I would really like to point out some things here. This goes hand in hand with my previous post with RavenX about systems. This poster is stating that on Steam forums there is "One bad review after another".
Yet the reality is the actual game review sites to this game are giving it very favorable reviews, both in Gameplay and performance. Why?
Because Game review sites typically have rigs like ours, better if not MUCH better than average and they can play BIG maps and not stutter. Also Game review sites have UPDATED drivers and know how to optimize windows outside of gaming. The honest fact is GCIII is a great game and runs great, if you have a reasonable system and you are not doing silly things like disabling the page file or running video drivers from 2014.
Thankfully, Steam complainers are a (negative) vocal minority as we are (positive) vocal minority. Unfortunately people as a whole tend to 'see' negative reviews faster than the positive ones.
Love the post Larsenex, I may complain about things, however, I do so to try to get things better, if I have an issue, I make sure to submit bug reports and jump through the loops to get the issue resolved. This is what a lot of negative reviews are based on people not trying to make the game or improve the game or try to get their issue resolved but, instead just tear it apart and hope it fails.
Personally if I pay money for a game, I want that game to succeed and improve and I feel Stardock won't let us down.
The sales of GalCiv III are far FAR beyond our projections. So we're pretty happy.
I think the user reviews serve a pretty good purpose overall. As a customer, I always take them with a grain of salt. It is a good thing that Steam reviews weren't around when Civilization V shipped. The hard core players were extremely unhappy when it first came out. In time, as more players get in and the game gets better, the user reviews will get better.
The main issue with reviews is if the number drops below 70% it becomes "mixed" which is death to the game.
Well then lets make sure this doesn't happen to a great game
Remember a lot of people having fun with the game are too busy playing to review. People for whom it's crashing a lot will have more time on their hands to write reviews.
Mine's in
Frogboy, I know you probably had very good reasons for releasing when you did that made sense to you guys at the time. In hind sight would you do anything different? I mean 1.02 is quite a bit better than 1.0 and 1.1 will resolve several big complaints. Being a bets customer for a long time, the actual release date was obviously no issue with me (and all the rest of us) as we would be playing on with a smile. The difference of 4 week or so would likely have resulted in a big shift in the reviews. I know, no matter how long you held back, there would always be that group expecting absolute perfection and i get a kick out of those that complain the game is not something it was never intended to be i.e. tactical combat, or complainers griping no windows 10 support. But honestly, i think you will be the first to admit many complaints are valid. Yes ya'all are doing a hell of a job addressing many of them but you may have fell a little short in the managing expectations department.
This would be sad and wrong in so many ways!
If I had a time machine I would have joined the project last January instead of April.
The challenge of galciv III has more to do with focus rather than time. Generally speaking, people prefer to make features rather than fix bugs.
The next time you're in the shop designer looking at all the intricate tweaks you can cosmetically make to a ship you will appreciate, I think, whe. I say that the game wasn't rushed.
I think the things you have done are amazing. Hope you know none of what i said was a shot, just asking and an uninformed observation
And I don't think the game needed 4 weeks, I think it should have been given a comfortable 3 months. Major gameplay changes with bad, ragequite-inducing side effects that still haven't been fixed were still being made 2 weeks before release (specialization change...). Great polish can really make a difference (unless we're talking about an RPG, because they're typically less gameplay-focused and more story/immersion/narrative/universe-driven).
Edit : also, early access reviews aren't responsible for the drop to 74% this time. The way statistics work say that if they dropped lately, then new reviews are on average a bit below 74% positive or it wouldn't drop like this.
Incorrect it did break into the #2 spot briefly on opening week.
I agree there abouts
GalCiv 3 isn't what fills your fridge, IIRC. So you have the luxury of going Blizzard on this. Or apeing Amplitude Studio. GalCiv3 sales might not be bad, but they never hit the top 10 like some of those great outsider games we see from times to times (the aforementioned Amplitude Studio games for instance).
GalCiv III already has been in the top 10 in sales on most days since its release. GalCiv II remains the best selling 4X space game of all time (including Master of Orion) as well as the highest rated game on metacritic in the genre.
