The Goal: Create the biggest, best real-time strategy game ever!## Performance tuning ##We haven't set up a specific version number for the next set of updates. Internally we're calling it the 1.5 series. But there's development and then there's marketing.Right now, we're putting a lot of effort on performance tuning. Ashes is a big game and it's a new engine.We would really like to get the base game of Ashes of the Singularity down to working on 1GB video cards as well as making sure it runs really well on 4K resolutions. While most of you reading this know your hardware, it's important to remember that most people have no idea other than insisting that their 3 year old PC is state of the art still and no amount of posting will persuade them that there 3 year old machine isn't a mega machine just because it plays GTA V just fine.## The New Units ##Both The PHC and the Substrate are going to get a mobile quantum jammer. It'll be a very expensive, very late game unit. It's not something players will be spamming out with all their armies. Instead, think of it as a T3-level costing unit that will be very hard to kill.The problem we run into late game on the bigger maps is that you can nuke enemy armies to death as they cross. After the expansion is released, we want to bring over the Barrager upgradeable defense and the Heavy Annihlator so that there is a bit more turtling available to players.## Escalation is coming!!! ##Speaking of the expansion, Escalation is coming. This is the first expansion that adds:
It's $19.99 for Ashes players and $39.99 for new players.It's being released as a stand-alone expansion. Now, with the benefit of hindsight, we would have made this a DLC instead of stand-alone given some of the anger that we've seen regarding releasing the expansion as a stand-alone.Somewhere between our release of Sins of a Solar Empire: Rebellion, Fallen Enchantress: Legendary Heroes and now expandalones have gone out of favor. We prefer explandalones for a variety of reasons. Mainly, it lets us have a new install directory. I wish I had a better reason than that but it didn't occur to us that anyone would care one way or the other since all the other RTS games do their expansions that way (StarCraft: Legacy of the Void, Supreme Commander: Forged Alliance, The various Dawn of War 2 expansions, the various CoH expansions, etc.Anyway, lesson learned, people prefer their expansions released as DLC. We'll keep that in mind in the future. We're really excited about Escalation. We've listened to player feedback since release and created this in response.It'll be released in November.You can pre-order it here: http://store.steampowered.com/app/507490/
## Steam Reviews ##I'm going to rant about Steam reviews for a second. I won't get into whether reviews are "fair" or not. They are what they are. Games with review scores less than 70% become "mixed" and that kills sales. Ashes is at 70%. You can read the reviews and decide if they're legitimate or not. What I can say is that the market is the market. Our ability to keep working on Ashes is dependent on sales. If people don't like Ashes, then it won't sell and that'll be the end of it. RTS's are expensive to develop. We want to continue to develop Ashes for years to come. But we can only do that if enough people want us to. While sales of the game remain quite strong, there is a very strong correlation between Steam reviews and sales.The recent review score is based on 99 people's reviews. That's a tiny number of people. The game has only been reviewed by 1300 people. That's less than 1% of the player base.## Increasing Replayability ##One of the major projects for after version 1.6 (Fall) is to implement features that will further increase replayability.The sandbox game is something we think is very strong. But Ashes isn't a 4X game which are the kings of strategy replayability. And while we love multiplayer, only a small percentage of people play Ashes multiplayer. We are adding more features for MP (such as replays) to help on that end. But we want people to want to play Ashes daily for years to come.We'd like to hear your thoughts on that.That's all for now!Cheers!
Originally posted by Brad on the Steam forums.
http://steamcommunity.com/app/228880/discussions/1/350540780276858218/
I was wondering if the lava or crystal planets will have any environmental effects on game play or be just new backgrounds?
I think I recall a Starcraft II level where the lava rose up every 5 minutes or so and damaged/killed all the units at a certain depth. Will anything like this be possible?
Also, I just wanted to say thank you to Stardock. As someone who read the forums, but rarely posts, it is nice to see the developers so interested in player feedback.
