The Scouring
 Тази тема е прикачена, така че сигурно е важна
Voply  [разработчик] 17 дек. 2024 в 10:49
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The Scouring Feedback
Hello everyone!
This is Discussion about our Playtest.
We really need your feedback!
Последно редактиран от Voply; 5 ян. в 5:16
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Показване на 16-30 от 335 коментара
Hey guys,

very interesting and fun experience. Although I have have a few problems with it.

1. You don´t have enough space at the starting location.
2. It would be nice to know which buildings produce units and which are just a prerequisit to build them.
3. Maybe I´m just stupid, but i couldnt figure out how to get healing potions.
4. It´s a bit too hard for my taste. But that has probably something to do with me not being able to use healing potions.
Игра интересна, поиграл пору часов . Много ностальгии и радости , мало контента .
Нужно больше опций управления юнитами , может построение, сколько работников бездельничают. огромное количество ферм нужно но и еда не накапливается. почему?
игра явно имеет будущее.
Я не самый хороший игрок в стратегии реального времени, по этому мне зашла фича с ИИ помощником. В связи с этим очень интересно пощупать режим с героями.

Из остальных плюсов:
+ визуал, анимация
+ мозги у ИИ
+ юниты на крышах (классно будет, если на лейт гейме появятся стены крепостные и на них тоже смогут юниты стоять)
+ заметил особенность, что если поднять щиты у пехоты и повернуть их спиной к лучникам, то щиты работать не будут (приятная мелочь)

По минусам много было сказано выше, но я выделю что лично мне не хватило:
- движение камеры на WASD (хотя можно привыкнуть)
- открытие меню на F10 (я понимаю дань традициям, но чет я давно в варик не играл и отвык от этого)
- рабочие не реагируют на атаки и продолжают выполнять задачу (классно было бы сделать переключаемый режим, беги/игнорируй)
hello, requested access to help build and improve the game's feature.
I'll try not to repeat what was mentioned above, but no guarantees.
You could create a summary post once you know what you'll be working on.

- unit attack power and speed would be helpful to see, as opposed to just health points
- suggest using a different colour health bar background/outline for each 'team' to aid visibility in battles
- at 100 gold a pop the health potion mechanic isn't my favourite especially since units don't always drink them, my suggestion would be to either add a panic button that makes injured units retreat to the main building for auto-heal or have units with healing abilities (active or passive auras)
- since everything costs multiples of 10 why not reduce gold and wood cost (and gather rate) to 10%?
- turtling seems to be more beneficial than attacking as resources are readily available inside the base perimeter and base defense is strong thanks to garrisons and cannons, suggestion here is to introduce a third resource to fuel magic abilities that are only found by exploring the map or killing creeps, and to add siege units
- ability to set rally point for buildings e.g. barracks on self, so that newly created units auto-garrison
- more upgrades for units and buildings e.g. weapon tiers, more health, more armor, faster attack speed, faster healing rate, charge attack or wider attack etc. these would also help to make factions more unique
My Experience with the Game Demo Version:
The demo version was an enjoyable experience and truly worth exploring. The game boasts a distinctive art style and intricate details that enhance realism. Character animations stood out impressively, such as the knight’s wide turn when retreating or soldiers climbing towers. During my hour-long session (I achieved my first victory in 36-38 minutes without needing to use the cannon or OGRE), I noticed the following points:

- Day-Night System:
The 24-hour cycle system is well-implemented, with certain enemies appearing only at night. However, I suggest skeleton enemies emerge from the ground or at the map's edges to add more immersion.

- Music:
The soundtrack is beautiful and creates an excellent atmosphere, but the volume was excessively high, forcing me to lower it manually.

- Details:
The details are well-crafted and deserve praise, including unit corpses, water interactions, archer arrow mechanics, and unit collision, which adds weight and realism to the battlefield.

- Food System:
I appreciated the hunger mechanic for all units; it added a realistic layer to the game, emphasizing food as a vital resource for survival.

- Friendly Fire Damage:
The cannon causing damage to my own units when fired from behind was a nice touch, adding an extra layer of strategy and realism.

Negative Feedback and Suggestions:
- UI:
While user-friendly, the UI needs significant refinements, including reducing element sizes for clarity and usability.