GalCiv3'd never have hit top 2 anyway because Witcher 3
Except, it already did hit #2. Only the Witcher was head of it for the entire first week.
but it could (and should) have been an Endless Space-like 85-90% steam review game with a top 5 presence for the next month.
GalCiv III already has an 85 metacritic score. Endless Space has a 77.
You base this on what? Have you shipped a game before?
Major gameplay changes with bad, ragequite-inducing side effects that still haven't been fixed were still being made 2 weeks before release (specialization change...). Great polish can really make a difference (unless we're talking about an RPG, because they're typically less gameplay-focused and more story/immersion/narrative/universe-driven).
I have no problem if you prefer some other game to GalCiv III. For instance, you not liking technology specializations is certainly your prerogative. But I'd recommend not allowing your personal preferences to cloud reality. GalCiv III is already a best-selling, critically acclaimed game right now. And it is at the very beginning of its journey.
Is there a possibility to add maybe a trail version, with only the first level of the campaign and tutorial. And maybe limit it to just a small or tiny map with limited race selection and no custom races. That way people can try it out and can then see for them selves that half the negative reviews are unfounded. Tho I guess the argument could be made that then your not getting the full experience and that in itself might taint people's views. But trails are really a positive gateway for most people into a full purchase.
Of course you have to consider the effort and possible bugs that itself might introduce... but still i think might be worth a look
Wow I don't think I'd be patting myself on the back over the way it plays. Maybe sells after being promoted and the 3rd of a series but this game has no where near the depth or refinement of the previous rendition. From what I can see it also isn't satisfying a fair number of the users on metacritic either. I don't want to be too one sided but nobody has been able to trust "game" review outfits for years and so getting a high award from some gamer outfit that reviewed another dozen other games the same week isn't really crown jewel of great gaming.
In fact on Metacritic there are no mixed or negative reviews at all yet the user scores don't gel with that at all which leads an objective onlooker to conclude the gaming magazines are full of shit.
Nobody should take metacritic seriously from users. It is an example of the worst aspects of people. Give people who are barely literate and seething with righteous indignation over (one minute detail that ruins the game for them) a platform and Metacritic is what you get.
Look no further than the number of 0's a game that is clearly a 7 or 8 will get for no other reason than the end user is upset the game didn't fulfill their exact specifications.
I'm not sure what your point is. We're not patting ourselves on the back. I'm just listing some facts.
The game has been out precisely 2 weeks.
In that time we've added:
Features
Enabled Custom Factions in multiplayer (with fixed to make this stable)
Added new Steam achievements for:
Survey an anomaly in a dust cloud/nebulaDeclare war before you have Universal TranslatorDestroying an enemy FactionUsing a wormholeAs the Iconians, take back Iconia (the Yor homeworld) from the YorControl all relics on the mapSurvey 15 anomalies in a gameAs the Yor, destroy the Iconian factionHave 12 or more trade routesUse Core Disruption invasion 10 times in one gameBe at war with 5 different factions at the same timeWin a battleDestroy more than 15 enemy ships in a battleDestroy more than 7 pirate basesUnlock all the Benevolent ideology traitsUnlock all the Malevolent ideology traitsUnlock all the Pragmatic ideology traits
Fixes
Fixed the malevolent Mining Accident colonization event choice (it was giving +50% growth instead of -50%)
Fixed a bad adjacency bonus on the Preparedness Center (it was giving +95% resistance for each level!?!)
Fixed a crash if you hover over an out-of-bounds tile while using the teleport cheat
Fixed the "Win the Campaign" cheat
Fixed an issue causing ships to go off the screen in the battle viewer
Upgraded the version of Miles (the sound system) to fix sound issues and memory leaks
Many multiplayer fixes around lobbies and restored sessions
Fixed an issue where multiple simultaneous invasions would show the wrong info in the results window
Fixed a crash when attacking a planet with two fleets in the same action
Fixed a crash if a transport tried to invade a planet at the same time that it was joining a fleet
Fixed a crash if you fought 2 battles against one defender with spawned fighters and canceled the first battle in the same turn
Fixed an issue that would cause you to not be given ships by ideological events and anomalies if you obsoleted those ship designs in your ship lists
Fixed an issue where the planet keeps spinning in the battle viewer even if the simulation is paused
Fixed an issue where the old minimap border stuck around if you started a game within a game (only noticeable if you changed map sizes between those 2 games)
Fixed lots of typos
Didn't add any new typos!