+1 Eeek83.
And +1 Stardock.
I honestly don't think you'll ever overcome the Steam reviews. Not because of any fault of the game, but because many purchasers are idiots who were expecting a fast, micro-style RTS. Even a cursory glance at most of the recent reviews says many of them are talking about slow pace, plain individual units, etc.
I suspect Ashes is going to sell the same way Supreme Commander and Total Annihilation did: People talking to eachother, or actively looking for the niche.
As for the rest of the list though, this is fantastic news for someone like me, because I like to turtle, and I hate the abilities, so both new additions sound perfectly catered to me!
Game design/options
Apart from lack of observer mode, ping, replays and things like a proper tutorial for Substrate (I still see people not building Capacitors at all) I think one of the things which has hurt the take up of Ashes in MP, and perhaps in general, was the adoption of Company of Heroes connecting node/resource system. It works well in CoH but there is one big difference between the two which changes everything: scale. A company of heroes map really has very few sectors and because of the nature of that game each sector can be quite interesting on its own, with fences, ditches, tree lines, huts, bunkers, roads etc. all being quite different. In Ashes the maps are bigger (and plainer) and because you have made the sectors quite small you have to go through a lot of sectors before you can meet each other. On the medium sized and up maps it is even hard to scout the enemy early-ish with planes as the AA defender units cut scouts apart in seconds. So the end result of this is that the beginning part of this game can get samey after a while. To help alleviate this then in the short term you could make maps with far fewer sectors (so each sector will be far larger) so it feels less like connecting the dots. You could also get rid of the AA defenders, or buff the scout units some (the PHC unit dies too easily to be useful mid game). Longer term you could allow the option of free expansion so you can expand to anywhere and you don't need to be linked. This can co-exist with the current system.
Allow people to turn off Orbitals, either a blanket option, or better still on an individual power basis. Going further you could allow that ability to turn off or limit the numbers of any unit in the game. Don't want T3? Turn them off. Only want to allow 2 of each type of Dread at any one time to make them more valuable, you can do that. Want to leave eco orbital boosts in but turn off destructive powers? Done. Orbitals aside this was doable at the unit and building level in TA and was great. We used to allow only one Big Bertha (or sometimes none) as they were kinda fun but also annoying, same with limiting nukes too.
Further again would be to allow tweaking of quantum rate and even a % increase on ground units etc. so at a click of a button you could make all ground units 20% tougher so the fights lasted longer. Or choose the opposite.
The coolness/character factor: (pros probably won't care about this so much but a lot of people do)
Ashes looks good, I've now seen it at 4k too and it looks soo good on that. There are cool moments and scenes in Ashes, like when you have big battles raging on and then air sweeps in and there is a dog fight above the ground fight, and the music swells, so good. Something TA was very good at too (and Blizzard are great with character, a big part of their success). But, and I know this is subjective, I think there could be more cool visual things. I really hope you get the shields on the upcoming Substrate unit right. The unit looks good for the job but the shields have got to ripple and/or change colour where they are getting hit hardest etc, could be a visual treat if done right and a bit of a crowd pleaser too I think. That exterminator cannon in the twitch stream was cool too, a beefy projectile trail and proper eruption on impact. Big tanks and artillary pieces could rock back when firing etc., dust kicked up in the wake of units on desert plabets, that kind of thing. (eventually non-evaporating units too). I think you are making a big tank unit for PHC (the one in the stream?), can I suggest making it look more like...a big tank. People like units they can relate to more, hence the popularity of the Fat Boy unit in Supcom, which is like a huge tank with artillary guns. (true of other experimentals too, people say the want original things but really they want big tanks and robots )
Replayability: Content
Some more replayabilty would come from just more content too. Ashes can't quite achieve the epicness factor SupCom achieved in videos where you see the army meeting on Seton's land bridge, with the Navy firing on, and then the planes come in and then the navy climbs out the water and are met by Experimentals. Very cool. I think Navy will add a lot of replayability and diversity/options in Ashes and give it that feeling of the grand theatre of war.
