Author Topic: Misery's annual unpleasant feedback thread  (Read 4405 times)

Offline Misery

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Misery's annual unpleasant feedback thread
« on: May 27, 2015, 12:19:56 pm »
Okay.  Anyone that knows me at all probably knows what's coming here.  In the course of every one of these betas, and betas for any other developers I may be involved with at the time (which right now numbers at zero), I have to do the negativity thing. That is to say, I do that thing where I'm even more negative than my default state.  That first time for this to be done for this game has arrived.

My current thoughts on the game as it stands right now can be summed up thusly: it doesnt keep my attention long enough to get to any of the parts that require real involvement.  As in, I've typically lost interest somewhere between turns 50-70.   I end up not even seeing what the later parts are like because I just cant be bothered to go that far before I want to do something else.  ORIGINALLY, it had my attention easily, but.... this turned out to be specifically because I hadnt fully gotten a handle on what was going on, so each individual building placement felt like it mattered, like it was a unique decision I had to make.  Typically, with 4x games, this sort of thing (unit or building production choice and location) is always there.  But the more I played, the more it lessened... until it wasnt there whatsoever.

The problem:  The map itself. It may as well have exactly two tile types:  "ground" and "water".... because that's what it seems to boil down to.  Sure, I might find that my city is on the edge of a forest or something like that, but... this doesnt appear to matter at all.  The difference seems purely cosmetic; it just doesnt matter where I place things in relation to what types of tiles.   And even if that werent the case, each individual biome is VERY blank.  When I look at other 4X games, the maps are typically complicated as heck. No giant biomes; things like forests are small, and there's probably all sorts of other things tangled around it.  This makes the terrain interesting.  It increases the desire to explore, and all of the different tile types being that close together in terms of how tangled up they are create unique landscapes where every spot is a unique situation requiring that you plan around it in some way. Every tile feels important because of it's relations to every OTHER tile; the different tiles that are near each other mesh together in a ton of ways to provide this effect.   But here, they dont.  There's just a blank expanse, pretty much everywhere.  Buildings only matter at all in relation to other buildings.  Which brings me to my next point:

Nothing really happens.  The game, so far, feels *very* static.  Nothing moves, nothing occurs, I dont have to deal with any events or anything from the other races, and there's not only no incentive to explore, there's no ABILITY to explore.  I cant, as all I have are these static buildings.  And yes, you could say, well that's what scouts are for, but... until I have some way of shifting huge distances across the map to where STUFF is, that intel is A: useless, and B: irrelevant, so I just dont bother for quite some time.  And even when it is being done finally, I'm rarely looking at it.  I dont have any investment in the whole thing; there's no sense of "ooh, I wonder what's going to be revealed in THIS section?" because I'll only find one of three things there: ground, water, or a city belonging to a different race.  Which typically doesnt matter to me much, because I have no interaction with them whatsoever anyway.  All I'm doing is placing buildings; and the static nature of the game is very prevalent there, as I just place the same buildings in the same places in the same order every time.  The game isnt providing me with any reasons to do otherwise.  The lack of complicated tile structures, plus the lack of tiles that DO things, plus the lack of anything moving around, means that my basic configuration is to be used every time, with little or no change.

This extends, as well, into things like the research tree.  Now this one, honestly, I find is an issue for me in pretty much every 4x game. And I mean that: It's NOT just a problem with this one. The research stuff just isnt all that interesting, because there arent actually very many difficult choices to make here.  The way research works, and the way the trees end up being lined out, they tend to have a sort of "natural" progression that you're somewhat shoved into.  For example, let's say I have an option that will take 2 turns, and an option that will take 5.  There's no difficult choice to make here, regardless of just what is in them, because by the time the 2-turn one is done, the 5-turn one is likely now not going to require a full 5 turns anymore.  It likely will require only 2 or 3, as certain stats and such increase over the course of the game... meaning that the choice between them is meaningless. I could go on about this, as this just BOTHERS me in all games of this type, but you get the picture.  It just doesnt end up being interesting, and my usual reaction to a 4x game saying "time to choose new research" can be summed up as "ugh".   What's worse, is when the tech being unlocked is stuff I dont even need and wont be using for quite a long while.  So far, that's been the case in this game alot of the time.  After a certain amount of the basic techs are unlocked, I stop entirely paying attention to it, because they're buildings that I dont need to use at all until much later.  The same goes for the social skill trees or whatever; they level up fast, but are always giving me options that I simply dont need.  The one on the left, for example, almost immediately waves combat options at me.... but what am I going to do with them?  It'll be AGES before they become relevant.  I just click them in an arbitrary manner, and forget about them from that point onwards.

