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Long standing MOO fan and games designer: My Feedback and thoughts for improvment


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CypherNilNA #1 Posted 29 February 2016 - 06:31 PM

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First of all I am really happy to see a dev team take a crack and remaking this old classic, from the bottom of my heart thank you. It's game like this that made me want to become a games dev myself. Be warned, this is a loooooooooooong post, So I apologise for it in advance. Any and all spelling mistakes I blame on my dyslexia.

Now let's crack on to business shall we.

Races

Exceptional job bringing the old races into the modern age with 3d models and great voice actors. Here's a few things that concern me.
 
  • Lack of government types: I understand the change, sticking a few race stats like -50% research, colonies without barracks suffer -20% moral (old MMO feudal government) makes it hard to balance but It would be nice to state your races government type when making custom races (even if it doesn't do anything).

 

  • Setting your playstyle: In the old game's you selected or customised a race around a certain playstyle. psilon's had farming/production/research penalties on non-low Gravity worlds so tended to only colonise a few and grow in technology quickly to counteract those flaws, conversely sakkras and klackons tended to fast expand due to their population growth, subterranean or large homeworld specs.  Currently psilons seem really broken because nothing is stopping them fast expanding AND gaining a large technology lead. Sakkra's do eat less food giving them a slight increase in population growth BUT due to the removal of freighters they can't quickly export that population to colonised planets OR support new colony's with food from their homeworld. I'm seeing a lack of design along playstyles in the game and that simply makes this into a generic 4x game. Each race is meant to feel unique, not be slight variations on the same theme.

 

  • I've also noticed the bonuses from high gravity don't exist anymore. surely if a race is from a high gravity world they would have a combat bonus on normal and low-G planets. This added depth to race planning and gave those races an actual bonus as without it they only maybe might gain a very small bonus if they find a good high gravity planet early in the game .

 

  • Humans have always had an issue as the diplomacy skill only works on bots, sure this can be fixed with custom races but they could have some benefit from planetary trading at least, maybe throw them a money generating bonus too?.

 

  • Terraforming and gravity generators should shift the planet to the same biome and gravity as the race's homeworld (until a gaia upgrade of course), this made the race feel more real and impacted enemies if they captured a high gravity planet they then received a penalty on and had to invest to change the gravity to their own people. 

 

  • I like the idea of a starting tech for each race but what might also impact playstyle design is if the races started with a building from that teck already built on the homeworld. ie psilons start with the research lab from government tech while humans start with the government support facility. sakkra could start with hydroponic farms already built ect.

 

  • by removing the racial traits like X race produces more food and Y race produces more industry there is less of a drive to capture workers for your own plans, would like to see this added back into the game as it added a very interesting strategy (you could even make espionage races be able to mass kidnap a population to use on their own colonys)


Research

 

  • The new research tree seems great, aids in clarifying where you are in each branch, I do think technology are researched too quickly however, having the option to set research speed before the game starts would be a great addition to custom games.

 

  • I'm sad to see the removal of creative (you get all the tech's from a single research branch eg fusion beam + fusion bomb at the same time) from the game, this was really well balanced in MOO2 as you could research everything but lacked the industry to get everything you had researched built until late game. It would be a nice addition to custom races.

 

  • More split tech decisions would be welcome. They help define playstyle and have the player make gameplay decisions on what they're playstyle will be. It adds depth and replayability to the game, for example make players pick between displacement device and proton torpedo, do they want a high damage weapon or the ability to hit and run. If all of the tech is this freely available I see little reason for anyone to invest in espionage tactics once there added into the game.

 

  • Add more tactical combat options to the tech tree, we have beam weapons, missiles, fighters, then computers for beam accuracy, anti-missile rockets/jammers, point defence. makes for diverse approaches to combat, then we have displacement device letting beams get in fast or missile users fire and run, shield and repair devices to stay alive, why no cloaking devices for stealth ships or cloaking tech for fighters/missiles. more on this later as I think ship combat needs a good bit of work too.


