eviator

eviator

Joined Member # 6176744
46 Posts 406 Replies 3,542 Reputation

If someone doesn't find the game fun there are two likely issues: 1. They don't really understand the game. Often this comes down to not knowing the power of quanta/research/orbitals or not understanding the value of unit composition. Can you come up with scenarios that highlight the depth of these in a way that convinces them that such aspects are more than just "oh isn't that nice" but actually crucial to gameplay depth? Show them how powerful each orbital can be when us

28 Replies 95,744 Views

If they add a little micro, one thing I think they could do to liven things up is stances. Aggressive means long leashes, defensive means short. Retreat means higher combat speed, no return fire, and serious meat shields. Punch-through means break the enemy line of units and try to get to the ones in the rear, but perhaps take more damage. I don't know if any of this fits within the vision of the devs and even if it does I doubt it would take the form I'm envisioning. Option n

22 Replies 50,526 Views

Well I would think that is exactly what a Nemesis does: target dreds first. And if it doesn't that should be fixed. I like that you cannot pick off the individual units that are making your life difficult. It means that composition (and research and orbitals) is more important than it otherwise would be. If there is an imbalance because X is too powerful unless you do Y, which is way more expensive to achieve, that is a balance issue. Balance is a constant thing, but it is appropriate to

22 Replies 50,526 Views

To make counters, either you tweak numbers so that X does more/less damage against Y, or you remove manual targetting and establish automatic targetting priorities. Ashes seems to take the latter approach to reduce micro. Is there a better way to reduce the targetting micro but keep the counters?

22 Replies 50,526 Views

Wow, great list! I will check it out. I already build diverse armies with what I think is a good mix of units. But I would think if I can intelligently tweak my standard factory queue based upon what I'm seeing in the field and what goals I want to accomplish, I could do better. Also it is starting to feel boring and shallow to keep using the same old mix.

8 Replies 41,025 Views

Best I can tell probing force is used to take regions the enemy has taken and left undefended. They cannot take on an avatar nor can they take developed neutral regions since the latest patch, which buffed the creeps. We already have incursion, which is a little slower but much more powerful, and which can be used to effect in many other situations. Incursion seems superior in nearly every way. What am I missing about the probing force?

2 Replies 24,382 Views

What units/compositions are good against others? I see posts here and there talking about building counters but I don't know how you all figured them out just from the unit descriptions and weapon tooltips. I'm an SP player and I'm thinking counters would help me kick it up to the next level of difficulty.

8 Replies 41,025 Views

Art is expensive, both in terms of development and performance. May get better over time as the development budget increases and hardware gets better. My perspective differs from yours in that I'm more interested in a deep and replayable gameplay experience, not so much art. The former holds my interest for many hours, the latter for only a few. It's funny I read one post that said "This game is terrible without a fully-fleshed out campaign experience" and another that said "I

9 Replies 41,211 Views

Well I would think flexibility of composition is one of Substrates main differences/advantages, along with shields that regenerate over time. The PHC's strengths would be mobile artillery and healing. If everyone is using those strenghths to max effectiveness, maybe its balanced. Or maybe its not. I think you need more than 3 data points. Stardock has all the match outcomes so they can probably munge the data to figure it out.

12 Replies 40,149 Views

[quote who="Frogboy" reply="25" id="3632377"] The reason is the genre, budget, and price. First, price is a huge factor. If you're $20 most people will let it slide. Have you played Factorio? While I personally like it, if it had been priced at $49.99 it would have gotten murdered in reviews. [/quote] I hadn't considered this. Now your earlier comment that you wish Ashes was $39.99 makes sense, and I agree. That f

35 Replies 177,053 Views

[quote who="Frogboy" reply="16" id="3632330"] What are these best games available in the RTS genre that you are comparing Ashes to? You do realize that the same complaint could be made of nearly every independent game from Factorio to Undertale. [/quote] Hoping to repeat my point once again for clarity, I didn't say "best games available in the RTS genre", I said "best games available". That's right, I'm talking all games. To get an "ove

35 Replies 177,053 Views

It will be nice 1-2 years from now when Ashes will be in a state typical gamers will find comparable to the best games available and be nearly unanimously reviewed positively so you end up with a 95+% rating. I did my part. Hopefully the current average ratings don't stop that progress. In the mean time I look forward to your iterations. ASADDF, one may argue that the OP's criticism is an attempt to support the game, not just complain. Or maybe it's to help others make an

35 Replies 177,053 Views

Please understand that I'm not criticizing the game, the developers, or even the development model. I am (perhaps mistakenly) sensing a slight tone of defensiveness, but I assure you I am not on the offense here. I am looking at the factors I experience with as much neutrality as I can muster, with no intended animosity. Think Spock. I haven't played RTS games in years before Ashes. I am not a hardcore RTS gamer, just a guy who likes fun games. As such I would imagine I am rig

35 Replies 177,053 Views

Here is a dash of hard truth, but hear me out. The premise of the OP that the game feels unfinished is correct, when viewed from a gaming industry standard. So when Ashes is compared to other games, and we all know reviews are not done in a vacuum, the result will be average scores. All Stardock games I've played, and I've only played a few in the last few years, feel this way at release. It boils down to their development model. If a complete-feeling title from a typical larg

35 Replies 177,053 Views

A few notes: 1. It's unlikely many of the review bombers are going to view this post. Since it's impossible to prevent reviews by people with overly strong bias, it seems to me that the gaming community needs a reality adjustment. An average score of 7/10 should be considered "pretty good", not awful. 9/10 should be "wow, these guys nailed it", with 10/10 being "I can't think of a single thing wrong". Because you're going to get the haters, it will drag the score down

38 Replies 196,089 Views

[quote who="Director" reply="3" id="3628437"] My point was that the game has been out for a while now and few of the things people have suggested have been implemented. Instead we got mercenaries and angry squirrels (plus two races that are old friends - a plus). In particular I think the user interface is disorganized and a pain (literally) to use. I have pretty much given up hope that any of this will be addressed. The game we have is in the main the game we are going to have. It is pl

14 Replies 11,929 Views

Starbases - You have created a game where an average game by an average player typically has 2 to 4 starbases for every habitable planet. There are far more starbases in GalCiv 3 than 2, so you need to make the management of that system better than GalCiv2. It's not because you still need to create and maintain your queue. 1.7 is a large step in the right direction, but it's not there. When you can create a priority queue that includes modules you haven't yet researched,

49 Replies 261,704 Views

I'm not sure why I was initially semi-hostile against this idea. It's a logical idea. I guess I just didn't, and still don't, consider it a big time saver with the current UI. If it's super easy to implement, I'm for it. If not, there's plenty of other improvements that are more bang for the buck, for example perfecting the reinforcement system.

7 Replies 5,413 Views

I can say definitively that GTX7xx cards get lower Ashes benchmark FPS in DX12 compared to DX11. I've read other posts that say a GTX980 performs nearly identically between DX11 and DX12. Darn good but still identical. The conclusion I draw from this data is that there is currently something with nVidia hardware or drivers (or both) that prevents them from fully utilizing DX12. Therefore, if I were to consider an upgrade, I might wait until the next generation of nVidia cards to see if th

27 Replies 22,183 Views

In addition to your list, I would like to see: 11. Stances for aggressive and defensive. Defensive is the current behavior. Aggressive means subordinate units don't hang so closely around the lead unit so they end up not participating in much of the battles. This is a particular issue for armies lead by Cronus and Artemis. If the reinforcement system worked better #11 would be less of a need. Let me explain. The current issue with passive units is one of army composition.

7 Replies 40,293 Views