You once said you were thinking about adding a tier 2.5 between tier 2 and tier 3 (and make tier 3 stronger in response) and I think that would be a good thing too. People like a feeling of progression. Dreads can come pretty early in a game and I think that diminishes them somewhat.
But make progression easier to manage. At the moment a substrate player can boost an amplifier 3 times. So if they are on a medium to large map and have, say 8 nodes, to boost them they have to do 24 separate actions to bring them all up to maximum efficiency. That is a lot! And there are plenty of maps when you can have more than 8 active modes. That would be more time consuming than in TA where you had to destroy the t1 metal extractor before you could put the Tier 2 one down. The single shot PHC upgrade is much nicer to deal with.
-3rd race
End Game
Currently the end game in the big AI games (And I think most people playing just AI are doing at least 4 player games and not so much 1v1), because of AI hammering down orbitals you end up with large armies of just Dreadnoughts as everything else just gets fried. Which for me at least is less interesting. I think you could alleviate this a bit, apart from add the orbital jammer, by decoupling the huge quanta boosts the top AI get from their eco boosts, or make it a configurable option as mentioned above.
(In human vs human this is less of a problem as they don't get the quanta boosts etc. and as there are so many different demands on the quanta then the big orbitals can't be used as often.)
I think there needs to be some true end game units, like T4 and also something like a conventional nuke. Yes I know we have orbitals but sometimes they can feel like...magic or something. There is something satisfying about launching a proper nuke and I think some of the negative reviews on Steam echo that.
I think you have said you don't see the need for conventional nukes so so here is an alternative: Make a missile (missile launcher, not orbital), that can cause earthquakes. This would not damage units but would destroy buildings. This would be great against crazy turtlers, and with so many defensive structures coming in the expansion you know that is going to happen . The more I think about it the more I like this earthquake idea, as it only destroys buildings but not units it is kinda of unique, certainly earning its place in someone's arsenal, and is not so OP as it would not leave someone defenceless like when they get nuked and everything gets destroyed. You could make it a risky weapon to own too, so if someone destroyed the launcher it would set off an earthquake where it was located. So if it was in the middle of your base then bye bye base. So people would either risk it in their base where they can probably protect it better, or they could make a satellite base for it which save their main base but makes it more vulnerable to being destroyed. Makes things interesting I think.
You could even make a game type based off this sort of thing. Put the launcher of some kind of super weapon in the middle of the map and people fight to control it. Perhaps you have to collect parts of a super weapon around the map before you can fire it.
AI + diplomacy
The AI is good...but I think it can be improved. Actually to me it feels like it has got worse since release. If you have got to a decent level then to have a good challenge you have to put it on Painful AI and I don't remember it being like that before. Also Painful AI (and probably the others too) still have the habbit of sitting too many Dreads in their base instead of pushing the attack. The AI doesn't really know how to deal with real late game really, where a human player can have a great deal of dreads or a swarm of bombers to snipe their base.
You have said the expansion will bring the ability to share resources and even sectors between allies and I think that is great. Further improvements to this system is to allow the creation and ending of alliances mid-game. Option of map vision share or not too. Not an issue at the moment but if alliance can be ended you may not want to have map share for obvious reasons.
Steam workshop + mods
This is a big one and I know its coming but the ability to share maps, scenarios and mods will be great. Especially when we can share maps in an actual game lobby if someone doesn't have it.
From what I have heard the ability to add new units to the game by modders is currently either very hard or impossible so that barrier really needs to go asap. Modding has been a big part of what has kept alive Sins, or the original homeworld game as well as many others, I mean, even TA is still going with mods (and though it was badly recieved anyway, not being able to mod or make new maps killed Supcom 2 and possibly the MP experience of the new Homeworld game as well). So vital.
