Aerena > General Discussions > Topic Details
loquee  [developer] Oct 18, 2013 @ 6:21am
Suggestions
Hi!

Since we already get a lot of constructive feedback in many different threads, I´d like to start this one to have the suggestions bundled in one place.

Thanks!

EDIT: this thread started back in october 2013, but I decided to unpin it with the reasons below:

Originally posted by EvilLost:
Suggestions thread - where'd it go?
It isn't in the stickies...?

We had so many stickies for a while now that it almost swallowed up the whole first page.
Additionally we have ebough good suggestions in there for at least another year of development, not taking our own plans into the calculation (many are in harmony with suggestions anyway, some are business necessities)

We are also not in early access any more where good suggestions were very likely to be implemented (many have been already, thanks a lot for them again )
so by having that thread sticky we were asking actively for those.

With that insanely incredible thread things also were getting hard to follow and I caught myself at paying less attention than many ideas deserved and additional suggestions (which often resembled older ones) buried some nice new suggestions.

Roder already noticed a while ago and extracted many to put them up for a vote.
The result of this was very interesting for us and influenced our priorities, resulting in quite a few being already implemented.

Some of the voting, some from the thread not part of the voting and also quite a few from our own planning form our roadmap for the next few months, of which I am going to share some parts within the next few weeks. I will also save a few surprises since not everybody likes to be completely spoilered

However, from now on if you have a suggestion and it is not searchable with the forum's surprisingly well working search functionality, make a thread for it.
Activity and the amount of excitement from other players with these will probably bring some more to our attention and possibly onto the game's roadmap.
We Mods will try to detect already suggested ones and merge them into the old suggestions thead, which will also bump it up.

I hope that works fine for everybody
Cheers!
Last edited by loquee; Jul 14 @ 3:42pm
Showing 1-15 of 472 comments
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i <3 Charles Oct 18, 2013 @ 9:49am 
1. Don't know if it is actually implemented or i have not figured it out yet, but we should be able to see the enemy choice in shells. From right now all i can judge is that this person has X ship aether and i may or may not be at risk of flying off the edge from shock wave lol.
2. Implementation of in game chat within a match. ( most likely going to happen so no biggie)
3. Crank needs to have a minor buff since i have not seen him been used successfully. His position control although strong is kinda negated by a butcher with two energy. Which is silly since they both use two energy to effectively use their zoning abilities. All i have to do is sit 1 zone away from a negative spot such as edges/instant kill/fire trap, while butcher has a zone i believe of 3 tiles away to pull effectively into bad spots, The added effect is butcher also can pull someone two turn counts from him and leave him a spot between a butcher a harlequin which basically means a lost turn just to re spawn.
KapArt Oct 18, 2013 @ 10:08am 
Here are some suggestions that came straight to mind.

1. Add friend list matching sooner. I find it a bit silly that I've got a free copy of the game that I can give to my brother but from looking at the options we can't play a game together unless the match making is in our favour. I don't do alot of multiplayer games and I prefer to face off against my brother. I know its in the pipe works but I'd rather face off against my brother sooner than get a new champion to play.

2. Speed up the WASD camera. Sometimes it's my turn and the champion is on the edge of the screen and the camera speed felt very slow even on the rather small size of the map. Maybe add the ability to move the camera by mouse as well or have the camera automatically centre on the champion when it's their turn.

3. Have the ability to increase difficulty in training. This I take it is the single player option of the game and well I know these are suppose to be quick matches but it felt like I could rush the ship and take it in 3/4 turns. Every match so far my champions had 2 or 3 points more than the bots and my ship had more points as the bots at the beginning of the game, which is great to learn the rules with but after 2/3 matches I was looking for a difficulty option. As I've mentioned I don't play much multiplayer so having the ability to increase the toughness of the bots and improve the AI (had two champions next to their ship and instead of rushing to defend they just carried on towards my ship) would improve the game more in my eyes.

