Interstellar Transport Company

Interstellar Transport Company

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[ORDER] whiskers434  [developer] Jun 9, 2019 @ 4:53am
[Feedback Wanted] Analysis of post full launch feedback
Hi, so I have been going over all the feedback we have gotten in the past 2 weeks or so since full launch and have compiled a list of all the main issues people have been reporting.

If I have missed any issues from the list please let us know as we are mostly likely unaware of it.

Would love to hear any feedback people have on the issues below, thanks

Any new suggestions or deeper topic discussions would be better in a new thread or you can always come chat to me on discord

UPDATE: patch v1.0.3 now out to fix most of these issues

UI:
- un-intuitiveness of some elements
- scaling of windows, text and ui
- things not explained great in tool tips
- important actions not spotted behind small buttons
- QOL suggested improvements

We hope we have fixed a lot of the main UI issues with scaling and such and are currently working through the large list of UI and QOL improvements which will be in future patches

Tutorials:
- first time user can get lost
- no reset option for the tool tip tutorials
- not explaining certain concepts

We got some great feedback in this area with new users from full launch and hope we have fixed these issues with the main tutorials and with the reworks of the in game tutorial tips. We also think the addition of the help screen and help buttons on different pages will help any new user we might get stuck or lost not get frustrated and quit before they have got a good experience of the game.

Translations:
- translations are incomplete and still need work
- some languages are better than others
- there are still some of missing strings from the list

We are always looking for more help with translations, translations is a process and we just have to keep working at it.

Balance:
- drones
- resource depletion
- stellarium
- game can be slow at times and waiting is not fun

In the latest patches we have some balance tweaks to drones and stellarium would love some feedback on these changes. Will be looking at possibly increasing game speeds or adding more speed settings to enable speeding up of the game, this is more a balance against performance.

Other bugs:
- linux vanishing text
- linux add stop graphical glitch
- change ship route drop down glitching out

we have been fixing all bugs that have been reported, if you still have a bug please report it either through the in game bug report, Steam forums or on discord, thanks

End Game:
- no real end of game
- game doesn't feel finished
- no real victory conditions
- tech tree runs out with no real end techs
- game only ends when you run into performance or balance issues, run out of resource or get board

This is maybe the biggest issue with no real end game of victory conditions people finish the game when they run into performance issues, get board or run out of content, resources, techs to research etc. Currently the game feels like an endless sandbox game and we would like to keep that game mode for sure but also add a few ways to win the game to make it feel more finished like you completed the game. Would love to hear peoples thoughts on this

Design Issues:
- passenger wait for full load
- hangers

It is always interesting to see how players play the game differently then how it was designed. We added passenger wait for full load after reviewing the feedback, our original decision to not have this was based on would a passenger wait on a airline plane for it to be full or would a plane wait for all its passengers, in real life no, tho this is a game and it was clear it was just too annoying and not fun to have to mirco to get full passenger ships.

With hangers they are meant to be used to hold cargo for onward trips or for receiving cargo from subsidised factories tho currently they can be exploited by hording cargo turning the game into more of a trading game which is not the intention. Possible fixes for this include removing hangers all together, having a storage fee or having cargo pulled out of hanger and used by the planet without profit to players. Would love to hear any other thoughts or ideas for how hangers could work differently

Last edited by [ORDER] whiskers434; Jun 26, 2019 @ 12:43am
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Showing 1-15 of 56 comments
Average Crab Jun 9, 2019 @ 5:28am 
Good write up on the existing issues.

A possible thought for how a type of endgame could work is to borrow a bit from offworld trading company.
Where you attempt to buy out opposing companies through shares.
The better your company is doing the higher your shares cost (based on your companies net worth I believe).
Once someone owns a majority share of your company (or full buyout) then you are out of the game.
Owning shares in a company generates you a portion of that companies profits.
There is more to it than that in offworld trading company but that is the basics of it.