Ship Combat

Real-time or turn based? why not both, seriously some people have all the time in the world to play and some don't, so we need the option in the game creation screen to pick one or the other.
As it stands real-time combat is FAR too fast. with fleets rushing at each other all guns blazing, this leaves very little time to make tactical choices. 
  • Slow the real time combat down to half of what it is.
  • We need fog of war in tactical combat, allow players to organise their ships a little before the enemy see them.
  • Put gas clouds, asteroid fields, planets nebula into the combat field and make them effect the battle, players with large ships get slowed down in asteroid fields, you can hide behind planets and in gas clouds, if a ship enters a nebula its shields get cut off, this kind of thing.
  • Large ships seem to be made of paper, maybe its just the speed but I didn't expect my massive sized cruiser to blow up after a single barrage from a few small ships.
     

Ground Combat
 

  • Needs more animations, maybe troop pods flying down to the planet's surface, explosions, firefighting along the ground, players seem really detached from the action of invading a planet

 

Menu Layout


Really great job on a simple and straightforward user interface and hud, the game looks really clean, crisp while playing. With that in mind a few alterations could go a really long way in cutting down player time in menu's, lowing the amount of clicks required to do the same thing and adding a bit more information for veteran players to look at.


EMPIRE MANAGMENT

  • Cant see number of pop on strike from each planet individually, need to click on each planet individually, this is tiring and makes management a pain.


BUILD MENU
In a post yesterday I covered the build menu's needing an update, this is the current build menu.

Current Build Menu
 

And this is the Improved Build Menu

Improved Build Menu


As you can clearly see the refined menu doesn't require you to keep clicking in and out of it and avoids the frustration created when wanting to change your build order.

 

  • Colonies are missing a money focus option.
  • Allow us to click and move multiple colonists at the same time like in mmo2
  • Allow players to create their own build queue presets like (new colony, ship building focus, research focus), as the autobuild is horrible at selecting the right building. A player can simply pick a precreated build menu and if some buildings aren't currently researched they get skipped. This makes handling a large size empire far easier come mid-late game.


 

SHIP DESIGN MENU

Again a slight change to the menu and display removes frustration in its use, its easier and faster to customise a ship, Heres the current menu.

Old Ship Menu


And the new and improved version

New Ship Menu

The only other changes needed are as follows.

  • The ships max name size needs to be at least 15 characters long.
  • You should be able to go over the total space used but not hit the done button if your still over by the end of designing, it's frustrating to want to add a component but you first need to remove others just to make room.
  • researching new tech and auto updating ships removes your current build, this is a horrible experience, if you've updated armor and you have enough space just change that part of a ship design, not the entire design altogether.

 

PLANET MANAGMENT MENU

I really like the change from colony management screen to seeing an actual planet however managing buildings from this screen can be a pain, users are missing a control menu. This should solve that issue

Planitary managment
If a colony has hit max pop or you're redesigning it for another task you need to be able to clearly see and destroy unwanted buildings quickly.


PLANETS MENU
 

  • Needs an option to sort planets by colonised or not, this is a useful method of finding the next planet you want to take early.


GALAXY VIEW

Only slight changes needed here, these would be purely optional (you can turn them off) for veteran players who want as much info for planets as possible at a glance. (Yes I know you can hover over them but this is a slow process.) We also need the option to name planets/systems we take over. I miss they days when I could take an enemys home system and rename it "muck" :D


Galaxy view


FLEET MANAGMENT

When selecting the fleet we go through a long zoom in zoom out effect and only after it has ended do we get to see the ships in the fleet in a menu at the bottem left of the screen.

 

  • Please change this so we can see the ships earlier, it makes it easier to find the right fleet rather than going through 3-5 zoom animations
  • maybe add more detail to the ships menu so we know how large they are, what ships are in each.
  • Ability to name fleets would be welcome.