4. Following from the previouse suggestion maybe add game options/types. Have a choice between quick matches with low hitpoints, small maps and each game only lasting 10/15mins depending. The other being longer matches, higher hit points, larger maps for those wanting more out of each game. These can be two specific options when in multiplayer (like for example the capture the flag or free for all game types in fps games. Each option goes to its individual match making queue) or for single player/friendly matches/tournaments a personalising option before playing (like in x-com you can choose point limit, time limit per turn and how many turns the game lasts)

Those are the only ones that popped in my mind after playing a few training games so I can't add any suggestions on the multiplayer side. Other ideas are obvious ones like larger map sizes etc. I will say I have enjoyed what I've played so far as I love turn based strategy and I know its early access so I'm not angry at anything. What you've released is well put together. Just a few things would make it more enjoyable for a player like myself.
VonBrauser Oct 18, 2013 @ 11:59am 
I was thinking about counters to the Butcher's pull and have come up with this: Add a character or Shell that can place a barrier/turret/shield/forcewall on a tile. For example an Engineer character that can build turrets or place minefields, or add a Shell that drops a barrier on a tile. This would also add another aspect to the game by changing the battlefield which makes the possible strategies multiply!
Goose Whimsey, PhD Oct 18, 2013 @ 1:28pm 
Overall, i can see the basic foundation of the game, and i think it has the potential to be an amazing game!
i would have to second pretty much everything that KapArt said. Friend matching, more difficult/challenging AI, higher HP and bigger battlefields. I think this stuff will help greatly to increase the longevity of the game
Also, i think different match types. what about a capture the flag type of match, or a king of the hill mode, or a mode where every team has an assassination target, and its the other teams job to pretect them? A big roster of champions, and a reward system would be nice, although i believe the developers have made mention of it earlier.
RaunchyRam Oct 18, 2013 @ 11:42pm 
I would like more specific graphic settings, I like to turn off certain settings so it runs smoother. Mostly shadow, and stage texture.
primetide_dev  [developer] Oct 19, 2013 @ 3:03pm 
Hi, tahns for the feedback so far. A qucik reply:
- Friend's list and in game chat will be implemented, not sure whether we get it done sooner
The AI IS getting more challenging after a few gams, you basically get ELO ranked against it and if you win conistently, you will be matched with higher AI bots.
- Hold down right mouse and drag to fast move the camera
- We wanted the shells to be a seceret and just show the types, so there is a hidden strategy in them. The "type of shell" display is part of a larger rework of the captains and the UI improvement
- I agree Crank needs help or the Butcher needs nerfing, been telling this to my designers, ;)
- We actually had exactly such a character (codenamed Blaster for his mine setting and remote detonation ability) but he did not yet feel right in playtesting...maybe some day

Thanks everyone for your suggestion keep them coming!
KapArt Oct 19, 2013 @ 5:47pm 
I didn't know the difficulty increases over time. I've only played 5 matches so far and so haven't felt it happen yet. Though I have to say with that mechanic it may feel slightly unchallenging to some, as you have to go through easy to unlock normal AI difficulty then go through that to unlock hard AI and so on. There should be that option included for those that desire the greatest challenge the AI can give before going against human players.

Another suggestion is that I feel the ships HP should not be tied to the champions. From what I've played these are suppose to be quick matches instead of the 30+ long matches LoL can produce at times but I feel having the ships and champions separate will add more strategic thinking and planning. Instead of just focussing on taking on the opponents champions who when they die deals damage to the ship, have the players juggle between defending your on ship, keeping the enemies champions busy while trying to take out the opponents ship. That would make the matches more interesting in a way.

Lastly maybe give the champions 2 different options in each level of attack. Give Bloody Mary a melee option in level one, have a two square lunge attack for Harlequin on level one as he has the agility for it to work. Steelfist crank needs something to use instead of the extend/grab in level two as he may not be in a position to truly warrant that ability but you may want to have that stronger blow now instead of waiting for level three. It will also spice up things as the animations will start to merge together sooner or later (I lined my champions the same as the AI so it was Bloody Mary's lvl1 attack followed by the AI's BM lvl1 attack, then Aurora's lvl1 and so on. The animations all melded into one haha)
i <3 Charles Oct 19, 2013 @ 10:58pm 
Originally posted by KapArt:
I didn't know the difficulty increases over time. I've only played 5 matches so far and so haven't felt it happen yet. Though I have to say with that mechanic it may feel slightly unchallenging to some, as you have to go through easy to unlock normal AI difficulty then go through that to unlock hard AI and so on. There should be that option included for those that desire the greatest challenge the AI can give before going against human players.