Fixed an issue with ridiculously wide monitors (we were scoffing at the 3000 x 1080 resolution until we got a monitor to test it on, it looks pretty awesome)
Fixed an issue where you could build infinite resource requiring ships by using continuously build (When a ship is set to continuously build in a shipyard, and it requires a specific resource, it now checks if the player has enough of that resource before building. If not, it gets removed from the shipyard's queue and sends an Alert/Notification to the player to let them know)
Fixed a crash when going from the campaign to a multiplayer game
Fixed a stuck turn when the AI invades 2 planets at the same time
Fixed weekly treaty income not showing up in the production sub window
Fixed an issue allowing the player to get peace with the AI in scenarios (like the campaign) where peace isn't allowed
Fixed the jitterbug (AKA ships no longer wiggle when moving on large maps)
Fixed the Kinetic Accelerator to correctly boost the range of Kinetic weapons
Fixed the Quantum Leap ideological trait (it wasn't applying its +5 research per colony bonus)
Fixed the missing icon for Barrier System Focus
Fixed an issue allowing Food Distribution to be buildable while Xeno Irrigation was already built
Fixed the High Output Mining techs
Fixed the prereqs on the Biomass Resequencer
Fixed an issue where decay wasn't being applied for synthetic life. Decay is the process where population shrinks if you have more people than your population cap supports.
Fixed an issue where if a players faction power got high enough it would overrun and flip to 0, causing the AI to surrender
Fixed an issue where lobbies were only looking within your region for other players (now they look globally)
Balance
AI
General AI strategy improvements
Reduced bonuses given to the AI due to the AI being smarter
Performance
Removed some release level debug
Major late game turn time improvement on large maps (from the AI calculating paths across the entire map for pirates)
When playing with a custom faction in multiplayer it will now send your custom leader foreground and background
We now display worldwide lobbies instead of those in your region
Fixed annoying bug where the suggested credits in the trade window would not result in a "fair" trade
Fixed typos
Fixed an issue where a ship wouldn't be award by events if you were Altarian
Fixed some bad prereqs on the economic starbase module
Fixed a fog of war issue in mp restored games
Fixed an issue that could cause stuck turns in multiplayer
Fixed crashes storing stat history
Fixed an exploit where players could circumvent range with rally points
We no longer show an out of range message if the ship you have selected isn't one you own
Fixed an issue where the turn count on research wasn't correct
Fixed an issue that could cause sound popping when opening windows
Fixed a crash when the starbase queue got to long
Fixed an issue where the background on the diplomacy screen goes black if you close and open it to fast
Fixed a crash if you request to many constructors from a starbase
Fixed a crash when destroying a planet
Fixed a crash when loading a save
Fixed a crash caused by the AI manipulating the sponsor list directly instead of in a buffer
Fixed crash if you had prefs with no valid players listed at all
Fixed an issue where deleting a unique colony improvement allowed you to rebuild it on every colony
Fixed a crash if the game is ended while there are popups in the popup queue, and some popup insert order fixes
Added a check to gray out Yor assembly projects so that you cant run them when your population is already capped
Fixed crash if you obsoleted every ship, waiting enough turns for the designs to be deleted, then opened the designer wnd and selected "upgrade ship", caused by the screen not having a "nothing selected" state
Fixed bug where manually cancelling an alliance treaty didn't actually change the diplomatic state between the two factions from allied
Added a better system for collision detection (ie: when the player needs to be informed because a decision must be made like an invasion, battle, etc)
Fixed an issue where some players dont have any UI if they don't have permission to write to their game directories
Fixed an issue where low end Intel cards would have their defaults set higher than recommended for a card with no video memory
Fixed an issue keeping the Drengin from building the Restaurant of Eternity
Fixed issue were solar power planet was being blocked by antimatter power plant
Fixed an issue where corrupt ship designs would be created if you had a UP popup while in the ship designer screen
Fixed an issue where a game can continue receiving event messages even after exiting a multiplayer game. This usually caused a crash.