 


DEALING WITH SLAVES

My final suggestion is the handling of enslaved races, due to the removal of racial traits covered earlier there is less reason to enslave an alien race to gain an advantage, with this in mind can we have the option to work them to death for those of us that value progress more then ethics :D. also why would you allow a slave to go on strike??

Slaves

 

 

Bugs/other

Not sure if these are bugs or simply how the game is designed.

  • If you wipe out a population on a planet you can't colonise the world and take the buildings for yourself.
  • some of the on strike population readouts are false
  • lack of clarity to the player on how to fix an upcoming epidemic (like sun going nova)
  • please remove that horrible ka-ching ching noise that plays when selecting anything in the menu, god that's annoying.
  • we need WASD navigation controls for galaxy and space combat please.
  • sometimes a super fleet looks like a colony ship in the galaxy view.
  • races AI don't seem to live op to their race lore, ie humans wanting to go to war all the time ect.
  • GNN headlines could be added to the info bar (bottom right side of screen) (the bots voices are really annoying, pauses in conversation make the whole think sound like your playing separate bits of  recorded files to make a sentence, (which if you are is very poorly hidden))
  • Monsters dont act any differently, I remember space dragons protecting rich ass colonies and space eels reproducing to cover half the playing map, we need more monsters that force players into alliances to deal with or reward a daring player strong enough to challenge them.
  • more random events, I have yet to find a lost colony or enslave a tribe from an undeveloped world.


    Any and all feedback and questions on this post are more then welcome
     

Edited by CypherNilNA, 29 February 2016 - 07:17 PM.


Harper73 #2 Posted 29 February 2016 - 06:40 PM

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GREAT suggestions and with displays. Nice work.

 

I agree with your suggestions.



Cnidarex #3 Posted 29 February 2016 - 09:38 PM

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Hi, a longtime fan of MoO2 and 4x space games.  I played Master of Orion 2 for hundred of hours, really loved that game.  So far I have completed one campaign and here are my thoughts:

 

-The starting options for races are too similar.  The difference in starting tech is negligible, each of those is a level one tech and takes like 4 turns to get.  Only the Psilon and and Sakkra have meaningful starting traits.  I agree with CypherNilNa that there should be some larger govt type mechanics, also I like the idea of some races having gravity bonuses beyond the limited high/low immunity (I only ran into one high grav planet, and zero low in the med size med age galaxy I was in that I took over).  I will leave it up to the dev's to balance out the races, but the differences are minimal at this point to be fun and challenging, and there is very little replay-ability.

 

-The ship design screen is bewildering.  There need to be more informative tool tips, the add menus need to be limiting to the appropriate category of tech.  Also, there is no point really in customizing ships, there is no strategy in the battles.  In older MoOs the ability to expand your empire based on your ship strategy and battle tactics was really satisfying, although late game battles with zillions of ships were very time consuming and got tedious.  There needs to be some way to make combat more complex than just 'the fleet with the higher power wins'.  At least they haven't gone down the 'done to death' path of each race having a weapons tech type.

 

-I really like some of the voice acting and the dialogue (Psilon advisor, Alkari ruler, Sakkra leader, narrator, Human leader awesome!), but really dont like some other.  I started a campaign with Alkari, but had to give it up due to the super annoying 'rrach" the advisor has to make every sentence.   I realize its too late to change these but maybe the future ones can be less annoying.  The cat ladies dialogue is ridiculous, the voice is great though.

 

-I actually really like the star lanes and systems, and how the ships move around the maps.  Im not sure I like the spiral galaxy thing much, but I need to test it more.  I played two games with Psilon and the solar system came out exactly the same way.  I figured it would be more randomized (procedural), maybe that is a prerelease thing.  I am pretty happy with the solar systems and such.  Not to be a astrophysics stickler, but bigger planets have higher gravity. 

