Kingdom Wars 2: Battles

Kingdom Wars 2: Battles

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Is there anything you can do to make the game more responsive?
It feels laggy as hell! I'm not talking about fps issues. I mean the blatant input delay to each and every action in the game while the simulation runs as fluid as an oil film.

Unit orders are comparably fast (though the delay is still noticable if you pay attention). However, gates take like 3 second to react to a close order. Clicking any production building I have to wait a second or longer for it's production menu to pop up. Sometimes it takes even longer than that until the game realizes I should have a focus on such a menu so context sensitive hotkeys need to be adapted.
Consequently, I cannot count how many times I've hit "T" with a production menu open but instead of selecting one of it's options the game selects and focuses the nearest symbiosis tree. The elven keep is by far the worst offender though (well I can understand issueing like 80 wall segments to be built takes some time but still).
Distributing skill points to units always takes so long I fear the game might have either crashed or lost them and since it has a weird habit of remember where I've spent points for other units I often can't tell which of those "+1" markers are fake and which are real.

Another issue that is not really lag related but adds to the unresponsiveness of this game are the never up-to-date research statuses and unit stance / formation settings. If I research all the upgrades a symbiosis tree offers and after that select a different tree it's menu will claim all the upgrades are still available for research.
Comparably, if I select a variety of units with different stance and formation settings at the same time I feel like the interface completely breaks down and claims random setting for each and every one of them.

And finally, there are a bunch of lacking control features and oddities which make macro gameplay tedious. Said oddities not only include the just mentioned fumbly mess with distribituing skill point. There is also the fact that newly built elven units do a pointless "change formation, go into green glowing maintenance in the meantime". I understand this "stun" is meant so you cannot change formations on the fly to get the best bonus for every stage of a fight. However, why would you auto call that function everytime a new unit is built?

What's missing is any proper interaction for controlling your barracks while they're off screen. The interface doesn't indicate whether you've successfully reached them via their hotkeys and there is also no feedback whatsoever to any command you issue them.
Pressing '5' where you've grouped your Dwelling and then "T" for some archers leaves me always wondering whether they caught any of that. Who knows, perhaps the context sensitive hotkeys didn't react fast enough again or the menu didn't come up in time? I'd love to have at least some crisp clear sound effects as confirmations for my orders if the interface wasn't meant to generate any feedback on that.

Further missing is the "double tap group hotkey to focus on selection" feature every RTS has nowadays. Even War Wind from 1996 has it! You should have it too :P

And last but not least, the minimap is ALWAYS full of fake unit indicators (I suppose that's what the colored spots are meant to represent: a spotted unit of the same colored player). The map is littered with them wherever a unit might have been at some point and also where they most certainly have NOT been at ANY point. Btw, the minimap fails to create such spots when there is actually a unit on the field that I can see.
In short, that feature is hands down completely useless right now even though it is one of the most cruical interface feedback in any RTS.

Edit, bonus point: Player one in custom games still has no announcer.

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TL&DR


The bottomline is, I believe that working on the responsiveness and useability of this game in terms of feedback by the interface and making sure commands don't get lost or interpreted in an out-of-date context would accomplish a lot towards making this game feel more polished. What I've listed here are the most pressing issues in that regard (imo at least) so naturally it would be a good place it start, but I'll leave that to you.

Hoping there is still some juice in this thing because the concept is spot on and beyond any other RTS cross-breed which has ever ventured into this niche. Please, keep up the work!
Last edited by Yggdrasil; Feb 20 @ 2:19pm
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Showing 1-6 of 6 comments
VipeR78 Mar 2 @ 3:01pm 
stuttering like hell in multiplayer 2 friends 1 npc . maybe its my graphic card ati 7870hd .its unplayable if many troops are on the battlefield
That's not what this thread is about but thank you for replying anyway. Seems like you're about the only one who ever read it anyway.
VipeR78 Mar 2 @ 3:11pm 
Originally posted by Yggdrasil:
That's not what this thread is about but thank you for replying anyway. Seems like you're about the only one who ever read it anyway.
anyway this game still needs some fixes and polishes
Dev Konstantin  [developer] Mar 11 @ 2:40pm 
Indeed, with multiplayer the input delay can get really sever, this is something we will adjust in the upcoming update in early april. We`r gonna go the way of allowing more lag and visual lag, but will keep command lag to minumum.
Yggdrasil Mar 12 @ 11:29am 
Originally posted by Dev Konstantin:
Indeed, with multiplayer the input delay can get really sever, this is something we will adjust in the upcoming update in early april. We`r gonna go the way of allowing more lag and visual lag, but will keep command lag to minumum.
Now you're talking!
Dev Konstantin  [developer] Mar 31 @ 8:52am 
We just finally announced update 2.3 - will come out sometime between April 10th and 14th, so yeah - almost there. We tested and this new tech is working wonders in MKW, can`t wait to release this.
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Showing 1-6 of 6 comments
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