Anyway, those are some thoughts on the future of Ashes. Nothing too controversial I think. Please put more money and people on the game
Wonderful stuff, TicToc.
thx everyone!
Mhhh if the goal is to create a big rts. its important to consider the stragtety options for the future.
so far the game got orbital, tech, units, defences, in good or getting in better shape.
However there are some weak aspects i feel shoulde have some touch, the map (not visual but practical)
so far each map has 3 maybe 4: (Gens/Nodes) (Uphill terrain/downhill ?) (Vison and stragety vaule) (Turinium gens for Vp)
i feel this is an aspect that may need some new feature for the future and i am not sure if i shoulde call it the weakest aspect of the game or not. (a bit mixed feelings)
but its one that need that something extra.
so far the terrain will stay the same, (due to tech not always of course.) however what if orbital coulde change the terrain temporarly ? like deploy mists for smaller vison for units on the map, meaning you will have to rely on radar to see movements clearly.
the idea behind this is if orbitals coulde change the strategety map, by affecting the map as an effect, rather as a part of the Terrain/Terraineditor.
If one thinks that way, the terrain coulde be modified by the players by deploying orbitals that can change the terrain around the units to allow trickery, deception, devestation, halting, sabotaging, jamming.
you coulde send a meteor down from space after a few min it woulde hit the ground blocking an area between two mountains until its destroyed.
a tidal wave coulde come from the side halting resources from being mined (due to water) (Alt: or rivers coulde block units from crossing over creating choke points)
mists coulde hide stationary units or affect the entire map meaning vison from units and towers are really small, and radar is the only option to see something.
so you see orbitals coulde affect the map, but the best part is that units coulde do it to.
(its an idea about taking a different route than having it to be a part of the map terrain, but rather create it during a match for more stragety options.)
Some good ideas there.
Im really happy people with quality in this game like you.
You really think in the right direction.
Ashes could be perfect for a lan-party: gog-version is there, but LAN mode is still missing. Any plans for the advertised LAN mode? This would definitely increase replayability for years.
Re LAN mode, we always play it on our LAN. What did you have in mind?
I have one suggestion: please remove the bug that allows players to hear orbitals deployed by the other players without having line of sight to them. I can hear orbital drops like engineer drop, probing force, avatar and so on. Just stop this pls
LAN: I meant the fact, that everyone has to own the game to play multiplayer. If there are 6 persons who want to play the game and only 2 of them own it, nobody plays the game, because ashes of the singularity says "can't connect to gog galaxy" for those, who doesn't own the game. A dedicated LAN mode for which no gog galaxy is needed is what i would really like to see in ashes. Like Planetary Annihilation has it.
Simple fix. Everyone who wants to play the game should buy it. Do we really have to spell that one out?
Hello,
I bought the main game on gog, which is doing a huge discount.
Am I so considered as an "Ashes player" and be eligible for the $20 price tag ? (cf "It's $19.99 for Ashes players and $39.99 for new players").
Or is it also mandatory to own all the DLCs ?
Additionnally I have read somewhere that this expansion includes all DLCs (currently there are 5 on Gog). Is this true ?
In summary, with the main game + the expansion (at $20), will I get a complete package ?
Imarion
Some quick thoughts on replayability:
#1: Polish what you have. It's great, but not there yet. There are still issues. Make the core game as good as it can be. Do this BEFORE you do other stuff, or you will likely do the game a big a disservice. At very least, this should be the major focus in the short term. Make the game at LEAST as tight as starcraft. It's nowhere close yet.
#2: Achievement system. Pretty sure this is on steam, but you don't see it in the game. Make it evident in the game.
#3: Unlockables. Skins, maybe. New levels, maybe. Maybe discounts on DLC. Maybe new unit types, or pieces of units that you can eventually use to build new units.