 

-The tech tree seems fine to me.  It seems that the Psilons have a huge advantage and no real disadvantage.  They are a powerhouse in tech, I was able to get what would be a tech victory and a political victory without too much trouble, or fighting a single battle with another race.  I intend to make my next campaign with Sakkra and try to do military victory.  Will give updates when I have more combat experience (I have fought a dozen battles in a previous half game I played).

 

-The graphics are fantastic for a strategy game.  I am super happy with how fast the turns go.  Its amazing, usually turn based strategy games the first few turns go fast but then you have to wait several minutes in between later turns.  That it takes a fraction of a second to a few seconds per turn is amazing and very fun.  Overall I really like a lot of parts of this game, however for me to want to keep playing it very much past a couple weeks it needs to be a deeper game.  The races need to be much much more different in SWOT, the ship design and weapon loadouts need to actually make a difference, combat needs to be more involved (but should be able to be simmed when you dont feel like playing it out).  Will be interested to see the rollout of other features.



Mathias_Zealot #4 Posted 29 February 2016 - 09:43 PM

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10/10 -IGN

I'd add that the weapon selection screen needs even more changes to show more weapon information, as currently there's a lot of not-displayed data. Unlike MoO2's firing arcs affecting weapon size, they're supposedly affecting weapon accuracy, not that you can see that anywhere in the weapon selection. That said, more data is usually good (to a point)


Modified Weapon Screen Mockup



Heavens, all these forum options and I can't change the image size tags?

I figure the arc selection is essentially a weapon modifier and the last thing generally done with weapon selection is adjusting the quantity to fill a certain amount of space in the ship, so that can be down next to the Done button. This leaves more room for currently hidden weapon data to be displayed.


Edited by Mathias_Zealot, 29 February 2016 - 09:48 PM.

EA4 Weapon Data (5-27-16)

GeneralDirection #5 Posted 29 February 2016 - 10:06 PM

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This is an awesome post, thank you for not only going into great detail but also providing visual examples of the suggestions. Seriously, thank you.

Void2258 #6 Posted 29 February 2016 - 10:11 PM

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I agree with everything here. In particular, the various races are nowhere near unique enough right now. The starting tech in particular is basically meaningless; the first thing you do is research the other 3 base techs since they are so useful and quick to obtain. Having many more modal choices would be great, as would each race having their own tree. The multiple tree approach is missed, but this could be good too, especially if modal choices lead to much more of a branching behavior by having the choice of one tech lock other branches.

 

Diplomacy techs have always annoyed me and continue to do so. If they are going to be in, it would be nicer if they made sense, rather than being so generic. How does a race become space fairing and not know how to build an embassy? What would make it more interesting is if you have to be selective, for example needing to research each races' language to unlock communication at all and culture in order to be able to propose treaties, etc. That would be meaningful, and would also maybe help with giving races with diplomatic abilities something to do in PVP.



Vahouth #7 Posted 29 February 2016 - 10:33 PM

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CypherNilNA

Excellent suggestions, bravo!

I full heartedly agree about the races, they need to feel more unique. I especially like your suggestions about gravity and I would even extend that diversity to biome as well.

Let the Sakkras for example have a swamp homeworld which in turn means that they treat swamp as terran and Jungle as Gaia. That would also mean that Mrrshan treat Arid as Terran, Silicoids treat Volcanic as Terran etc.

And of course races having different tolerances to gravity would also mean that normal gravity is again in the "eye of the beholder" in a sense, as Psilons for example would find low gravity as "normal" and should have penalties in normal and heavy, maybe 25% and 50% respectively.



Hammer1022 #8 Posted 29 February 2016 - 11:55 PM

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Hi, it is good to see that Master of Orion coming back. Here is my two cents worth. 

 

Visuals: Need some more ship types currently there is ship look A and Ship look B with different paint jobs. I would like to see more then just TWO variants of the same hull class.

 

R&D; to add more depth to the races give each there own individual tech not separate r&d just some thing that makes each race different.

