Post by gingerbear on Apr 1, 2013 12:28:34 GMT -5
Hi there!
Having tested the game for about 3 days now, I'd like to share my first impressions about it. I would also make some suggestions, which are - hence the word - are merely suggestions: stuff I could gladly see in the game. I know that most of these have been suggested and I'm aware of the roadmap too, I just think one more feedback wouldn't hurt.
Single Map Gaming
I think this is great. Not bothering to select a realm, or organizing a group to raid/look for action. If there were many people online, the map could have a constant "dizzy" feel of people moving around shooting and shouting, like an anthill, which is kind of cool. However, I don't know how many people can a server hold simultaneously but I suspect it won't be a large number so the single battlefront will have to break down to several fronts eventually. That, or the game remains a mini game, for about 2-500 people who are staring at the login-queue in order to get into action.
AI targeting
The most interesting part of the game for me, and I also think decisions made on the AI targeting could steer where the game is heading.
Option A) as of right now, the AI decides what to shoot, and we have to adapt to it completely. This is an interesting way to play and I like it, there are two small problems with it, though: 1) targeting becomes irrelevant when 3-5 people sticks together, as they melt through everything 2) there is a very limited arsenal (pre-made tanks) and target types to choose from, which makes targeting (and adapting) kind of bland
Option B) another approach would be if we could customize the AI a little bit: main gun aims at toughest/weakest, lateral guns focusing on 1 mini target or shoot at as many as they can, turrets always track 1 enemy or aim at the nearest/farthest available, etc... This would make the dependence upon the AI lighter. However, people could tweak their tanks to fulfill the roles they think-up to them (these tanks supposed to have a role, right?), allowing them to experiment with efficiency and builds. (See: tanks)
Tanks
So far, I like the tanks. Haven't unlocked all yet and mainly playing 4-5 of those, but there is a tangible difference among them, which warrants having so much types.
Two exceptions:
- Generally when you want to ensure killing something, you move right next to it (except for snipers). This is the case of most tanks and most enemies, which kind of makes the targeting (or the variety of tanks) kind of moot. A bigger diversity on AI behavior, equipment or target could help this.
- Sometimes I get the feeling the abilities they have aren't working properly or not helping them much. For example I percieve no significant speed difference when I use the Trailblazers boost, the Hercules' sensitive mine seems to drop a bit too random, Vikings shield regeneration is not really doing anything, etc...
Cities
The concept of having cities in the grid is great. After some chiseling, I'm positive they will be fun to visit, and will be more important than just spots to dump or shards into or to teleport safely. I see the building trees will be reworked, could I make some suggestions here?
- Instead of having an entirely pre-built layout for the city, there could be just "core type" slots randomized, and the players could decide what to build on them. For example "Defensive" slots would allow to build barricades and turrets, "Economy" slots could increase shard drops, "Jammers" weaken enemy vehicles and "Inhibitors" debuff buildings... So basically the same as now, but people could decide what to build, helping to defeat a sector more efficiently. (This could be also bound with events)
- So far I can't see any building messing with triangles, will that stay so so triangular enemies remain "op" for the rest of enemies? Also it could be interesting to have buildings specifically designed against ground/air enemies.
EDIT: I've just seen such buildings, nvm.
Enemies
I like the variety, the organization and the style the enemies have. Defeating them happens mostly in the same way, though (circling, barging in, or sniping), it could be interesting to think up ways to differentiate a bit these.
- There could be support enemy buildings too, like shield weakener, allied vehicle booster, etc, so basically some "rouge" buildings on their side too, maybe even rogue cities!
- The enemy is kind of static. If they were patrolling an area or periodically attack certain cities, they would be much more interesting to fight against, and players would have more things to consider rather than just blindly expand everywhere...
Events
There aren't any events in the game yet, which makes it feel kind of a solitaire-like passtimer. I'm aware it is early in development and will surely have awesome content, still, adding 1-2 events soon-ish could help it shaping up faster. Other than the aforementioned Enemy zerg-rushes/raid patrols (a portal opens in a cleared area spamming enemies like no tomorrow), there could be optional quests like "clear 50% of a barionic region for 100k shards", "defeat 10 delta towers vor 5VP", "build a huge ion cannon in origin", etc.
Tank Suggestions
- Tailblazer is good for scouting, but could use some minor tweaks. As said, I didn't notice the speed boost much, maybe giving it a constant +20% speed? The slot could become either a passive slot, or for example there could be a "particle trail" ability that leaves a patch after the tank for a short period, to get rid of unwanted "followers".
- Customizable order/hotkey for the abilities. If it is a feature already, sorry, didn't notice yet.
- Custom building tanks. Not sure if this ever will be an option (or partially done with the lens slots), but would add a lot to the fun. It would also bring up some questions regarding the AI targeting system, too.