Another suggestion is that I feel the ships HP should not be tied to the champions. From what I've played these are suppose to be quick matches instead of the 30+ long matches LoL can produce at times but I feel having the ships and champions separate will add more strategic thinking and planning. Instead of just focussing on taking on the opponents champions who when they die deals damage to the ship, have the players juggle between defending your on ship, keeping the enemies champions busy while trying to take out the opponents ship. That would make the matches more interesting in a way.

Lastly maybe give the champions 2 different options in each level of attack. Give Bloody Mary a melee option in level one, have a two square lunge attack for Harlequin on level one as he has the agility for it to work. Steelfist crank needs something to use instead of the extend/grab in level two as he may not be in a position to truly warrant that ability but you may want to have that stronger blow now instead of waiting for level three. It will also spice up things as the animations will start to merge together sooner or later (I lined my champions the same as the AI so it was Bloody Mary's lvl1 attack followed by the AI's BM lvl1 attack, then Aurora's lvl1 and so on. The animations all melded into one haha)

The point of having a single attack is so that you can set a lineup of 3 champs that compliment each other not have universal champs that can do everything. It's illogical to give harlequin a 2 distance attack in trade off of damage because you simply do that with a new character. Each champ is made specific to fill a niche. Assuming 40 champs come out and more there will be overlap that have some champs feeling closer to the jack of trades you want.
Also the reason champs are linked to your ship is to create incentive for a player to target certain characters. It's pointless to kill a bug doing 1 dmg every other turn globally if you can just rush the ship and do 2/3. Champ killing punishes players for constantly spamming a harlequin and such.
huntsman Oct 20, 2013 @ 6:31pm 
Audio control option would be a good idea. Unless its there and i dont see it pls let me know.
Marx and Spencer Oct 22, 2013 @ 5:13am 
A better tutorial during the first training match would be very helpful !
primetide_dev  [developer] Oct 22, 2013 @ 9:57am 
No indeed, audio control is on our list of improvements...it almost made it in, but not quite for the first release.
Better tutorial: Yes, we want to expand on this in later releases.
damajor4linux Oct 22, 2013 @ 10:11am 
I am planning buying this game but is Linux support planned on your side ?
Last edited by damajor4linux; Oct 22, 2013 @ 10:11am
loquee  [developer] Oct 22, 2013 @ 10:30am 
We would like to do that damajor4linux, but to be honest, we haven´t even evaluated the necessary effort for a linux port. In theory it should be not that complicated with unity, but we already had quite insightful gaps between theory and reality with the mac builds.

However, thanks to you bringing it up I will pass on this matter to one of our unity wizards and hopefully this will result in an estimation.

I can´t promise that any effort besides this will ever be dedicated to a linux version, so for your purchasing decision you should probably assume that we won´t release for linux.

However, this suggestion of yours could also lead to experiments with linux and in case of positive results to a linux version.
We will definitely think about it, that is all I can say for now.


Marx and Spencer Oct 24, 2013 @ 11:11am 
Proper keybinds screen - at the moment it has loads of pointless things that aren't even in the game : 'jump' and 'fire' etc. This has probably been copied over from an old FPS launcher, but a proper controls menu is very important for me .
willow Oct 26, 2013 @ 4:19pm 
These suggestions may have already been submitted, but here are my first reactions:

The ability to mouseover an ability or shell and see full statistics on it is something I would consider critical. You might also add the ability to mouseover a character when an ability is selected and see what kind of damage it will do, etc.

I like the fact that the enemy shell selection is secret.

Better matchmaking, as someone mentioned. I would like to be able to play games with specific steam friends.

More abilities that provide knockback or displacement would be awesome. It seems like board tiles could be used strategically. Maybe additional types of hazards - a tile that slows movement speed, for example.

The ability to turn off commentary and music.

Cool game!
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