 

Ship combat; This needs work, I find it shallow I have my fleet it charges their fleet and he who has the biggest fleet (or more advanced ) fleet wins. I agree with the first post with the asteroids and more damage to the larger ships, but I think the ship combat in starships unlimited could be used to great effect in this game. With tactics being of greater value then just having a bigger hammer then the other guy.

 

Ending: You have intros for each race and for colonizing each type of planet but you don't have a Victory/Defeat cutseen? you have this 3 by 5 card ending please just take the ending from MOO 2 and use that. The ending cutseen is the treat for the players for putting 10+ hours into your game. That's what made MOO 2 so great when you won you felt that you had done something epic. When you lost it really grounded it into your face that you sucked. 

 

Odds and Sods: Could you put campaigns in were you have no opponent race just the space monsters? Find and kill the doomstar sized monster queen before her offspring kill of your race.  Modding support would be nice. 



CypherNilNA #9 Posted 01 March 2016 - 12:49 AM

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View PostHarper73, on 29 February 2016 - 06:40 PM, said:

GREAT suggestions and with displays. Nice work.

 

I agree with your suggestions.

 

Thank's dude, Glad to contribute something.

CypherNilNA #10 Posted 01 March 2016 - 01:29 AM

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View PostCnidarex, on 29 February 2016 - 09:38 PM, said:

Hi, a longtime fan of MoO2 and 4x space games.  I played Master of Orion 2 for hundred of hours, really loved that game.  So far I have completed one campaign and here are my thoughts:

 

-The starting options for races are too similar.  The difference in starting tech is negligible, each of those is a level one tech and takes like 4 turns to get.  Only the Psilon and and Sakkra have meaningful starting traits.  I agree with CypherNilNa that there should be some larger govt type mechanics, also I like the idea of some races having gravity bonuses beyond the limited high/low immunity (I only ran into one high grav planet, and zero low in the med size med age galaxy I was in that I took over).  I will leave it up to the dev's to balance out the races, but the differences are minimal at this point to be fun and challenging, and there is very little replay-ability.

 

-The ship design screen is bewildering.  There need to be more informative tool tips, the add menus need to be limiting to the appropriate category of tech.  Also, there is no point really in customizing ships, there is no strategy in the battles.  In older MoOs the ability to expand your empire based on your ship strategy and battle tactics was really satisfying, although late game battles with zillions of ships were very time consuming and got tedious.  There needs to be some way to make combat more complex than just 'the fleet with the higher power wins'.  At least they haven't gone down the 'done to death' path of each race having a weapons tech type.

 

-I really like some of the voice acting and the dialogue (Psilon advisor, Alkari ruler, Sakkra leader, narrator, Human leader awesome!), but really dont like some other.  I started a campaign with Alkari, but had to give it up due to the super annoying 'rrach" the advisor has to make every sentence.   I realize its too late to change these but maybe the future ones can be less annoying.  The cat ladies dialogue is ridiculous, the voice is great though.

 

-I actually really like the star lanes and systems, and how the ships move around the maps.  Im not sure I like the spiral galaxy thing much, but I need to test it more.  I played two games with Psilon and the solar system came out exactly the same way.  I figured it would be more randomized (procedural), maybe that is a prerelease thing.  I am pretty happy with the solar systems and such.  Not to be a astrophysics stickler, but bigger planets have higher gravity. 

 

-The tech tree seems fine to me.  It seems that the Psilons have a huge advantage and no real disadvantage.  They are a powerhouse in tech, I was able to get what would be a tech victory and a political victory without too much trouble, or fighting a single battle with another race.  I intend to make my next campaign with Sakkra and try to do military victory.  Will give updates when I have more combat experience (I have fought a dozen battles in a previous half game I played).

