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Hopefully this helped a little.
The batch size is fully explained in the previous post. And yes, the default min batch will be moved to the options menu in the next update.
About XP and TB/GB. I agree that GB/TB or even Exabyte are more approriate for data volume. I'll fix it in the next update. XP is a leftover from early builds where where no memory and a player got XP from machines work.
As for the GB/TB and XP, TaosX got my reference. I am in the technology world so I guess that's why I thought of it but that was merely a visual thing for me not game play affecting. @Graphitepaddle, if you didn't get it, memory is normally stated in Megabytes, Gigabytes, Terabytes... etc. So visually to see XP as if it were experience points using up memory I felt like I was have a mix of Dungeons and Dragons and Data World terminology throw at me, not that there's anything bad with that as I enjoy both worlds. :) It makes sense if it was a hold over from even earlier days. You both answered my questions, appreciate it.
As a software developer, I DESPISE documentation ... the ugly 'D' word. But it's a necessary evil. So be careful making Final Upgrade too user-friendly. To quote one of Murphy's Laws of Computer Programming, "Make an app so simple that an idiot can use it, and only an idiot will want to."
Regretfully, ‘explain better’ doesn’t always work:
1) Players easily overlook the info provided.
2) If they find game too difficult to play, they quit.
3) If the tutorial is too long, they quit.
When I started to develop the game, I had several assumptions based on my own 30+ experience as a player. Now I see that I was wrong is almost every of it. When the first build hit the alpha testing, I got a huge surprise. A completely unexpected behavior and reaction. I learnt the simple truth that every assumption needs to be proof tested on the real auditory.
What I learnt from the anonymous player behavior data (relative to the subject):
1. Most of players hate a hard-steps tutorials, especially if they are long. They try to break it. They try to power-skip it. They want to learn in a different order. They quit if stumbled upon something unfamiliar.
2. The best tutorial is no tutorial at all. When all basic mechanics are intuitive, and the learning curve is flat. If it’s not possible, then it’s optimal to use a hint system, giving info when players experiment with the game.
3. Players’ time is a precious resource. Can’t underestimate the importance if this. A game developer must maximize the fun-per-hour rate.
4.A small number of hardcore players can easily chew through any mechanic. But their number is too small to keep up with the development. To reach the potential auditory, the game must change. Dramatically.
What main issues I see in the current build:
1. Base mechanics are too complex. A new player gets overwhelmed with too many new things.
2. An unsatisfactory percentage of players reaches the end game.
3. Replayability is below my expectations.
In the Update 2 I’m going to improve and streamline the gameplay. To remove all what is clunky and to enhance the best parts. After Update 2 release, the current build will be available forever as a separate branch. You will get a brand-new gameplay to test and I look forward for the feedback.
Going through a wargame phase now, which are insanely complex. Had these in mind, when I wrote my review of Final Upgrade ==> No comparison. Final Upgrade is simplistic by comparison. But comparing to Final Upgrade to some other games, and yes its complex. It's a balancing act: Too complex, you lose audience (as you mentioned). But ditto if it is too simplistic. (Have shelved Slipsways, because there is very little depth.)
Started the tutorials for CMO (RTS wargame) on Friday, and best estimate is that it will take 40 hours to get through all of them, competently ... maybe more. And as much I want to run through those, it's daunting, so I'm procrastinating. Next step after procrastination, abandon ship.
Playing Final Upgrade is very long commitment. (Have only spent more total time on 5 games since the TI-99 days.) Holding off on starting game #2, until the next major update comes out, because it's such a huge time investment. Have talked to friends & family members --> NO ONE has that kind of patience.
Don't envy your task, of having to please so many masters. Looking forward to update #2.
I would appreciate having some "missions" to complete. Not random, but well though-out ones, which would also nudge me in the proper direction of completing the final objective. For example, "Sustain iron ingots production of 300/min, reward: 50k memory" or "Claim 15 sectors, reward: 25% faster hyperjump" or "Make a lvl 9 colony, reward: +1 yield to all gold deposits". Advancing in population ranks should have some reward as well. Permanent rewards are an important source of dopamine and would help with player retention. Even something as simple as steam achievemnts can help a lot.
You did a pretty good job on "not wasting player's time", but there's still at least one annoying part - claiming sectors. I saw that energy requirements seem kinda harsh for new players, but in fact they are not a blocker at all. It's very easy to build an enormous "battery ship" and start claiming T3 sectors right away, probably doable even on starter batteries. Problem is, that's 100+ jumps, all of you have to do manually and ask the ship to restock regularly. Even on max speed that's a lot of repetitive manual work. I don't know how to improve it (maybe change the claiming requirement completely to make them more diverse and interesting, requiring some customed ship?), just pointing out the problem here :)
You've touched the question of replayability, and I must agree that it's rather low. In fact, I cannot even bring myself to finish my second run -- too much work for too little satisfaction. Once you've figured out how to to build complex products there's not much incentive to optimize builds futher - the building space is virtually unlimited, power and inter-sector logistics is cheap.
I would really appreciate having more complexity to the builds. Currently it's just "route two resources to a fabricator, copypaste 16 times, route output to storage/relay". Routing is easy once you get a hang of it and thus becomes a chore. Teleportation relays are "too good" in moving resources around, and trade ships are even better as they can just teleport stuff to any storage, so you don't have much chance to become entangled in "pipe spaghetti". In fact, I believe that finding creative solutions to avoid "pipe spaghetti" is what should be the most fun part of any factory-build game, but really, there not much of a challenge in the current state. At least, you could add some recipes requiring 3-4 inputs for some T3 items (should be safe as players are already comfortable with the mechanics at this point). Or even make some items to be only craftable near stars of specific type. Add a technology to slowly harvest hydrogen directly from stars (balanced to complement traditional method rather than making it entirely obsolete). Basically anything to break the standard processing pipeline and force a player to think out of the box once they are down with the basics.
It's really cool that you can put machines onto the ships, but... why would you want to do this it if the storage is so massive anyway and they can auto-restock anytime? I want to have a reason to build nuclear-powered battleships with reactors and coolant circuits, but they work so slow (compared to laser turret energy demand), that it's much more space efficient to just put in a few plasma batteries and recharge them after every battle (also, I find that lasers suck anyway, especially considering how deep they are in the tech tree). I can make Miner ships to extract metals from ore inside, but ore doesn't "compress" when being smelted, so it's easier to just haul the raw ore, and even if it did compress - as I've said, logistics is cheap, so it doesn't matter how much stuff you move.
In conclusion, I believe the most engaging gameplay is when things are "easy to learn, hard to master" AND give a substantial reward when mastered. You're on the right track, but possibilities for improvement are endless :)
Very well put. To contrast that, just look any TBS or RTS wargame --> So many things to understand, and rules to memorize. And while building, say a very efficient Steel Shell production facility takes work, building a basic one is straight forward.
I too am concerned long-term replay-ability. Playing 5 is pushing it. 10? Nah!