- Map System:
The map provides basic dimensions and location details but lacks customization or the ability to adjust its size or position. I suggest a system where players gradually uncover the map, akin to Age of Empires 4 or Northgard.

- Units:
The game currently has only four unit types, which feels limited. I propose adding new units:
Orc Units: Shaman Mage, Wolf Tamer, Wolf Rider, Heavy Sword Unit (without shields), Dual Axe Fighters, replacing cannons with Ogre Stone Throwers.
Human Units: Spearman, Mage, Priest, Rifleman, Light Cavalry.

- Races:
With only Humans and Orcs currently available, expanding to at least four races upon launch would enhance variety. Suggested additions include Goblins, Elves, Dwarves, and Beasts.

- Resources:
Orc farms seem out of place. Hunting or livestock farming would align better with their nature and physical attributes.

- Unit Selection:
Selecting multiple units doesn’t always register correctly, which is frustrating and disrupts gameplay.

- Equipment Purchase:
Buying healing potions requires repeated clicks on the same button. A bulk purchase option would simplify this process.

- Items (Potions):
Healing potions do not display the amount of health they restore, nor the maximum number each soldier can carry.

- Idle Units:
Identifying idle units, whether workers or soldiers, is challenging without manually searching the map, consuming valuable time.

- Auto Build System:
Enable automated unit creation.
Allow batch creation (3-6 units simultaneously).
Workers should automatically move to construct similar buildings without manual reassignment.

- Starting Area Improvements:
Expand the starting area.
Add food storage buildings.
Separate buildings for different unit types (e.g., Archers from Swordfighters).
Exclude tower-assigned units from active control groups.

- Unit Details:
Provide clear upgrade benefits for unit levels.
Ensure fast-moving units (e.g., Archers) stay behind to avoid early casualties.

- Map Movement:
Allow WASD keys for map movement instead of arrow keys.
Improve unit visibility behind buildings.
Adjust AI behavior to avoid instances where it seems to be "cheating."

- Conclusion:
The game showcases immense potential and offers an engaging and realistic experience. However, several aspects require polishing to elevate the gameplay further. I hope these observations are taken into consideration to make the final release truly exceptional.
More commands to the AI are needed, otherwise the AI will control the army and keep attacking causing unnecessary deaths
Игра хорошая, но есть несколько проблем(как по мне)/пожеланий
1) Непонятно откуда появляются некоторые противники, такое ощущение что они просто в лесу появляются, вроде местность обыскал, все зачистил увел войска, а тут нападение...
2) Нужно сделать несколько сложностей ИИ
3) Стоит либо сделать все ресурсы(имею в виду еду) безлимитными на накопление, или же наоборот ввести лимит на все (золото и древесина) но во втором варианте надо добавить амбар или склад какой чтобы расширять возможность хранения.
4) хотелось бы увидеть возможность улучшать не только главное здание, но и остальные.(скажем башни увеличивают защищенность и дальность обстрела, фермы кол-во производимых продуктов и т.д.)
5) постройка баррикад должна быть более понятной... возможно стоит добавить в режиме строительства сетку на карту, где красным или черным будут отмечены непроходимые зоны и белым зоны в которых можно построить что-то.
Okay, hello!

I would also like to share my ideas, suggestions, and evaluation of the game as part of this discussion.

I will not divide this comment into pros and cons, because all these pros and cons are included in the concept of your idea.

After playing the game for a while, I noticed that you were trying to combine survival with classic RTS. In theory, this looks very interesting and opens up a large layer of various strategies, but...

The neutral units are not diverse, they are all milishniks with average scores, and the player gets gold for killing each of them. It kind of kills the opportunity to think through a defense strategy and just try to outlive your opponent, because no matter how many neutral units come to your base, killing them will earn you gold, for which you can hire new defensive units or simply not lose your own due to the potion function. This sounds like a great plan if you weren't attacked early on, but you're already lagging behind economically as a player. There is often too much gold, even when all your mines are running out, you will not have problems with gold if you place your defenses correctly and do not make rash maneuvers.. If we add strong heroes to all this, who themselves will be able to protect a large number of neutral waves, then, in fact, this will become a new way of extracting gold, mines are not needed, there are a million trees on the maps, there are only farms that take up so little space, the space during construction is such that it supports an infinite amount of food it's almost easier than maintaining an unlimited amount of gold. The reward for killing neutral waves looks like an abuse of strategic mechanics, as it may not end at all, and I remind you that conventional wars are not useful at all.