I appreciate though that it could be pretty difficult to get the balance right for it and may not fit with your plans for the game.

Also when someone is out of the game you can't really remove them from it as the routes they were supplying could end up lacking food/water etc.
So maybe an AI takes over or the player who bought them out gets to control there routes and ships.
[ORDER] whiskers434  [developer] Jun 9, 2019 @ 6:02am 
Hi, thank you, I hope my ramblings make sense lol

yes a sort of stock market system with buying out companies is one option we are considering for a victory condition
Last edited by [ORDER] whiskers434; Jun 9, 2019 @ 6:07am
Devath Jun 9, 2019 @ 12:32pm 
Even knowing the map logic might change, maybe an option for picking the map generation seed? When I find a good map and want to try it with different starting options, there is no way to find that map again.
crys Jun 9, 2019 @ 12:58pm 
I would like to see some averaged values to evalueate things quicker - like:
fuel/cargo
cargo/loading time

It would be good to see pricing for refits(also time needed), as well as the value for selling ships.


My goods haulers also fly around with alot of medicine, which is not needed when they get there.

I have huge issues with rockets - it seems very difficult to see when they are profitable.
Mika Jun 9, 2019 @ 1:09pm 
About passengers. It feels weird to have passengers waiting on each different planetoid of a system, to get passage to another place in different system. Outside of arranging passage to starting system (Earth), this becomes tedious. Wouldn't these travelers be willing to accept any transport to the other system, and work their way out to their target from there? Could star system to star system passenger traffic be pooled somehow?
[ORDER] whiskers434  [developer] Jun 9, 2019 @ 2:07pm 
Originally posted by Mika:
About passengers. It feels weird to have passengers waiting on each different planetoid of a system, to get passage to another place in different system. Outside of arranging passage to starting system (Earth), this becomes tedious. Wouldn't these travelers be willing to accept any transport to the other system, and work their way out to their target from there? Could star system to star system passenger traffic be pooled somehow?

You mean like passenger routing? this should already work

a basic version is: earth -> luna -> mars?

if there is only a passenger flight from earth to luna and luna to mars passengers will do that but if a direct route they will opt for that instead, also works for drones

had a report on discord that this does work for interstellar also, someone had just earth to interstellar hub shipping routes then drones in each system moved the passengers
[ORDER] whiskers434  [developer] Jun 9, 2019 @ 2:07pm 
Originally posted by UAFDevath:
Even knowing the map logic might change, maybe an option for picking the map generation seed? When I find a good map and want to try it with different starting options, there is no way to find that map again.

yeah sorry this is probably not going to be possible as theres no "seed" in the system generation, would be a total rework
[ORDER] whiskers434  [developer] Jun 9, 2019 @ 2:13pm 
Originally posted by crys:
I would like to see some averaged values to evalueate things quicker - like:
fuel/cargo
cargo/loading time

It would be good to see pricing for refits(also time needed), as well as the value for selling ships.


My goods haulers also fly around with alot of medicine, which is not needed when they get there.

I have huge issues with rockets - it seems very difficult to see when they are profitable.

yes these are good points to highlight where we can make improvements to UI
Rawly Jun 12, 2019 @ 9:50pm 
Main feedback I can give is the current UI/UX experience is very rough around the edges.

Things aren't clearly indicated what buildings are, labelled in an intuitive way and most of the screen is full of unneeded information and graphical clutter.

Windows should just be draggable by clicking on them or have a titlebar to grip for example instead of a small icon. Text and font choices and sizes need improvement to make things readable to the player and typography should fit into a general theme with your UI. Icons should be either labelled or clear what someone should click on. You might want to categorize actions into submenus based on mechanic workflows to minimize whats on the screen and consider what information should be shown at all times or toggleable.

You may want to hire an experienced game UI/UX designer as it's a very particular skillset that many gamedevs don't have. I'm sure you write good code and everything, I'm just coming at this from a new player angle and saying flat out that sometimes less is more.

