Feed back Beta 6. Initial thoughts.

This beta is perhaps the best I have played so far. I sat down at 545pm and could not stop till 1015pm. Great job. Fluid and smooth playing. I was on Excessive with 13 factions all Minors on 'uncommon' habitability and loose clusters. In no particular order.... Oh and I am blind and like big fonts!

 

  • 20 Turn lock out on Diplomacy is a bit long. Either lower it to 12 or give us techs or ideologies to lower it. Many times I wanted to just look at the number of planets or ships the other Faction had and I was not able to do so. The lock out awesome but we need bit more happy medium. I say 10 or 12 turns. 
  • Pirate Bases are a tad too strong. The high defenses (16-20-16) combined with 400 hps are overpowered till you get heavier ships in fleets mid game. Either lower the defenses or the hit points. I should be able to take a 2 or 3 medium ship fleet and beat them but they are cleaning house on 3 fleets. 
  • Pirates are a pain in the arse! I love it. Lets do more with them but I know its going to be later.
  • The combat viewer is slightly odd. I seems too close up for me when doing cinematic view, a bit farther back and a lower angle plane seems better. 
  • Diplomacy is EXCELLENT. I love the responses I am getting. Minors coming to me with  a gift and others saying hey we like or hate you! The galaxy feels much more alive now, good job!
  • I want a way to upgrade my Flagship Survey-ship. Its one of a kind but I want to upgrade it somehow, can we get a tech for that?
  • The 'Uncommon setting' on planet habitability still feels like too many. I was running into class 10, 11,12 and 18 planets just a few stars away from home world. I do not know formula but it seems like just 'one planet' too many for that lower end setting. 
  • No anti-matter missiles? Why?
  • Tech tree {feels} shorter, I know we are 'done' but the tech tree feels shorter with the specializations. 
  • Kudos to Brad and team on making strategic resources a must have early, mid and late game. It drives me to have to do 'EVERYTHING' at once, build Colonyships, build Constructors and build military ships (against damn pirates!).
  • Where/what is the Precursor defense module? I did not see it.
  • The text for the Benevolent missionary build reads 10 points once built but our B6 notes say its 1 point per turn, which is it?

Thats it for now.. I am really having fun!
7,171 views 12 replies
Reply #1 Top

Great feedback.  :thumbsup:

Reply #2 Top

For my second playthrough, ended first when it began to feel to easy due to culture flipping planets with ease, I was able to destroy a pirate base easily enough. I sent over 8 light hulled ships, most with the prototype projectile weapon and two thrusters, and destroyed it. I lost 4 ships, but it didn't seem all that powerful. Mid game if there are any still around they're going to be easy to destroy.

 

Reply #3 Top

Funny typo in the Citadel of Revenue (Malevolent) tree:

In 0.86, it said "squease"

Now in 0.9, it says "sqeeze"

Ohh, so close!

Reply #4 Top
    • 20 Turn lock out on Diplomacy is a bit long. Either lower it to 12 or give us techs or ideologies to lower it. Many times I wanted to just look at the number of planets or ships the other Faction had and I was not able to do so. The lock out awesome but we need bit more happy medium. I say 10 or 12 turns. 

 

    • Pirate Bases are a tad too strong. The high defenses (16-20-16) combined with 400 hps are overpowered till you get heavier ships in fleets mid game. Either lower the defenses or the hit points. I should be able to take a 2 or 3 medium ship fleet and beat them but they are cleaning house on 3 fleets. 

 

    • The 'Uncommon setting' on planet habitability still feels like too many. I was running into class 10, 11,12 and 18 planets just a few stars away from home world. I do not know formula but it seems like just 'one planet' too many for that lower end setting. 


End of quote

 

   1) Agree, too long.

   2)  All shipyard are crazy powerful.  I can see foritfying them against raids, but current starts are abusrd.

   3)  Even worse in common and abundant.  I keep turning it down with each new game.

 

Reply #5 Top

Quoting Ex, reply 4


   2)  All shipyard are crazy powerful.  I can see foritfying them against raids, but current starts are abusrd.
 
End of Ex's quote

I had the AI come in three medium hulled ships and destroy one of my shipyards. I really do not think they're too fortified.

Reply #6 Top

numbered by me for clarity.


1     20 Turn lock out on Diplomacy is a bit long. Either lower it to 12 or give us techs or ideologies to lower it. Many times I wanted to just look at the number of planets or ships the other Faction had and I was not able to do so. The lock out awesome but we need bit more happy medium. I say 10 or 12 turns. 

