Ravenhoff's General Feedback and Bugs - 08/07/13 02:56 AM
Let me preface this with the fact that in an age of half finished buggy releases this is a game that as of the time of this post (around 1 month before release) actually feels like it will be fully done in a month! I'll try to avoid the too minor stuff in this post to keep it on point.
RTS Bugs:
- Ironclads are shooting down my own projectiles
- Extreme lag for the first few seconds after dragon transformation. There is no lag after a few seconds and there is no lag in commander mode. It's just during the transformation animation + around 2 seconds and then it goes away.
- (semi-minor) The sounds for the dragons basic attack doesn't kick in until you've shot it a few times
RTS Feedback
- Shaman pathing takes shortest route regardless of which type of unit (naval/ground) they are with. This creates some odd situations where I'm keeping them with some naval units and order them to the other side of a landmass where the enemy has units. The boats will navigate around the landmass but the shamans will happily run smack into the enemy units. This also is the case when grouping them with land units as they will run across ponds and right into angry naval units. I don't know how hard this would be to code but maybe if the shamans are grouped with only 1 type of unit they will only move as those units do. As of now ordering them long distances takes a bit of micromanaging.
- The AI seems to turtle too much. I almost never have large groups of units in my base unless I'm expecting an attack. The enemy meanwhile will sometimes spend entire matches sitting in its base building units instead of trying to capture points. It should be more aggressive in my opinion.
- From what I've seen of the naval AI the AI seems to heavily favor transports but then never uses them. I've played several games and never saw an AI naval unit aside from transports. And even then I've never seen them actually load up a unit into the transport and use it.
- I do not know if the devs plan to add an AI dragon to the game. If they do not then the dragon is fine, otherwise I feel the dragon could use a bit of a damage boost for it's basic attack. Not much, but just a little.
- Not sure if I'm just an idiot and don't know how to do this, but if that is not the case I can't find a way to keep a group of units grouped up and moving at the same speed. As it is if I send my army in to attack the hunters get there first and are overwhelmed, then the rest of my army gets there and start fighting before the shamans get there to heal them.
- Starting with 11 recruits would improve game flow a bit.
- One thing I like that I should mention is the game pace has hit the sweet spot in my opinion. It starts slow enough that the units you start with are important and you can micro if you need to while being fast enough that once the game is in full swing its frenetic (but not too much so).
Strategic Bugs
- I seem to be unable to mouse scroll down. I can WASD or map-grab to move the screen down, but putting the mouse at the bottom of the screen doesn't do much. The other directions work fine.
- Save/Load doesn't seem to work
- (not a bug per se but an interface issue) When you open up the research screen it covers the area at the top of the screen where the number of research points you have is displayed. It would be nice to have the number of research points you have on the research screen as well just in case you have a bout of forgetfulness.
Strategic Feedback
- None! Hats off to whomever did the coding on this AI, they deserve a raise (or at least a cookie). It's not perfect by any means, but it's already better than around 95% of finished games with similar mechanics and the game's only in beta!
RTS Bugs:
- Ironclads are shooting down my own projectiles
- Extreme lag for the first few seconds after dragon transformation. There is no lag after a few seconds and there is no lag in commander mode. It's just during the transformation animation + around 2 seconds and then it goes away.
- (semi-minor) The sounds for the dragons basic attack doesn't kick in until you've shot it a few times
RTS Feedback
- Shaman pathing takes shortest route regardless of which type of unit (naval/ground) they are with. This creates some odd situations where I'm keeping them with some naval units and order them to the other side of a landmass where the enemy has units. The boats will navigate around the landmass but the shamans will happily run smack into the enemy units. This also is the case when grouping them with land units as they will run across ponds and right into angry naval units. I don't know how hard this would be to code but maybe if the shamans are grouped with only 1 type of unit they will only move as those units do. As of now ordering them long distances takes a bit of micromanaging.
- The AI seems to turtle too much. I almost never have large groups of units in my base unless I'm expecting an attack. The enemy meanwhile will sometimes spend entire matches sitting in its base building units instead of trying to capture points. It should be more aggressive in my opinion.
- From what I've seen of the naval AI the AI seems to heavily favor transports but then never uses them. I've played several games and never saw an AI naval unit aside from transports. And even then I've never seen them actually load up a unit into the transport and use it.
- I do not know if the devs plan to add an AI dragon to the game. If they do not then the dragon is fine, otherwise I feel the dragon could use a bit of a damage boost for it's basic attack. Not much, but just a little.
- Not sure if I'm just an idiot and don't know how to do this, but if that is not the case I can't find a way to keep a group of units grouped up and moving at the same speed. As it is if I send my army in to attack the hunters get there first and are overwhelmed, then the rest of my army gets there and start fighting before the shamans get there to heal them.
- Starting with 11 recruits would improve game flow a bit.
- One thing I like that I should mention is the game pace has hit the sweet spot in my opinion. It starts slow enough that the units you start with are important and you can micro if you need to while being fast enough that once the game is in full swing its frenetic (but not too much so).
Strategic Bugs
- I seem to be unable to mouse scroll down. I can WASD or map-grab to move the screen down, but putting the mouse at the bottom of the screen doesn't do much. The other directions work fine.
- Save/Load doesn't seem to work
- (not a bug per se but an interface issue) When you open up the research screen it covers the area at the top of the screen where the number of research points you have is displayed. It would be nice to have the number of research points you have on the research screen as well just in case you have a bout of forgetfulness.
Strategic Feedback
- None! Hats off to whomever did the coding on this AI, they deserve a raise (or at least a cookie). It's not perfect by any means, but it's already better than around 95% of finished games with similar mechanics and the game's only in beta!