Focus on the critical aspects of the game to convey to the player.

Check out how other games such as Offworld Trading Company (on steam) do this and that'll give you an idea of what direction to go in. I think you'll find you can still deliver a deep gameplay experience while making something visually appealing and not overwhelming at first glance.

Also sit down with friends / family who have not played the game and just watch them play without telling them what to do or click on. Get active feedback on what they find intuitive and what they find hard to figure out.
Last edited by Rawly; Jun 12, 2019 @ 9:55pm
mt_worlds  [developer] Jun 12, 2019 @ 11:48pm 
Originally posted by crys:
I would like to see some averaged values to evalueate things quicker - like:
fuel/cargo
cargo/loading time

It would be good to see pricing for refits(also time needed), as well as the value for selling ships.


My goods haulers also fly around with alot of medicine, which is not needed when they get there.

I have huge issues with rockets - it seems very difficult to see when they are profitable.
Being able to see estimated fuel costs is a common request, however we can never figure out where to put this information. When is this important that you see this?

If we listed all costs, income and actual profit above a planet in the little flying money bit, instead of just revenue would that be helpful or too much info?
Last edited by mt_worlds; Jun 12, 2019 @ 11:49pm
crys Jun 13, 2019 @ 4:33am 
Uh this would be nice too, but not actualy what i wanted.
(Im often too imprecise and tight-fisted with my words. =( )

This was about compareing different ship types.

At the early game, gates on earth are expencive.
Therefor you want ships which have a good cargo/loading time.
A high cargo/loading time also means that the ship is doing more work, not staying in port.

fuel/cargo
When you start delivering cargo to mercury/mars, you want ships which have a good fuel useage.
However a ship might have higher fuel use on the trip but more cargo spaces.
You actualy need to compare fuel/cargo values to get a compareable value.
There is an issue with this value, because the fuel use is differet when you fly back empty.
So you would have an halve empty value and a full one.
This is about the raw fuel value shown, not the actual cash costs.


About rockets:
For a normal ship, you can just select and look at a higher duration, to see the profit or loss.
You can even sort the ships list for profit and find the bad ships/routes.

However a rocket is removed after its delivery, so there is no way to see its profit.
You could look at the routes tab, however the routes tab does not include purchasing costs, which are a the bigest part of the rocket.
Maybe the costs of rockets should be included in the routes tab, but not the costs of ships.



rikriknl Jun 14, 2019 @ 5:23am 
I would like to see a change in the techs relating to colonizing if government colonization is turned off. Maybe put it earlier in the tree in that case, or make it cheaper.
[ORDER] whiskers434  [developer] Jun 14, 2019 @ 9:27am 
Originally posted by rikriknl:
I would like to see a change in the techs relating to colonizing if government colonization is turned off. Maybe put it earlier in the tree in that case, or make it cheaper.
yeah that happens in the solo game mode, could have it do the same for custom, government turned off
Pentuer Jun 14, 2019 @ 12:42pm 
I'm not sure what happened but I noticed drones flying empty. Also, there's no demand for Stellarium, but they move it like crazy. Needless to say, each delivery is a pure cost, since I get paid zero for unwanted stuff...
SDSkinner2011 Jun 14, 2019 @ 1:37pm 
Ideas
-Terraforming tech and trade goods that change planet habitability; planets come with sensitivity (how much effort it takes) and range (how much they can be changed)

-More research; easy to finish the tree before leaving the solar system.

-Faster speeds

-Niches for spacecraft so you don't only have one optimal version

-Rework drones; they should be more profitable (cargo maintainace- how does it work?) but exclusive to 100% development worlds

Edit
-stars with zero planets should be removed; they don't appear to serve any purpose.

-supply chains need to be looked at. You make money if you put a rare mine and machinery factory on different planets regardless of the demand for machinery.
Last edited by SDSkinner2011; Jun 16, 2019 @ 7:44am
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