Ship Graveyards are somewhat more common
Ship graveyards only have 2 pirate attackers instead of 3 now
Rush cost multiplier reduced from 15X to 10X
Population exponent to production changed from 0.7 to 1.0
Population to production multiplier changed from 2.0 to 1.0
Base resistance on colonies changed from 50% to 25%
40% to 60% approval has no affect or penalty on production anymore
Adaptive Farm food reduced from 4 to 3
Intensive Farm food reduced from 6 to 4
Lossless Farm reduced from 8 to 5 food
Cargo (trade) module cost reduced from 27 to 10
"You are weak" modifier no longer a factor early game
"You are ripe for conquest" modifier only a factor mid game and on
Fair trade is now a <= comparison rather than a < comparison
Map sizes balanced more based on their actual sizes
Habitable planet creation balanced for larger maps
Time before first shot lowered from 3 seconds to 1 second
Min small explosions increased from 1 to 2
Medium ship explosions decreased from 14 to 5
Engine trail vertices reduced from 1000 to 100
Carrier modules reduced from 3 units to 2 units
Kinetic weapons increased in cost but reduced in mass requirement
Rebalance on resource required improvements
Updated Yor Techs and Improvements to limit Yor Population cap to a max of 48 from 60
Nerfed Prolific Ability from +100% to +50% population on colonization
Renamed Prolific Ability to Abundant since it was named the same as the Prolific Ability, Nerfed it slightly from +5, to +3 population on colonization
Bump up Mass of Mass Drivers, kept them flat, so they don’t get heavier, but made them all 10 instead of 6, as it was with miniaturization mass driver races could get a singularity driver down to 3.5 which more or less meant they could out gun anything in the galaxy. As they are now they are a bit heavy for their damage to start, but become better and better as you go up the tree. Even at 10 they might be a bit 0P.
Bumped up railgun damage 1, and lowered stinger damage by 2
Changed Agile trait to use flat modifiers
AI places less emphasis on capturing resources (fewer constructors running around)
AI more aggressive at decommissioning old ships
AI more careful about constructing fleets based on what it can reasonably afford
AI more likely to build approval buildings
The AI may contact you to warn abotu another players military buildup, or to provide help if you are at war with them
AI invasion fleets are better at taking vulernable planets
AI less interested in distant targets
AI better at massing fleets to attack enemies rather than one-offs
AI more effective in using money (should no longer sit on large treasuries)
AI is now allowed to rush more than once across its empire
UI
Total Production tooltip changed to Total Manufacturing where relevant
Raw research and Raw manufacturing changed to Base research and base manufacturing
Research rate changed to Civilization Ability tooltip
A declare war theme now plays when the AI declares war on the player
The collapsible ship part entries in the Ship Designer no longer blink when collapsing/expanding entries
The Go To button now works for "Starbase built in your territory" notifications
Prevented warnings from appearing every time players start a game. They only appear the first time now
Translation table is now multithreaded to speed up launch time
Removed some debug messages
Tachyon authentication is now multithreaded to speed up game launch time
Fixed leaking refs in gizmo gfx
Fixed leaking refs for selected component in ship designer
Fixed leaking refs for focus node in battle viewer camera updater node
Removed creation of unused render targets, and code for writing to them
That's 2 weeks of updates.
The point being, we are not arguing that we have some sort of perfect game. It'll never be perfect. However, no, we're not going to start on the premise that GalCiv III is somehow not a good game. It is a good game. If you don't think it's a good game then I'm sorry. We want you to like the game. We are working very hard to try to make our customers happy.
I don't think anyone would argue we're resting on the game's success and not improving upon what we have.
purely playing devil's advocate here......
I think the point for some may be the fact that some of the 'things you've added' probably should have been 'included' (ie. general bug fixes and stability fixes etc.).
bug-fixes, stability improvements, optimization are all things long-term consumers of digital entertainment absolutely expect and even look forward to as solid post-sale support these days; it's just something to think about when the list of bug-fixes / stability-fixes is so long so soon. Easy to see how some may look at that as a product coming out of the oven too soon.