 

-The graphics are fantastic for a strategy game.  I am super happy with how fast the turns go.  Its amazing, usually turn based strategy games the first few turns go fast but then you have to wait several minutes in between later turns.  That it takes a fraction of a second to a few seconds per turn is amazing and very fun.  Overall I really like a lot of parts of this game, however for me to want to keep playing it very much past a couple weeks it needs to be a deeper game.  The races need to be much much more different in SWOT, the ship design and weapon loadouts need to actually make a difference, combat needs to be more involved (but should be able to be simmed when you dont feel like playing it out).  Will be interested to see the rollout of other features.

 

Really agree with your point on the races, The game's not just a struggle to own planets but to terraform them for your own race too. Hopefully each race gets its own unique feel. (as an example I feel the psilons should end up with large hulking saucers floating through space with massive payloads of advanced tech but can only field a few of these ships, then they end up at war with a sprawling empire of weaker ships that attack in great swarming numbers) The game has a lot of room for depth, we just need to cram it in there.

 

CypherNilNA #11 Posted 01 March 2016 - 01:32 AM

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View PostMathias_Zealot, on 29 February 2016 - 09:43 PM, said:

10/10 -IGN

I'd add that the weapon selection screen needs even more changes to show more weapon information, as currently there's a lot of not-displayed data. Unlike MoO2's firing arcs affecting weapon size, they're supposedly affecting weapon accuracy, not that you can see that anywhere in the weapon selection. That said, more data is usually good (to a point)


Modified Weapon Screen Mockup



Heavens, all these forum options and I can't change the image size tags?

I figure the arc selection is essentially a weapon modifier and the last thing generally done with weapon selection is adjusting the quantity to fill a certain amount of space in the ship, so that can be down next to the Done button. This leaves more room for currently hidden weapon data to be displayed.

 

Really?? I thought the weapon ark was bugged, had no idea it affected accuracy.

Nice touch up on the display, looks very tidy.

CypherNilNA #12 Posted 01 March 2016 - 01:34 AM

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View PostGeneralDirection, on 29 February 2016 - 10:06 PM, said:

This is an awesome post, thank you for not only going into great detail but also providing visual examples of the suggestions. Seriously, thank you.

 

My pleasure. There are streams of players from the old MOO days just waiting to reform into a community around this great game. Gota give feedback if were going to get this done right. 

Mathias_Zealot #13 Posted 01 March 2016 - 01:38 AM

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View PostCypherNilNA, on 01 March 2016 - 01:32 AM, said:

 

Really?? I thought the weapon ark was bugged, had no idea it affected accuracy.

Nice touch up on the display, looks very tidy.

 

One of the community managers mentioned it in a thread (can't find it at the moment) that there was an accuracy penalty. I can't exactly tell since it isn't displayed anywhere and combat accuracy testing is something I never want to do testing for ever again.
EA4 Weapon Data (5-27-16)

CypherNilNA #14 Posted 01 March 2016 - 01:40 AM

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View PostVoid2258, on 29 February 2016 - 10:11 PM, said:

I agree with everything here. In particular, the various races are nowhere near unique enough right now. The starting tech in particular is basically meaningless; the first thing you do is research the other 3 base techs since they are so useful and quick to obtain. Having many more modal choices would be great, as would each race having their own tree. The multiple tree approach is missed, but this could be good too, especially if modal choices lead to much more of a branching behavior by having the choice of one tech lock other branches.

 

Diplomacy techs have always annoyed me and continue to do so. If they are going to be in, it would be nicer if they made sense, rather than being so generic. How does a race become space fairing and not know how to build an embassy? What would make it more interesting is if you have to be selective, for example needing to research each races' language to unlock communication at all and culture in order to be able to propose treaties, etc. That would be meaningful, and would also maybe help with giving races with diplomatic abilities something to do in PVP.


One thing I've noticed from the lack of different tech trees is there is now less optimal paths for a playstyle. I use to unlock larger ships then better engines and focus on beam/computer tech but with this current tech tree I end up getting missile tech and anti missle tech anyway because its all mixed into the same tree. I really think it needs to be reworked so players can opt down certain paths, currently after researching even 1/4 of the tree nothing seems to matter or effect the game i'm playing, I just research whatever.

