Hey guys! As you may have seen in the March Dev update, I'm going to be taking over many of the design and operations of Ashes moving forward. This should result in a lot more getting done in shorter times as now we'll have a designer specifically focusing on Ashes full time whereas Draginol has his hands full with many other projects and whatever else being a CEO involves.I have a pretty solid idea of what I have in mind moving forward, but I'd like to take suggestions for new features or quality life changes moving forward. This is separate to specific game play changes. There's been some fantastic features which I'd love but didn't think about until someone mentioned it. This is also to jot my memory of features I love in RTS games which Ashes would benefit from, or quality of life changes which I haven't been able to articulate.
I also would like to encourage you to take the conversation to the Ashes Discord channel where I'm quite active and will argue with people about design/balance. To get everyone in the loop (and to avoid everyone listing obvious things) below are the features I'd like to see implemented on top of what's already on the way such as replays, modding/workshop, T4 and naval. This doesn't mean to say they will all be implemented. It'll be a gradual process, some may not even be possible and there is always an opportunity cost for programmer time.
My Feature Wishlist:
Fully rebindable hotkeys
Every unit and action in the game should be have a bindable hotkey. Modifiers such able to mix ctrl + or Shift + should work to give more options.
Click to drag multiple structures
This is specifically a feature from Supreme Commander. Anyone that comes from Supcom will be disappointed it’s not here. When placing a new structure, holding down the click and dragging will queue up multiple of that structure in a line. This is mainly useful for when players want to build lines of defenses or Quantum Relays.
Building Templates
Another fantastic feature from Supreme Commander. This allows players to select a few structures and assign them to a template. The template can then later be recalled to drastically speed up the process of establishing base defenses.
Color Switches
In team games it can be confusing keeping track of all the different players. To make this process easier, especially for colorblind people, many prefer to remove the individual player colors in favour of one color (Green) for yourself, one color(Blue) for all allies and one color(Red) for all enemies.
Acquisition of allied assets when a player drops
Having a player quit or drop shouldn’t result in that team immediately having no chance to win The units and resources belonging to the player who drops should be shifted over to someone else. Perhaps the player with the slowest strength? An alternative is give the players assets to an AI, but that has its own issues such as difficulty levels.
Ranked 2v2
This is a difficult topic because adding another automatch queue type is going to split the small community and result in longer times to find opponents. A better solution would be to allow custom 2v2 to have a ranked mode, which then limits map options and map pools to the ranked mode but then stores results in a 2v2 ladder. Then there’s also the question of should 1v1 have this option too?
This is coming, there's already the UI setup for it in the 2.2 opt-in.
Live Streamer List
Have an interface in the main menu which highlights whenever a pre-listed community member is streaming Ashes, allowing more people to find their streams and interact with the community. The same could also be done for YouTube videos such as patch previews, shoutcasts or campaign let's plays.
Ashes, like almost every other RTS game, doesn't have the player base for automatch to only match similar skill level opponents in a short amount of time. However, a line has to be drawn somewhere; the top players in the community shouldn’t be matched up against brand new players, it doesn’t benefit anyone. Getting stomped by someone in a couple of minutes is very off putting and I think everyone would rather wait a bit longer to find an opponent then have such an extreme skill gap. There should be some limitations on matchmaking.
The current tutorial isn't very good; it's long, slow and boring and doesn’t even teach players that much. This is a problem for introducing new players to the game. I plan on making new, better tutorial/s which are more fun and engaging, but also teaches players more information for the multiplayer.
[Ashes Forums] Add a new section for posting replays.
This can be used for players asking for advice, pros showing off strategies or to give shoutcasters the most interesting and exciting replays to cast.
Play/resume skirmish while queuing for ranked (Is this even possible?)
Being able to play a skirmish vs AI would mitigate the boredom of waiting for a game which can sometime take a while. (Especially on my Australian timezone)
Multiple Ping types (low priority)
In order to improve communication and coordination in team games, having multiple ping types would help. Such as Green Ping for attack here, red ping for defend here, orange ping for attention here, purple for use orbital here, etc.
Army Formations (low priority, is this even possible?)
Given that armies is supposed to be a core and unique mechanic of Ashes, it provides almost no functionality and is often neglected. Customising formations would add a level of tactics without requiring fast paced micro from the player. The idea being that players could rotate certain unit types in and out of the front of the army to counter their opponent depending on what they are assaulting.
Whatever it is now
Places Frigates at the front to counter primarily Athena/Mauler armies without exposing your own cruisers
Places Cruisers forward to counter anti-frigate armies without exposing your frigates
Places Artemis/Destructor forward to snipe base defenses without your army running into turret fire
Multiplayer LAN (low priority)
Almost all RTS games over the past decade haven’t bothered with LAN support, so this allows Ashes to fill a unique niche.
Quality of Life
Fix getting stuck on camera lock without players being unsure how to remove it (follows a unit)
Prevent armies from forming with mouse click (Players should manually hit V)
Make swapping to team chat more intuitive (Shift + Enter for team chat)
Show rally point for factories
Show Quanta income
Button for reset default camera zoom and angle
Allow clicking out of the invite player panel in a lobby to close the invite panel
Enter prompt for lobby name and private/public when creating a lobby. (Default to “[steam name]’s game”)
Prevent artillery units from moving closer to target instead of utilising max range
Fix the left to right ordering of many of the menu options.
Add Load game into the in-game menu instead of having to back out into main menu
Given more features and options being added, there may need to be sub menus in the main menu such as Single player, Multiplayer.
Bug Fixes: (Not all are verified)
Kill Orbital can miss?
Vega has performance problems?
Cap bug, units ignores cap queues (shift click) on some maps such as Pulaski?
Substrate regeneration is broken?
