Excellent write-up, indczn! I'm sharing this with the team. -Scott-
DeftMunky
Hey InSyncOTC, Thanks for the heads up. This is very strange. We're looking into this now. I'm optimistic we can solve this before the patch goes live. Thank you! -Scott-
Hi Tiresias42, Thanks for your feedback and ideas. We do want the end-game to be more interactive, especially in a 1v1 situation. I'll let Soren know about your ideas. Thank you again! -Scott-
Hi Throkster1, Nice finds! Thanks for the feedback. How do you want the HUD to resize? Thanks! -Scott-
Agreed. We're working on it. We have a lot going on right now so it may be a while before they are online. -Scott-
Both mines get both resources. The way it works is that for each resource a building can gather, it looks at its tile and its adjacent tiles and will produce equal to the highest amount of those tiles. So if it is a metal mine and it is on a low iron, but there's a high iron adjacent to it and you get slant drilling, it will be producing iron at the high rate. It works the same for all resources. For aluminum, it would do the same evaluation. A metal mine could produce high levels
Hi AvenZrk, A. Hm. Good point. We're working on a new UI right now and we're trying to make it compatible with 4k monitors so that you have a better experience. This may not be fixed for a few months, but we are on it. B. Yeah, there's a lot of wonkiness with the viewing observer after a game. I'm not happy with the end-game flow and we need to work on it. As for graphs, it's a matter of priorities. I love graphs and data visualizations, but a lot o
Hey TokyoDan, Thanks for the data. It is interesting that the performance has gotten so bad. I didn't expect that. I will let Joel (our Mac guru) and Jason (our graphics guru) know about this post and see if they have any idea what's up. The interface latency is a problem and won't go away until we move to the next system, hopefully in a few months. Thanks for the info! -Scott-
Interesting idea. Thanks! -Scott-
Good ideas. Thanks for the feedback! -Scott-
When a game starts in "Reveal Map" mode, there's a penalty for founding early. The longer you wait to found, the less of a penalty you absorb. If you start a game and you're not scanning, remember that this is how the game works and don't found immediately! Sorry for the confusion. -Scott-
Hey, Thanks for the questions. 1. We will most likely have achievements. I'm a big stickler against achievements because I feel like a lot of games have them and they're not very interesting or fun. Great achievements can make a game better, but I don't want to have achievements just so players get some prize for something silly. My favorite achievement is the "one bullet challenge" from Half Life 2: Episode 1. It fundamentally changed how you played the game
Were you playing against the computer? I believe that Soren made it so you could buy the computer out by holding down shift and clicking on the buy stock button. Perhaps that's enabled. We've flipped it on and off a few times and I forget its current state. -Scott-
Good ideas. I will add them to my task list. -Scott-
Good find! Thanks for letting us know. We're going to be re-doing that portion of the interface and the problem should be addressed with the next version of it. It will probably be a couple months before it is resolved. Thanks for the find! -Scott-
We're aware of several quickmatch bugs. We know that the records aren't being recorded correctly. Please continue to provide feedback describing what is going on. We may have a hotfix for these issues before the next big patch, or it may roll to the next patch. Sorry that things aren't 100%. We knew that there would be some issues with matchmaking initially and that we hadn't seen all the problem cases, but you never really know until you go live. Thank
That has been mocked up and we're working on putting it in the next version of the UI right now. It may not be online for a few months, but it's coming. Thanks! -Scott-
Thank you for the kind words! I'll share them with the team.
[quote who="Faressa" reply="7" id="3568053"] Is quickmatch 1v1 with default settings only? [/quote] Yes.
Duly noted. We have discussed having English (US) and English (GB) options. I'll talk with Jason (our localization super dude) about getting English GB for the next patch. -Scott-
[quote who="Agamemnus" reply="1" id="3567957"] Please don't forget TEAM CHAT. How do we really play teams without team chat? [/quote] It's on the list. It won't come before the new UI though. (So likely Beta 6.) -Scott-
Hi Thalassicus, Thanks for the feedback! I'm really glad you enjoy the game! We're huge boardgamers at Mohawk and it informs a lot of design decisions we make. I agree with the similarities with Dune, at least with Mars being largely a desert-ish planet and using its resources for economic gain. We don't have the po
We're on it. We will try to get it in with the next version of the interface. (Probably a couple of months away.) Thank you for the feedback! -Scott-
[quote who="beecoder" reply="11" id="3566828"] I created an account on this forum to make the comment that it's almost impossible to find buildings of a resource type, which makes the game frustrating after a buyout. [/quote] The interface team hears you loud and clear. We're working on a solution so that players will know where their buildings are in the game. It's still in early stages, but we are planning it for the game. Thanks! -Scott-<
Hey BlackMagic1, I agree that we should start the game zoomed out. I will try to get that fixed soon. I'm in the faction against auto-supply because it's very easy to turn on auto-supply for one of your buildings and forget that it's on auto-supply, and if the resource it's buying becomes too expensive, you've entered a death spiral that you're not aware of. I agree that the transition when you buy out an opponent is pretty sharp and that it'