#4 Randomized Side missions. As you play the campaign levels -- and maybe skirmish levels too -- the game will add random side missions (rescue and hold this node, sort of thing). If you do the mission, you get rewarded new components, which you can use to build/customize a personalized unit. The personalized unit would be available for production in single player, but not multiplayer. This would be a good thing for DLC too (new randoms, new parts, new abilities, etc.)
#5 Variation on #4 would have side missions build gradually into an epic story. Essentially each piece gives a little lore, until... eventually ... it all comes clear, and DLC made avail to finish the story.
#6 Tie in with social media more. No clue what might make sense. One-click export of video to facebook. Maybe last five minutes of game, or something (usually the best point in the game).
#7 enable player modding of maps, etc. Someone already pointed out that improving modability would be a god thing. Sounds like there are existing tools in place that require some polishing.
Here's another idea:
#8 temporary units and orbital abilities. By this I mean units and orbitals that aren't always in the game, or at least aren't always available in every game. These special units and orbitals could be released with DLC or at regular intervals.
Here are some ideas/notes/variations.
- There could be one temp unit/orbital added short term for each faction (a season, a month, a quarter, or whatever), and one added longer term (a year). At end of year, players could vote on the new longer term unit/orbital that they would like to have in their long term slot (from those already released). Logic here is that RTS players love to complain about the weaknesses of their favorite faction, and this would give them the ability to have a little control.
- The temporary units could be introduced to multiplayer. The main ranked league would focus on the currently released series of temporary units.
- There could be a separate ranked league that allows players to pick their temporary unit from those already released (and available to the player?). The player would select the preferred unit (blind to what the other player is choosing) at the start of the match. There could be a random selection option too. The player choice could be announced to the opponent at the start of the match ("radar reports that the other faction is using XX technology"). This could add another layer of strategy to the game (and opportunity for bluff). It's easy to imagine top players making "signature" choices.
- You could also enable creation of matches with custom troop configurations, chosen from all standard and temporary units/orbitals (more diversity of units and orbitals). You could also introduce "quick pick" configurations of popular unit combos. And of course, randomized selection could be an option too.
- You could obviously do same in single player. Total customization of troop selection, randomization, and whatever.
- The temp units could potentially swap in for standard units, instead of just being added to the lineup. (ex. if you take this faster unit, you then lose your Apollo, so you'll be weaker against air).
- You could enable CUSTOM RANKED LADDERS on LAN, using predefined but unrestricted custom combinations of standard and temp units/orbitals.
This just makes sense to me. It is true to the spirit that draws RTS lovers to RTS. We love it when knew troop types and new abilities are released. It shakes up the game. Do this on a regular basis, in a limited and controlled way that doesn't screw stuff up too much. That's the idea, I guess.
This would give EVERYONE a good reason to purchase the DLCs, not just single-player folks.
The only major problem I see with this is... would be REALLY tough to manage balance... but hopefully if restricted to one unit in ranked MP, wouldn't have a crushing effect.
One one last (crazy) idea:
Make the T4 unit type into one that can go "Voltron."
So you produce the t$ units, in various combinations that make sense for the situation in the game, and when you have enough, you form them up into an army, and the combine into super-bots (or super ships or whatever).
Abilities of the super unit depend on the recipe used (the component units).
I guess point is that this would bring a bit more variety and variation to unit types.
If combined with the temporary concept described above, this could add a great deal of replayability.
(meaning T4 temporary units rleased on a regular basis that can all serve as super-bot components).
Only problem with this is it doesn't really feel in spirit of David Simpson storyline, and more in spirit of crazy anime scifi.
But Starcraft has something like this too (protoss can combine).
Two further ideas to increase replayability/strategies:
1) Split the unit attack and HP upgrades into separate ones for T1 and T2 (and above). At the moment T1 does become a little bit obsolete, not totally, but its role becomes a lot smaller. They become easily killed and are especially vulnerable to orbital strikes. If you split the attack and HP upgrades so T1 got their own and so did T2 it means they could be made viable all the way to the end game. This is especially important if we are starting to get T2.5 and also with all of the extra defence structures we are getting with the expansion. There is space on the upgrades tab and you already have the code for upgrading the units so I wouldn't think it would be too hard to implement. It would give more options to players about how and when to improve their forces, allowing for more diverse and distinct play styles, and could make for a more diverse battlefield in the mid to late game. You may want to reduce quanta upgrade costs a touch.