Can’t target radar contacts from an ally's radar?
I think he means when you spawn an engineer, any other engineers nearby get made into a meta group and so it interrupts whatever they were doing to follow the command you give to the quanta made engineer. This bug has been around for quite a long time.
Yup, and very frustrating when it happens.
Wow. Do you have a replay where this happened?
Not yet, but I have a week of vacation coming up. Might be able to send it to you today.
I also need to see, if I can constantly reproduce the bug to give some more explanation. I kinda got into the habit of not clicking so fast after the spawn to prevent it. Let me see what I can do
Hmm, I couldn't replicate that specifically. But there is a general frustration from accidentally forming armies by right clicking on a unit when you already have one selected. That may just be it, instead of something to do with summoning the Orbital.The forming of armies with mouse clicks will be removed next update.
Hrmm... this was one of the easier ways to make the T1 units form up and work together.
Now I have to box them all and hit V?
Oh yeah, One feature that I would really like to see is the Rise of Nations unit-AI control, where you can tell your armies to be aggressive/defensive/hold position/focus on razing structures/focus on raiding economy etc.
Hrmm... this was one of the easier ways to make the T1 units form up and work together. Now I have to box them all and hit V?
If you're referring to selecting a unit and then right clicking an existing army to make it join them, please don't remove that - or at least make a toggle in menu - it's super convenient to use.
Option to not allow air in armies pls?
Yeah not even bothering with dreadnought upgrades nowadays. Please make upgrading them less tedious
Two factories producing T1 with two engineers supporting at the start of the game.
... you'll be boxing, and boxing, and boxing....
... harder and increasingly annoying as the distance between factories and destination army gets further...
... with click option, you could just send the units to the closest trailing T1, and they would form up with whole army.
(actually, not sure if it would work by boxing only the trailing unit, stands to be seen... )
Come to think of it... how annoying is management of this in general???
In startcraft, I can just setup my factories to send troops to my armies.
It's like a couple of clicks, and done. (hotkey my factories, right click on destination unit)
Why do I have to keep boxing the T1 units repeatedly???
Am I the only one who thinks this is annoying?
I thought the game was intended to be less clicky.
In what respect is changing from clicking to boxing a better decision for the long term?!
Look for solutions that are less clicky instead!!!
Agree.
I have no good suggestions though.
Maybe a popup modal? So I don't have to see the dreadnaught on screen?
Just pops up on side, and I make selection? (shows icon for dread type, buttons for the choices, and a button to "view dreadnaught")
If there are several upgrades, it could just queue the popups along the side?
Also might not hurt to display the dread stats (health, shields)... would help to make quick decision about the heal option.
Just a thought. The more I have to go look for and manually do things, the more I get annoyed. I am the commander. Just put the choices in front of me, and let the units do what they need to do.
(PS Yes, I love RTS and micro, and don't mind doing lots of things manually.. but I think Ashes needs to make a decision if it wants to be a micro game... and if not... serve the player better and make it easier to do things, not harder)
The problem with making the game too micro is the speed. It's probably much better than it used to be, but it still feels a bit less responsive and fluid than a beautiful game like Starcraft 2.
This is not to say that ashes doesn't havea lot of other terrific things going for it, but the UI is just less... streamlined and lovely.
... The most pronounced symptom of this is when my units go stomping off in unexpected directions, which is STILL my ongoing gripe...
I mean, I see so many requests for control over unit behaviors.
Can this not become the next priority?
Two factories producing T1 with two engineers supporting at the start of the game.... you'll be boxing, and boxing, and boxing....... harder and increasingly annoying as the distance between factories and destination army gets further...... with click option, you could just send the units to the closest trailing T1, and they would form up with whole army.(actually, not sure if it would work by boxing only the trailing unit, stands to be seen... )
I get it. You've been very clear about why.
No dispute from this end as to rationale.
It probably needed to change, as you say.
Well... it does have something to do with micro/macro, sort of...
Anything that involves manipulation of individual units (sending them places, or into armies, etc.) is more towards the micro end as far as I am concerned.
I'm not sure that everyone would accept my definition of micro in this case... but doesn't matter, really.
What I mean is that it makes the game objectively more clicky.
That's all I meant when I referenced micro above...
(and I'd add that the comment was more in relation to the dreads than the boxing solution, but the same principal of "more clickiness" would actually seem to apply equally to both issues.)
Of all the things you could have responded to in my post, I wish you would have addressed this thought instead:
[and I have to click them a lot]
I mean, I see so many requests for control over unit behaviors. Can this not become the next priority?
Please?
Are you aware there is a menu option for automatic leveling up of Dreadnoughts?
Are you aware that option only works in single player?
Can you please just make that mechanism work in multiplayer?
Another option would be to create a menu, that we can access anytime during the game, where we can assign upgrade paths for each dreadnought type that they automatically follow.
Thanks,
I considered this too. But that means I would potentially have to config at the start of each MP game. That's why I recommended a popup.
Just prompt us when it needs upgrade.
Don't make us find the Dread on the map, and then move the mouse to target the arrow precisely, and then click the upgrade.
Just have a small sidebar pane appear, making it easy to specify the upgrade choice. Have the pane show the relevant info (ex. dread shields and health). And give users a button to jump directly to a view of the dread in question. User just makes the choice, and then moves on with life.
Doesn't seem like it should be necessary to have the dread on screen to do the upgrade.
It's just more clicking, and the game has plenty of that already.
Holy smokes! I just took a close look at that image!
Is that an entire fleet of Dreads?!
I don't think I've EVER had that many!!!
Can't say I like the answer, but at least appreciate the response.
Thanks.
What about something outside the game but in the forums... Dev diaries that come out when it should and is found on steam (link to this or whatever)
Lol. Thought it was just me.
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