Again, just my opinion regarding the reviews of the game, forum posts around here lately etc. etc.
Very true. On the other hand, compared to GalCiv II, this has been a walk in the park.
There's a reason so many developers just use Unity thse days. Much easeir to get a solid 1.0.
Nobody gave it a 0 that I can find. The lowest score is 4. Still I'm inclined to believe players are better judges than gaming review outfits which are in business to make money protecting the game companies.
Look Im not saying its a terrible game or a zero I'm sure as hell not putting it up on the shelf with Skyrim or Bioshock or Doom 2 or Crysis or Master of Orion. It certainly has the Master of Orion feel yes, but it is Gal Civ. I think Gal Civ 2 was better than Master of Orion finally. But, coming from Gal Civ 2 which I think was a pretty deep and expansive game I just dont feel that the current build is really all that efficient cpu wise, so that's a point, the game has no real diplomacy polish at all, that is a point, the 3rd version while tightening up mechanics and going in a slightly different direction and adding multiplayer, which has been argued against for years as a let's never do this, it just doesn't add up to great or very good or 90/100. I just don't get it. Evidently standards are so low at PCGAMER or IGN that the game can get a prompt from Windows saying your program has stopped responding at times when it lags up between turns.
My experience with previous versions were that the AI does it processing while you take your turn and then when you click that button it is speedy and responsive and there is a short delay but not a few seconds where Windows thinks it's going nuts.
As far as multiplayer is concerned, lol, maybe it has an appeal for a very select group as argued in the past, but the implementation isn't really deep either.
I'm sorry you're not liking it. The AI does its thing during your turn just like before but does have to move its units during its turn.
maybe you should take a break and revisit it in a few months. I suspect you would not have thought highly of GalCiv II 1.0 either (Or MOO 1.0). Refinement in grand strategy games comes from the feedback of thousands of players over a long period of time.
4X refinement is what makes them better, IMO, than action or RPG games. Good 4x games evolve over time.
Just had another look at the reviews and it looks far better now with around 9/10 player reviews that you see as you scroll down being positive.
When I looked before and posted there were a dozen negative reviews in a row, pretty much all complaining of crashes which did not look good.
I am happy GC3 sales are doing great, I am a big fan of the GC series and have been playing GC since GC1. I am looking forward to GC3 going from strength to strength.
Personally, I have had no crashes or major problems with how GC 3 runs but I avoid massive maps. I would say GC3's rating of 74% does deserve to be higher, should easily be 80%+.
I think the majority of players who beta tested and professional reviewers will have far superior machines and setups, plus they will be more patient and understanding then the average gamer.
For me I realised the gc3 would be successful when I found myself doing the just one more turn thing when I really needed to stop playing and get on with some stuff. Gc2 have me one more turn disease as well.
Gc3 is already a good game but is also rapidly getting better. People do forget how much was added to Gc2 in free patches and expansions.
Okay, some of this post has gone negative and not constructive. The game is great and getting better, do I have complaints along with some of you, yes, do I feel the game is crap, no, I believe the game right now as it sits is a little below Galactic Civilizations II.
Like Frogboy stated they have fixed a lot over the last 2+ weeks and will continue to do in the future. Along with those fixes he noted balanced habitable planets for larger maps, not a fix, sorry, that was a slap across the face saying if you don't like it mod it attitude. With that being said that is my only negative thing to say about it. As I stated above things will continue to improve as the process just started.
As far as the game being not ready for release and maybe should have had another 1-3 months. The snap comment about have you ever produced a game before, poor, I understand posts like this can be frustrating. My argument was in another post on this matter. To sum it up was this. Modern game developers rely on the first several weeks to put out patches and fix problematic issues. Going back 10-15 years, when hard media was purchased and not everyone used the Internet as heavily or had as reliable Internet more concern was put into it for the game to be more stable and better performance prior to release.
