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But you raise a good point. The floating text that appears and disappears without notice somewhere on the map isn't exactly the best vehicle to convey information either. And the way it broke up sentences (on a freely rotatable map) also felt odd. But I can't think of an easy way to make it better.
But it doesn't disappear without notice. It stays, in a most obnoxious way, until you actually perform the actions. Seriously, go back and play the game again, and this time, try to pay attention.
EDIT: Oh, and if you want to reach the dev, and not the community, you're in the wrong place. Try the GitHub or the Discord.
And no, thank you. I'm not going to chase down a dev to tell them helpful information. I'll rather give the feedback I want to give in the most convenient way for me, which happens to be the official discussion board for the game on Steam. I think the topic makes it clear enough that I'm not looking for help from the community. But thank you for attempting to read the post, I guess.
I will say that one of the major parts of the game that hopefully will be worked on between now and release is in the area of information and help support.
That being said, let me address some of your issues since I talked these over with the developer.
The menus are dynamic, map makers can add or remove units (as you observed) there can even be more than what will fit so the list can be scrolled. That makes it counter-intuitive to assigned a fixed key to a meu position that may or may not be there or a unit that may or may not be the same from one map to the other.
This is literally the first time since Creeper World 1 that we have heard this complaint. I suspect that after 5 minutes of playing, this "confusion might clear up permanently. Also, changing the color of energy packets may have issues with visibility.
However, we are going to experiment with different colored energy packets. And we probably will have to put up with a lot of complaints if the color does change - do you mind if I refer all those folks to you then? :D
The base ores/minerals are named after their color - REDon, GREENar, BLUEite. Lack of space and other constraints then made us choose made-up names for the processed ores (Arg, Liftic, Anti-Creeper). I guess this is also one where in no time at all you will adapt to knowing how they fit together or you can always hover over the factory tor that information.
I'm not going to address the "lack of Information" topics, as I said, that we know is still lacking and we hope to improve by release of the game.
It gets very cluttered and we still need to look at how best to represent this information in a meaningful way. I doubt that the current system of showing the grey outlines is sufficiently informative to be extended.
Perhaps take a minute or so to study it. Tooltips are not always the answer to all of life's conundrums :) If you have specific questions, I'll try to answer them in another thread.
This is already in the works.
Regarding the issues with playing in top-down mode, they're hard to solve and not generally useful for players that don't play in this manner. As such, the single developer-s time and effort will most likely not be in this area. After all, he wanted to create a 3d game and not a top-down game.
this too is a to-do item.
Thank you for the detailed feedback.
Well, no wonder you haven't heard this one, since the colours were freshly changed around. In CW3 the ammo bar on the turrets was red. As were the ammo packets. I think you're already going to get the complaints
Oh I'm sure I'll adapt, the question was just - why even make it complicated in the first place? Is there a game mechanic where you need to know the colour of the ore from the name, so it's convenient to name them this way? From my limited perspective from the demo it seemed their only purpose was to get refined, so if my goal is "I need AC", why do I have to go looking for "Blueite"? It seemed needlessly confusing.
Cryptic UI isn't the answer either ;-). The whole right bar seemed indiscerible. EMT? Off? Some kind of median indicator? What do I do with any of this? How does it help me? The chart was nice, I just don't get the addon to the right.
I'm sure the dev will make the best of it. Like he said on stream - he'll be supporting the game for months and years, so I'm sure it'll get constantly better even if some features aren't in at release.
I agree, some hover tooltips for things explaining what they do would be really nice for players.
Each category has slots for 9 units, as indicated by the amount of unit selection keys in keybind options.
Well then you'll just have to get backed in a tiny corner with some resource ground present in order to do the same thing :P
Then you can't really expect the Dev, who's already spending their time making things for you, to chase YOU down then, can you? What makes you think somebody else should make effort that you aren't willing to?
Come on, this is getting very silly.
1) I never said I expected anything from the dev and I actually don't. Testing is hard for small developers because after a while you turn blind to faults because you're so used to them. I think it would be beneficial to consider some of my feedback, but I don't expect them to do anything.
2) The main QA tester already read and responded to my feedback. The point is moot, I have successfully reached the dev team.
3) By your ridiculous logic I would have to code my own game so the effort matches the dev's?
I really don't get what you're doing here. You're injecting yourself into a discussion in a very non-constructive way. Why? Did you have a bad day? Your posts seem pointlessly antagonistic. I hope you get better and find yourself happier and more balanced tomorrow.
In that case I definitely see where you're coming from. I am now starting to reconsider whether I want to go down the path of using hotkeys for every unit slot (which I have all set up), or if it'll be better to use no unit hotkeys at all and get used to TAB and having to move the mouse over each unit in the UI at least once to place the first one.
There just isn't a good solution to this, mapmakers can move where the nullifier is in the unit drawer, or they can remove it entirely. Mapmakers can remove every in-game unit from a unit drawer and populate it with their own units. So there just isn't a way to make sure a nullifier is always on a certain hotkey, unless the hotkey is hardcoded to only respond to the base game nullifier.
Ignoring wether or not I agree or disagree with anything that was complained about, this comment is just strange. The dev isn´t making stuff for us as a service. He develops a game, we pay for it if we want it. To sell the most stuff he will want a better game and more people testing means it´s better for the dev. Reporting bugs is a win-win for both sides when they get solved.
Your comment would only make sense if the dev developed in his time for free, like for example with Dwarf Fortress. Creeper World is a commerical product.
It's ONE guy.
Would you rather he spend his time working on the game, or chasing down every little scrap of feedback out there?
If he had a PR team, YOUR comment would make sense.
It's just ONE guy.
We're not expecting ever poster to know all the circumstances involved in developing the game. When the attacks turn personal, it detracts from all of us enjoying firstly the game and secondly interacting with the community.