2) This is an old idea, but still a good one I think. Allow us to build a second HQ or instead to teleport the single HQ to different points on the map. There are tons of cost and cool down options and location restrictions options available if you were worried about overuse. The static HQ is definitely a restriction on the end game and allowing the HQ to move could improve the end game and make it less predictable.
If you allowed a 2nd HQ then you could create maps which have separate islands of networked nodes that you have to build a 2nd HQ to be able to access their resources. Building a second HQ would be expensive and vulnerable though so you'd have to weigh that up against access to more resources.
Cheers.
This is done on purpose.
For Escalation you'd count. We'll have a GOG version of Escalation.
i am a bit concernd about one thing regarding (one replay aspect) and that is quanta archive/relay spamming.
so far in every game i have played i find that quanta is a very vital thing however i dont like to expose them and use a lot of space just for that alone when i coulde be making a better defensiv line.
the reason why i find this to be a bit repetative and kind of stressfull sometimes, is because when the income gets bigger i need to make use of it by having more quanta relay/archive the amount of space you use just to get more quanta income can sometimes be really annoying.
i wish there was a way to turn a 4x4 radius of the terrain into a building (as an uppgrade) where i can store quanta underground (so its not a big tower that stacks from each floor and goes straight up to the sky) in floors, (like floor one got space for 16, and next floor can have another 16 and so on.
Basicly what i am asking for is a way to use less space and make the quanta archive less spammable, whenever the income gets really to big for me so i dont have to handle every single worker, just to use the income and focus on min and max the income. i wish it coulde be something i coulde have an easier time to deal with and that stardock coulde make solutions that coulde ease up the spammable part with quanta and other aspects with the game.
if i were to take an a quick exsample it woulde be a building like the ( Mill ) from age of empires 2 where you coulde add farms to renew the process of gathering food,
just that is only the mill (building) and the farms wouldent have to use the space, beside the mill and have the option to repeat the farms without the players needing to manage it manually.
basicly the Mill woulde be 4x4 square building that can stock up 16 quanta relays on each floor (farms woulde be quanta relays/archives in ashes with a repeat button so it wont take unnesseary space and have to take away your time, by saying.
idle worker, plz return to the manage the quanta relays/archive again!. (its kind of the same thing as the micromanagement with starbases in galciv 3 before the update that came and fixed it and making it easier for us.)
When the game is gonna go up in scale you will need a system that can manage the more subjective things that needs you to take care of it. (i dont want it to be a building simulator but an rts where i can focus on beign a commander of a massive army.
This is a good point, and a very decent idea IMHO. Worth trying.
Only wierd thing would be archers dominating T2 and T3 because they have advanced... But hey, worth a shot.
Agree it would make for additional strategy options.
Have more game setup options similar to those in SupCom2 where we can change the nature of the game: no air units, no orbitals, slow quantum generation or other aspects of the game.
Kinda odd this isn't in anyways, every other RTS I've played lately (Command and Conquer, Dawn of War, Supreme Commander) all have the option to dictate certain rules.
This is a good point, and a very decent idea IMHO. Worth trying.Only wierd thing would be archers dominating T2 and T3 because they have advanced... But hey, worth a shot. Agree it would make for additional strategy options.
Well, all being equal the other person can upgrade their T2s as well, and to get a T1 to T3 level would take mind boggling amounts of quanta (and time).
But it does mean people can play more T1 late game, make them strong enough to surprise the enemy etc. One game go mixed, another game go strong T1 and high numbers, another game strong T2 etc. As you say, more options. Thanks.
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