[quote quoting="post"] Small but important, sound doesn't switch off if you alt tab out of the game.[/quote] Should the sound turn off or should it go down in some way? I play a lot of Hearthstone and Hearthstone doesn't do that. [quote quoting="post"] The loader bar also doesn't load once a lobby starts, so if you're alt tabbed you have no way of knowing.[/quote] What do you mean "loader bar"? Thanks! -Scott-
DeftMunky
[quote quoting="post"]The tooltips of many buttons as well as the game map tiles are bad. You have too much "on mouse over" shit happening, and tooltips clutter the space unnecessary. Why not relocate building/tile info into a separate window, preferably somehwere at the bottom of the screen like in traditional RTS.[/quote] We've found with playing and playtesting the game that if we put information away from where the player's mouse is, they don't correlate that with what
Thanks for the feedback, sresk2! Good stuff! [quote quoting="post"] Tooltips and an encyclopedia - there is a lot going on in this game and not all of the information is readily apparent, more hover over information and a resource to go to in game to learn about the mechanics would really help. I watched you're let's plays and tutorials and that helped alot, if I hadn't watched those I'm not sure that even the tutorials would have been enough to teach me how to
We have plans, but they're not going to show up in the near future. We'll try to improve the current experience the best we can until we get our major solution implemented. Thank you! -Scott-
[quote who="Sir-Rogers" reply="3" id="3523263"] What's also interesting is that the buildings from a bought out player dont give the adjacency bonus to your production, so you will have to scrap and build your own over his existing buildings, in the case that you're close. [/quote] That may be a bug. Do you remember if you bought out a scientific player? Science buildings are different buildings in our logic from other buildings since they operate in a weird way, so
Soren added a fix that will delay the AI buying players stock. That should be in the next update. As for the visibility of "oh man, how'd they get that money", that's something we're working on. (It won't be in the next update, but we're working on it.) Thanks! -Scott-
Stardock ticket system is the best bet. Please go through that. Thank you!
Thanks for the feedback! The hacker array lag should be fixed in the next update. Glad you're enjoying the game so far! -Scott-
[quote quoting="post"] I learned through watching a youtube video that you get an extra claim for being the last person to place their base. This seems like a big deal and I'm not even sure if it was mentioned in the tutorial. At the very least, it should tell players in the event log that the person got the extra claim. Well, maybe it already does, leading me to my next point... [/quote] We had that in our old scanning system and was an
Excellent! Thank you for this information! -Scott-
Hi Shaarkrat, What is going on with your game? Can you send us your game log? No timetable yet for translations, sorry. -Scott-
Thanks for posting this! I'll look into it on Monday. Are you playing the campaign? Single player? Are you mousing over your own buildings or someone elses? Any details you provide will help me fix it and get it to you faster. -Scott-
[quote who="broskiier" reply="1" id="3523154"] I'll add to this: I find it quite hard to get a holistic view of what my opponents are up to. If I want to sabotage one of my opponents, its hard for me to get a holistic view of where is operations are. If we had a color-coded minimap, even if its an overlap map, similar to the "strategic map" of Civ 5, that allows me to get a view of the whole battlefield at once it would make it easy for me to see where their industry clusters exist,
Hi Cov123, Thank you for your feedback! [quote quoting="post"] The order of the factions should be by stock price. Leader on top.[/quote] We've discussed this internally, but I'm happy with the current solution for the following reasons: - The active player is always on top, so the player knows where to look. - Having a static position provides another way to recognize players. - The stock price isn't the best method of sa
Thanks for the feedback! The Offworld Markets are pretty decisive at this point and if you're the first to get one up and running you'll probably win. The game was balanced earlier (or our tiny office meta was tweaked so) people were getting bought out before players got to Offworld Markets. Now it's a bit heavier the other way. I think we'll want to have a balance where every game is not decided by the Offworld Markets. (But this is all Soren's call. I just
Yes, cheating is disabled in MP. I think I'm going to have it mar your results in the campaign. -Scott-
You can watch Soren barely win the tutorial here: https://www.youtube.com/watch?v=iBI0TDKnCwk (We really need to dial back the difficulty on that tutorial.) -Scott-
Some of those are cheat keys!! Don't use those!! [e digicons] Other key commands are: +/- : change game speed z : hide HQs and buildings. Helps to figure out where resources are if you're doing an underground nuke. hold shift while placing building: allows you to place multiples at once. c : go into claim mode
Thank you for showing me this! I'll share this with Jim and Soren. We do have a balance in the game of not overloading the player. If this was a turn-based game or something closer to Anno or SimCity, we'd have more room for all these features because players would have more time to dig through them. As a multiplayer game, helping manage the player's attention is key and we don't want to give them too many options and things to fiddle with, but point them to the most i
Debt has two major consequences in the game: - Lowers your stock price. This is the big one. If people are able to buy you cheap, then you'll get bought out earlier. This is the risk of running a lot of debt early - players can pick up your stock for $4-5k which can help them buy you out later in the game. (Or they get a payout.) - No profit from power or pleasure dome. The money you're making from power and the pleasure dome go to pay off your debt first, so you'r
Hey Cerzi, Thanks for the feedback on the interface. We have a long way to go and you gave us a lot of good info on how to fix things. Could you point me to a SimCity 5 display like you were describing? I'd love to see a good example of what you're describing. Thanks! -Scott-
Hi Jentry, Patents DO NOT transfer to the buyout player. We had this in for quite some time, but it created a huge steamroll effect. So what you saw in your game was the designed behavior. Getting control of another HQ can have some strange side effects. It's best to start the example as robotic. If a robotic player buys a expansive player, the robotic player now has to pay for life support for the expansive colony, but all the transports still use power instead of fuel. I
Great feedback, Cerzi! There's a lot to chew on here and think about. I completely agree about the hotkeys and shortcuts. One of the things the game is lacking right now is a sense of meta-information over what you've built and control over that. We have some nebulous plans on how to do it currently, but your feedback will go into shaping how that turns out. Thank you!
Hey Icarus007, Currently there's no way to see other player's incomes, nor to see who sabotaged you (except for mutinies - if you steal an advanced building you can see it on other player's stock line). You can though see other players' trades by watching the ships flying between their HQ and the colony. You need to know what those resources are, but it is a small tip. -Scott-
I'll add it to my tasklist to try to find some way to disable edge of screen scrolling on a Mac.