As always I along with most others in the community are very proud of Frogboy and the entire Galactic Civilizations III team and appreciate all the hard work you and your team does. Thank you
Then you should be fair and compair it to GCII:DL 1.0 as well. And perhaps realize that going from that to GCII:Tota 2.04 was such an enormous evolution that, if you ever played Tota you'd never go back to DL again because that game would simply feel incomplete, awkward and broken. Even going from DL 1.53 to 1.0 is massive.
And judging from the evolution that GCII received, you can be sure the same will happen to GCIII as well, so what you have, right now, is just the base game whic is being corrected & balanced weekly, but the most fun stuff is yet to come in the next few years.
I'd avoid comparisons with Civ 5, tbh - the complaints of the hardcore fans were largely vindicated when Jon Schafer did his post mortem and basically agreed with every point they'd made, even the critique of 1 unit per tile (which they said ruined the game, since everything else ended up being balanced around it - which Schafer agreed with entirely). As far as I can tell, there's not a single concept that Schafer put into Civ 5 that he hasn't admitted was a bad move in hindsight - even though a lot of people pointed out that they were bad moves beforehand.
As to the game site reviewers just having better rigs... no, I don't really think that's it tbh. I suspect it's more just that they're attempting to look at it objectively, and what they see is a very polished product. Could use more polish (ALL games can always use more polish ), but still, compared to 90% of the games that fall on a reviewers desk, Gal Civ 3 is in better shape.
The negative user reviews mostly fall into 3 basic categories:
1) The Disappointed Gal Civ 2 fan. He wanted exactly the same game as Gal Civ 2, only more like it was in his head. Maybe there's one superfluous feature from the previous game that's missing. Maybe there was one thing he didn't like in Gal Civ 2 which is still present. Either way, he'll give a bad review, because only a complete idiot wouldn't see that this was the most important thing in the universe and removing/failing to remove it conclusively proves that Stardock are a band of incompetent cowboys who will be the first with their backs against the wall come the revolution. He will invariably end the review with a recommendation that you go buy Gal Civ 2 (even if he's complaining that they kept a feature he hated).
2) The Guy Who Hates One Feature. This dude will undoubtedly start his review by stressing how much he really, really wants to like the game, but he can't because he hates how the lasers look in tactical battles and that has TOTALLY RUINED EVERYTHING EVER. He can't concentrate on any other aspect of game play because it preys on his mind so much. He won't start battles, because then he might have to see the lasers (never mind that they can be played automatically, he wants to watch, but CAN'T BECAUSE OF THE HORRIBLE LASERS). He can't sleep at night anymore, because he's so consumed with how much he hates the laser graphics. He's quit his job and his wife has left him. And this is all the fault of those stupid laser graphics.
3) The Guy Playing On A Pentium 3. This guy can't get the thing to run and doesn't know why. It crashes all the time. It might not even start. Sure, he's playing on a laptop he bought in 2005 which tends to overheat if he has two Excel documents open at the same time, but that's no reason why he shouldn't be able to play on insane map sizes with 250 opponents, or launch the game while he has 5 instances of Revit open and is trying to run a SAP server in the background. This review will be 1-2 lines long and will just say something like 'crashes lots, 0/10'.
These three categories largely sum up the negative reviews on 99% of good games.
The professional reviewers don't have terrible rigs, don't regard one bad feature as the end of days, and don't wish to draw comparisons with the previous game if they can avoid it because they're trying to measure the game on it's own worth, rather than in relation to some other game.
This player believes he is a better judge than either gaming review outfits or a flock on non-curated Internet user reviews. Especially the batch of Internet reviews. It becomes a platform for all the worst Internet behaviors. I don't trust those things at all. I do trust the general consensus of this forum, and you seem to be in polar opposition to that consensus. The game is good and getting better. As far as I can tell from actually reading reviews, any reviewer with a trace of objectivity found that obvious. I think I will go with that.
I can understand not liking a new version of a game and being very upset. Many of us have been through that multiple times. I wish there was advice to offer you beyond patience. I honestly think you may enjoy the improvements as they come. However, I cannot condone the blackmail aspects of "Give me a refund and I will go away quietly."
Being an ex-Game designer myself i can honestly say most people out there really have NO idea whats actually involved in making a game. You think you do.. but you dont hehe
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