I'm sure I wanted to say some more stuff and I apologize for already making suggestions to a game I'm not involved deeply, but I think more ideas to choose from (and to disregard at leisure) is always better than the possibility of running out of them.
Having tested the game for about 3 days now, I'd like to share my first impressions about it. I would also make some suggestions, which are - hence the word - are merely suggestions: stuff I could gladly see in the game. I know that most of these have been suggested and I'm aware of the roadmap too, I just think one more feedback wouldn't hurt.
Single Map Gaming
I think this is great. Not bothering to select a realm, or organizing a group to raid/look for action. If there were many people online, the map could have a constant "dizzy" feel of people moving around shooting and shouting, like an anthill, which is kind of cool. However, I don't know how many people can a server hold simultaneously but I suspect it won't be a large number so the single battlefront will have to break down to several fronts eventually. That, or the game remains a mini game, for about 2-500 people who are staring at the login-queue in order to get into action.
AI targeting
The most interesting part of the game for me, and I also think decisions made on the AI targeting could steer where the game is heading.
Option A) as of right now, the AI decides what to shoot, and we have to adapt to it completely. This is an interesting way to play and I like it, there are two small problems with it, though: 1) targeting becomes irrelevant when 3-5 people sticks together, as they melt through everything 2) there is a very limited arsenal (pre-made tanks) and target types to choose from, which makes targeting (and adapting) kind of bland
Option B) another approach would be if we could customize the AI a little bit: main gun aims at toughest/weakest, lateral guns focusing on 1 mini target or shoot at as many as they can, turrets always track 1 enemy or aim at the nearest/farthest available, etc... This would make the dependence upon the AI lighter. However, people could tweak their tanks to fulfill the roles they think-up to them (these tanks supposed to have a role, right?), allowing them to experiment with efficiency and builds. (See: tanks)
Tanks
So far, I like the tanks. Haven't unlocked all yet and mainly playing 4-5 of those, but there is a tangible difference among them, which warrants having so much types.
Two exceptions:
- Generally when you want to ensure killing something, you move right next to it (except for snipers). This is the case of most tanks and most enemies, which kind of makes the targeting (or the variety of tanks) kind of moot. A bigger diversity on AI behavior, equipment or target could help this.
- Sometimes I get the feeling the abilities they have aren't working properly or not helping them much. For example I percieve no significant speed difference when I use the Trailblazers boost, the Hercules' sensitive mine seems to drop a bit too random, Vikings shield regeneration is not really doing anything, etc...
Cities
The concept of having cities in the grid is great. After some chiseling, I'm positive they will be fun to visit, and will be more important than just spots to dump or shards into or to teleport safely. I see the building trees will be reworked, could I make some suggestions here?
- Instead of having an entirely pre-built layout for the city, there could be just "core type" slots randomized, and the players could decide what to build on them. For example "Defensive" slots would allow to build barricades and turrets, "Economy" slots could increase shard drops, "Jammers" weaken enemy vehicles and "Inhibitors" debuff buildings... So basically the same as now, but people could decide what to build, helping to defeat a sector more efficiently. (This could be also bound with events)
Enemies
I like the variety, the organization and the style the enemies have. Defeating them happens mostly in the same way, though (circling, barging in, or sniping), it could be interesting to think up ways to differentiate a bit these.
- There could be support enemy buildings too, like shield weakener, allied vehicle booster, etc, so basically some "rouge" buildings on their side too, maybe even rogue cities!
- The enemy is kind of static. If they were patrolling an area or periodically attack certain cities, they would be much more interesting to fight against, and players would have more things to consider rather than just blindly expand everywhere...
Events
There aren't any events in the game yet, which makes it feel kind of a solitaire-like passtimer. I'm aware it is early in development and will surely have awesome content, still, adding 1-2 events soon-ish could help it shaping up faster. Other than the aforementioned Enemy zerg-rushes/raid patrols (a portal opens in a cleared area spamming enemies like no tomorrow), there could be optional quests like "clear 50% of a barionic region for 100k shards", "defeat 10 delta towers vor 5VP", "build a huge ion cannon in origin", etc.
Tank Suggestions
- Tailblazer is good for scouting, but could use some minor tweaks. As said, I didn't notice the speed boost much, maybe giving it a constant +20% speed? The slot could become either a passive slot, or for example there could be a "particle trail" ability that leaves a patch after the tank for a short period, to get rid of unwanted "followers".
- Customizable order/hotkey for the abilities. If it is a feature already, sorry, didn't notice yet.
- Custom building tanks. Not sure if this ever will be an option (or partially done with the lens slots), but would add a lot to the fun. It would also bring up some questions regarding the AI targeting system, too.
I'm sure I wanted to say some more stuff and I apologize for already making suggestions to a game I'm not involved deeply, but I think more ideas to choose from (and to disregard at leisure) is always better than the possibility of running out of them.