Sieges are very complex and unintuitively understandable processes, as there is no unit that can help destroy enemy buildings. All this happens only when your army really outnumbers the enemy, and by many times, because the enemy army can use potions and buy them in unlimited quantities, being near the central building. You need to literally "pelt the enemy with corpses." Which is not the best indicator in a strategy game.
The potion system generally looks very strange. A lot of attention is paid to her because they often decide the outcome of the battle. The one with the potions won, but with a large enough army, I couldn't purchase them automatically, and due to the limitations on the number of troops selected at the same time, I have to repeat this for each individual subgroup many times, which requires too much attention.

I do not know if this was intentional or accidental, but the large size of the buildings turned out to be an interesting idea in practice. The main limitation of your space will be the forest, so you need to consider which zone is better to develop now and which one later in order to free up enough space for farms or new barracks. It's a cool mechanic. The only thing in this whole chain, the old sawmills, is becoming a relic.

Restrictions on the production of 5-cell units — let's hope this is an early access system. After all, armies need to be accumulated in large numbers, and replaying it all over again is incredibly out of focus.

I really liked the graphics, but as if the units lack expressiveness, again, they can merge with the environment, which throws dust in the eyes when trying to analyze what is happening in battle. Personally, I didn't have enough contrast.

The last thing I would like to say is the unit location icons: they have a very unfriendly design. During the existence of RTS, there have been certain trends: sword = attack, shield = defense, two cyclic arrows = patrol. It's like you always know how to close a page, app, or browser. The unintuitive interface is very scary.

Overall, the project is very promising. The graphics are designed in a fabulous style, without being overloaded with details, it's very nice to see this at the end of 2024, when everyone is so eager for realism that they turn the image into mush. The music is pleasant, but, frankly, not memorable. The gameplay is very interesting. It seemed to me that it was like a "timer without timer". There is a certain amount of time to complete the task until there are too many neutral creatures. If you can write it into the company correctly, then it will be very cool.

Further, purely subjective judgments. :)

I would like to see more individuality in units of different races. This complicates the gameplay, but creates more advantages for strategies. So far, everything looks too simple.
AFK workers are evil. They need to be highlighted somehow.

I would really like at least 1 RTS of our time to have the function to select the entire army - f2, with the exception of those units that are already in a controlled group: 1 2 3 4 5, etc.

And finally, your wishes:
There are a lot of good strategies now, but there are no mental strategies left at all. I wish that your strategy was not only good, but also sincere. :steamthis:
I've played a couple of rounds over the last few days and have to say you have done phenomenal job in the making of this playtest! All mechanics work with minimal bugs and the graphics are gorgeous in their simplicity and elegance. I have however picked up on a few things and have some suggestions to make:

First of all the good far outweighs any "bad" parts and the good parts are far too numerous to mention all of them. Not only is the game fun, beautiful, and already completely functional as a playtest version (an amazing feat btw), it also scratches that old-school RTS feeling.

A few technical issues I picked up:
1. Got an “Error: Connecting to steam...” that did not resolve on own. Small map with 5 bots. I had to exit and restart the game to continue playing. Only happened once.
2. Mouse not staying in game border with multiple screens. Add option to lock mouse to game window.
3. Mouse icon difficult to spot in crowded fights. Makes micro extremely difficult/ near impossible. Making the mouse more visible or allowing customization of the mouse icon would help a lot for those high-stress situations with 50+ units on screen
4. Zooming in and out function would be a very nice addition.