2     Pirate Bases are a tad too strong. The high defenses (16-20-16) combined with 400 hps are overpowered till you get heavier ships in fleets mid game. Either lower the defenses or the hit points. I should be able to take a 2 or 3 medium ship fleet and beat them but they are cleaning house on 3 fleets. 
3      Pirates are a pain in the arse! I love it. Lets do more with them but I know its going to be later.
The combat viewer is slightly odd. I seems too close up for me when doing cinematic view, a bit farther back and a lower angle plane seems better. 
4      Diplomacy is EXCELLENT. I love the responses I am getting. Minors coming to me with  a gift and others saying hey we like or hate you! The galaxy feels much more alive now, good job!
5      I want a way to upgrade my Flagship Survey-ship. Its one of a kind but I want to upgrade it somehow, can we get a tech for that?
6      The 'Uncommon setting' on planet habitability still feels like too many. I was running into class 10, 11,12 and 18 planets just a few stars away from home world. I do not know formula but it seems like just 'one planet' too many for that lower end setting. 
7      No anti-matter missiles? Why?
8      Tech tree {feels} shorter, I know we are 'done' but the tech tree feels shorter with the specializations. 
9      Kudos to Brad and team on making strategic resources a must have early, mid and late game. It drives me to have to do 'EVERYTHING' at once, build Colonyships, build             Constructors and build military ships (against damn pirates!).
10     Where/what is the Precursor defense module? I did not see it.
11     The text for the Benevolent missionary build reads 10 points once built but our B6 notes say its 1 point per turn, which is it?

End of quote

1. I think the 20 turn lock out is just about right.  Stops exploits and you shouldn't be able to get all that info about AIs anyway.

2.  Pirate bases were a shock at first, but they can be handled with a bit of work.   I say don't nerf them.   When I finally got my first one it felt GOOD.

3.  Pirates are great so far, should get better.   I hate it when they nail my colony ship!  Dang em!

4.   Agree!!

5.   You just need to tech up and build your own.   You found the one you have from precursor junk.  One of a kind.   Should be a bit of work to churn em out. Otherwise anomaly feeding is a  free ride.

6.   Not sure about this, not enough experience.   I use common setting and that does seem a bit much.

7.   I got anti matter power plants instead.    Nice!!

8.   Only 150 turns into gigantic, feels ok so far.  But you may be right.

9.   Agree 150%!!

10.  Me either.

11.  I should know this by inspection...but it needs to be labelled right.

Thanks for many useful comments.

 

 

Reply #7 Top

7. You need anti-matter to make them, 1 unit per missile launcher. 

Reply #8 Top

Yea I found Anti-matter missiles on the path past Stingers. Gonna load up on Antimatter now. Must steam roller my path to Ultimate Supreme Emperor of all before me!

Reply #9 Top

The 'Uncommon setting' on planet habitability still feels like too many. I was running into class 10, 11,12 and 18 planets just a few stars away from home world. I do not know formula but it seems like just 'one planet' too many for that lower end setting.
End of quote

There is another problem regarding extrem worlds, there are several setups where no extreme worlds spawn although they should.

Regarding the planet habitability, I experimented a bit using the dev. command "fow" and different setups. I agree that the scenarios with rare/uncommon habitability are difficult to realise. Furthermore, the hab. planets can be clumped up in one area which is unfair. But as long as the AI is directly moving to those planets through the fog of war, it is unfair anyway (I dont know if this is fixed alrdy).

In my view, it would be a good idea to define a maximum "planet class per tile" value, so that there cannot be two paradies worlds next to each other as the only ones in the universe. Another interesting idea would be rather strong pirates guarding paradise worlds, so that the "lucky" player spawning next to them needs to invest a bit to colonize them.

Reply #10 Top

I am not sure but I thought I remember Paul or Brad stating that the AI is also handicapped by fog of war, that is it does NOT know the locations of planets/resources on the map and is playing on the same field of knowledge as the human player. 

Reply #11 Top

Quoting Larsenex, reply 10

I am not sure but I thought I remember Paul or Brad stating that the AI is also handicapped by fog of war, that is it does NOT know the locations of planets/resources on the map and is playing on the same field of knowledge as the human player. 
End of Larsenex's quote
They've said this multiple times, but they're wrong. It's super easy to test, too: Just start up a game on a small map with lots of races and use your ships to follow theirs. You'll find they head straight to new planets without scouting first. It's easiest to see when they send a ship THROUGH your starting space to get a planet on the other side of your influence, long before any ship could've scouted it.

Edit: I'm wondering if the AIs have a similar bug as the minor races, where the minor races acted like they could see what every minor race saw. The major races could be operating with a similar bug. Race A scouts and Race B sends a colony ship.

Reply #12 Top

Yes, the AI still cheat. I have re-opened my ticket from 0.83.