I don't feel like (OMG I need to rush this tech to get an advantage and push for more territory)


Having to research languages to communicate would be awesome. actually grant a useful skill to diplomatic research and players wanting to take that path in the game.



CypherNilNA #15 Posted 01 March 2016 - 01:42 AM

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View PostVahouth, on 29 February 2016 - 10:33 PM, said:

CypherNilNA

Excellent suggestions, bravo!

I full heartedly agree about the races, they need to feel more unique. I especially like your suggestions about gravity and I would even extend that diversity to biome as well.

Let the Sakkras for example have a swamp homeworld which in turn means that they treat swamp as terran and Jungle as Gaia. That would also mean that Mrrshan treat Arid as Terran, Silicoids treat Volcanic as Terran etc.

And of course races having different tolerances to gravity would also mean that normal gravity is again in the "eye of the beholder" in a sense, as Psilons for example would find low gravity as "normal" and should have penalties in normal and heavy, maybe 25% and 50% respectively.

 

The 25% and 50% gravity penalties were in the old games, added nice methods of designing a race, opting into playstyles and kept the psilons in check from fast expanding. I really loved that about the originals. So much thought put into lore and balance working together.

OrionSol #16 Posted 01 March 2016 - 03:33 AM

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View PostGeneralDirection, on 29 February 2016 - 10:06 PM, said:

This is an awesome post, thank you for not only going into great detail but also providing visual examples of the suggestions. Seriously, thank you.

 

Everything he said is spot on

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GeneralDirection #17 Posted 01 March 2016 - 05:36 AM

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View PostCypherNilNA, on 29 February 2016 - 05:34 PM, said:

 

My pleasure. There are streams of players from the old MOO days just waiting to reform into a community around this great game. Gota give feedback if were going to get this done right. 

 

This fact is easily the best part of my "job." I love all of the passionate, thoughtful feedback we're getting. I don't think I've seen a community come together like this with constructive feedback before in my time as a gamer, not just working in the industry. We truly do appreciate it; one of the programmers at NGD added 40 items to his to-do list just based on Quill18's live stream. We're watching and listening everywhere we can. :)



M002mod #18 Posted 01 March 2016 - 10:17 AM

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  • Allow players to create their own build queue presets like (new colony, ship building focus, research focus), as the autobuild is horrible at selecting the right building. A player can simply pick a precreated build menu and if some buildings aren't currently researched they get skipped. This makes handling a large size empire far easier come mid-late game.

 

With some re-design, the entire build menu can function as the build queue itself, by just dragging those item-tiles to the correct order.

There is no need for a limited 4-position build queue when you are able to do this.

 

 

View PostGeneralDirection, on 01 March 2016 - 05:36 AM, said:

 

This fact is easily the best part of my "job." I love all of the passionate, thoughtful feedback we're getting. I don't think I've seen a community come together like this with constructive feedback before in my time as a gamer, not just working in the industry. We truly do appreciate it; one of the programmers at NGD added 40 items to his to-do list just based on Quill18's live stream. We're watching and listening everywhere we can. :)

 

 

I can recommend Sullla's moo4 video as well, imo one of the better ones out there:

https://www.youtube.com/watch?v=45DsPkrd6QU


Edited by M002mod, 01 March 2016 - 10:22 AM.


Sresk #19 Posted 01 March 2016 - 06:37 PM

    Ensign

  • Players
  • 3
  • Member since:
    09-22-2013

I can't upvate this enough, the vast majority of UI changes I had the exact same thoughts about, Hire this guy and implement everything.

 

upvote

 

upvote ad infinitum 



PapaJustice #20 Posted 01 March 2016 - 07:02 PM

    Ensign

  • Players
  • 1
  • Member since:
    03-01-2016
I cannot recommend CypherNilNA's changes highly enough. First post has it dialed in.




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