt to be much more of a factor in MP games than SP. This might be a bit due to how new the game is though, a lot of people in MP acrue insane amounts of debt getting stuff in auctions, without realizing how vulnerable it makes them (I saw someone's stock hit $.98 the other day thanks to their insane debt from auctions!!). People tend to also rush Upgrading their base, which can also make them vulnerable to rising prices in Life Support and Power, as well as over-inflate the price of glass, letting someone like me with a more controlled approach to expansion sell a bunch of highly priced goods and get more claims on the black market, making me much stronger in the long term.
One thing I'd really like to start seeing more support for is MP team games. Atm, there is no way to team chat, and setting up a lobby for this game type can also be troublesome. For example, if I wanted to have my friend and I play against 2AI players, I still have to make the lobby for 4 players, and later there is no way to make the lobby private, so even if I have my friend, myself, and 2 AI players set up and ready to go, other people can still join my lobby as it doesn't count the AI players as part of the 4/4.
Anyway, hope to see you in some MP games sometime, its quite fun!
Maybe it's not because I'm human - maybe I'm doing something else to attract their attention... but I can't figure out what it is!
Thanks for your feedback!
Where do you think the game needs more tooltips? I don't want the tooltips to get too big or people don't read them. (I'm certainly not suggesting the game is done, but I'd like to have more information on where you think it needs improvement.)
What other aspects of the UI need work? Again - not saying it's done, but what do you see as the biggest problem?
Thanks again!
-Scott-
The situational awareness type information I'm seeking midgame that some UI improvements might help include (and maybe I'm just missing them?)
-Total number of / taken plots of each resource. Perhaps some place to mouse over the resource and get an idea that there's 8/12 Silicon plots on the map similarly to how you might see at the scanning phase
-Micro-historical stock prices, maybe mousing over the price for a resource gave you a little simple trending line or something to give you an idea in the last 2 minutes(?) where the price has been.
-What buildings your opponent has in terms of both incoming resources and *how many* offworld markets. The first could be better seen in the mouse over of a player in the upper right. I understand that this can be seen by scrolling around the map, but a summary would be nice. How many offworld (or other advanced buildings) could be updated with a little 2 or 3 next to it to give an idea.
-I miss a minimap from an RTS But I think that could mostly be solved if I could quickly head to a certain player's HQ with a click near their name. Maybe a little icon or something I can double click to find their HQ.
-Color Blindness? I'm not color blind but a good friend is and I'm curious if anyone on the team has looked at the colors used and possibly come up with some alterations to work for people who are color blind. I know a few games have a menu option for this and with a game that has done such a good job of using colors for quick indicators I think this would be a great thing to explore as you polish.
It kind of bothers me that you can be bought out when you own 50% of your stock. I think that should be an offer that you can refuse. Hostile takeovers should require ownership of more than 50% of the stock in a company.
Addressing situational awareness issues is one of the big tasks that we need to address before the game fully releases.
Good point.
Good idea.
I'll see about adding numbers next to the advanced buildings in the top left. As for another player's resource pipeline, that's not a quick fix, but is on our list.
You can click on a player's name to go to their HQ. Perhaps we make the hit box bigger?
We're aware of this issue and we are probably going to speak with a local accessibility group about how we can support different types of colorblindness. My dad is colorblind and it has prevented me from playing a number of boardgames with him and if he wanted to play the game I'd want to make sure he could enjoy it.
Thanks for the excellent feedback!
As far as tool tips - Super Ideally you'd have 3 options for tool tips. Verbose which are very detailed and will likely only keep on for the first couple games, basic - which would pop up a very small description and none. I'd love to learn the game with Verbose tool tips turned on. You could remove verbose if the basic tool tips linked back to a detailed help screen / glossary. The goal is to eventually turn them off or to basic after you got it mostly figured out.
As far as what kinds of information - well anything really. In the verbose stages any kind of button should have at least a sentence maybe two telling them what you are about to press will do (within reason). For example - Dry Ice Condenser - the verbose should tell you about the terrain requirement (dry ice) and that some maps won't even have that terrain. The other resources production buildings might tell you what the resource they produced are used to build - like Electronics are required for Off World Trading Company. When selecting a base/race maybe the verbose tell tip doesn't just tell you "x does y better" but gives you the formula. Black Market is the same way - it will try to give you more formulas to make better deciians. A lot of the Black Markets are like that - Dynamite tells you it destroys a building but they can repair it - well how hard it is to repair?? Stuff like that.
As far as UI all the suggestions here have been good. I't would be a great option to have a more advanced/busy UI that would shrink the market down to show more of the map and that generally just require less clicks to get to the most common things (which would require more buttons). A really advanced player might not mind a super busy screen (I know I'd use it... even though I wouldn't want to learn on it). A lot of what is discussed is to give the player helpful information quickly. However do keep in mind your UI is not horrible right now. I'm not advocating for a major overhaul.
On suggestion - it would be great on laying down a far away building to know the average fuel usage for a building assuming it is running at full capacity. It's hard for me to figure out if I'm better off sticking with the two step resource very close to me or if I should go a lot farther and take the 3 step resource.
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