Some points on gameplay:
1. No idle worker indicator that I could find (clicking a farm can sometimes cause workers to just go to the farm location, rather than work the farm)
2. Rally point on farms not working at all, Units just walk to spot but do not start working.
3. Glitch where you can't repair farm building (2 buildings sharing same farm plot, not sure how it happened. Think it was when one was destroyed)
4. Obscene amounts of farms needed to get proper army (to compete with AI). Suggest making farm footprint smaller.
5. Suggestion to make farms take less space and allow for some resource spending, while reducing unit management: Single farmer per farm, but allow farms to be individually upgraded. Each upgrade providing diminishing returns.
6. Auto garrison and release of workers would be very beneficial to macro management as a whole.
7. Reducing all building footprints will allow basing strategically (walkway around buildings prevents blocking areas off)
8. Show food requirements for each unit. At the moment it is pretty vague.
9. Want to see all unit stats when single unit is selected
10. Some upgrades at smithy for general unit upgrades would be good for army progression and late game resource spending.
11. Suggestion: Max unit limit based on town centre upgrade. 200 > 400 > 600
12. Double click unit/building to select all of type on screen.
13. Box select for buildings would allow for smoother gameplay.
14. Unit outlines and similar size causes them to sometime get lost in large army (basic fighter and archer specifically). Difficult to micro.
15. Implement easier way to cancel unit recruitment. Need to be able to cancel in the middle of the queue.
16. Undead can spawn in base if all parts are not in view. Perhaps add a torch item to illuminate and reveal small areas. Similar to sentry ward in Warcraft III (Requires to be built near buildings to prevent “maphacks”).
17. Being able to group buildings is excellent! And having the building queues shown on the building icon in the group is a game changer! I would like to have the icons just a bit larger to more easily see what units are in the queues. Or have the icons scale with resolution, perhaps.
18. Potion mechanic causes fights to be incredibly tedious and drawn out. Reducing amount of potions or rethinking battle healing mechanics maybe necessary.
19. Balancing of "towers" required. Almost impossible to take or lose one with full stack of archers and a few knights/ogres to defend against basic fighters.

Thank you for you wonderful game! I am looking forward to the complete product with unbridled excitement and anticipation. This can truly be a masterpiece in its own right!
as an old school strategy gamer I have to say you nailed the feeling 100%, and the AI wiped the floor with me and I consider that an insult and I'm going in again soon hhhh

Feedback:
1- Mouse Curser needs to be changed ASAP it's so hard to see it and during battles i found my self shaking the camera just to find it and that meant pressing in the wrong place and send the archers in the middle of the orcs hhhh

2- having enemies attack you at night was interesting similar to They are billions, but it felt annoying more than it should have or maybe I have to build more defense towers mmmm

3- not being able to select more than x units at a time is super annoying it was in the old games because of hardware limitation, I can't see any good usage for it.

4- units are a bit hard to tell apart from each others, consider having the archer in a different color than the swordman.

5- scaling towers is a nice touch on the genre looking forward to see how it'll develop

6- please disable the cannons moving if I seiged them, they should stay sieged unless the player unsieges them

7- I was surprised by how good the AI behaved and fought against me, well done!

8- No population cap is amazing, although the farms feel like houses with extra steps you build a farm then build three workers and then you get 120pop and it's not 120 because the workers cost food so I would rather build a house and get a 120pop and have the farms do other things maybe a third resource for hiring units, and keeping an eye on the food counter while you only have 200 reserve was not that fun.

9- I felt that the buildings were a bit to big for my liking even after expanding I had to micro manage the workers on what trees to cut so I can fit the stable. and having the map that is not 100% leveled adds to the annoyness

10- killing anythings gives you gold is a nice touch.

11- mouse padding on the side of the screen was a bit too fast

12- more units would be great to make battles feel more alive and not just clicking around.

13- didn't at all get the potion mechanic would rather have a healer unit.

14- also moving the camera with the arrow keys are outdated it should be the WASD
as an SC2 player i like this game...hotkeys are somewhat similar which is nice. i'd suggest a hotkey customization and a button to select all army or idle workers... :) the only bug i noticed was map scrolling but other than that it's fun. good luck!

edit:
also for UI design, a more noticeable progress bar would be nice...currently it's too small for me to see if my buildings are producing units or not but it might be leaning more towards sc2 design so just a suggestion.
Последно редактиран от ragdollbeast; 29 дек. 2024 в 16:44
Hello. The game is great and I really enjoy it (already managed to defeat 1v7 AI).
One thing I would consider adding, is something that I only saw in old RTS game Armies of Exigo. Its called supergroups and its something I always missed in Warcraft III.
Basically you can use F1, F2, F3 and F4 keybinds to group individual groups, 1, 2, 3, ... together, and then move your whole army really easily.
There are other things that would be nice to add, like idle worker indicator, but I already saw that people wrote feedback for that, so I wont mention all the other things now.
Thank you for your awesome job and I am looking forward to playing some multiplayer!
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