And with all of that going on, there's nothing to focus my attention on but that one unmoving city.  I cant say "Well, there's nothing going on in THIS spot, so I dont really need to pay much attention to it right now, but THIS area over here is getting pretty loopy... I better manage it carefully", which is one of the things that keeps a 4x game going for me, because it's inevitable that there WILL be plenty of times when specific areas (usually specific cities) dont have anything happening.  Maybe all of the enemy units are pressing up against a different border, or maybe the strategic decisions I need to make are more complicated and more immediately important in other parts of the map, regarding any number of things (not just the cities themselves).  One way or another, there's SOMETHING somewhere that requires I pay attention and interact with it, rather than always being focused on just one area.  And with the usual complexity of the map that these games have, when I switch attention to a different area, it typically actually FEELS like a different area, because the structure of the zone is just so very different than wherever I was focusing on before.


Now, throughout all of this, you could say: "But you're only talking about early game stuff... you do those things to prepare for the mid and late stuff, because those get pretty crazy!", but I can counter that in two ways.  1: I'm the sort of player that wants stuff to happen IMMEDIATELY (and I definitely know I'm not the only one that thinks this way).  Put me in a long winded RPG of the sort where the game takes a couple of hours of cinematics and talky bits before you REALLY get to the actual game, and you've put me in a place that's a guaranteed cure for insomnia.  With a strategy game of any sort, I want the strategizing to begin at the very start... and I also want it to feel like it MATTERS at the very start.  Which is where I get to point number 2: Yes, you do alot of things in these games to strategically prepare for the later parts.  But here... the game isnt presenting me with any unique situation in any new game.  My "preparations" are the same every single time, because it's not presenting me with things that matter, with reasons to actually start coming up with any specific strategies.  It ends up feeling like the early game could be outright SKIPPED, by me just sort of giving the game some sort of city template, which it just places at the start of every game, and the game begins at turn 100 or whatever.  It would basically have the same end result, because I would have arrived at that exact point anyway, probably with little or no changes at all.   And here we get to what is probably point number 3 when I think about it:  First impressions.  This bit could actually be kinda nasty here.  I remember a very specific thing happening for new players when they would try out Skyward Collapse for the first time.  The default difficulty in that game is pretty low, which means that, if you stay at that difficulty, you really dont have to DO much at all for quite awhile.  I saw players getting the idea that the game was way too simple, that there was no depth, that it just wasnt interesting; why were they bothering with all of these complicated mechanics when they didn't even need to really pay much attention?  Now of course having played that one quite a ton, I know full well that it's got alot of depth to it.  But the early game in it can push away new players before they ever see the first hint of that (unless they, you know... up the difficulty, which is what I always advised with that game, not that anyone listened...).  Right now, the lack of interaction, exploration, stuff like that in the early game is enough to push *my* interest away; even as impatient as I am, I know full well that plenty of players will get the same way about it.  And heck, I end up getting that feeling even despite being so familiar with Arcen games, in the sense that I *know* that there'll be depth to the game in question, as I'm very familiar with the development style and techniques and ideas that tend to be in these games that you guys make.  But the early game in this one knocks me out regardless of that.   To me, that's a pretty big problem.


So yeah.... that's my current summed up thoughts on the state of the game as it is now (and yes, I've played the most recent version).   Everyone can feel free to disagree with me or throw bricks or something, but one way or another, as always I felt I needed to explain what I am currently thinking about it even if many wont like what I'm saying.


And I apologize if it sounds a bit too negative... dont forget who is making this post; me sounding negative is like rocks obeying gravity.  It's going to happen.  It's not an unusual thing that appears JUST for this one game.  One way or another, I'm going to end up complaining.  Heck, even after doing the bullet-hell work on TLF's expansion, I still ended up complaining about THOSE blasted things despite having made them myself (I bet Chris remembers exactly what I mean here). Granted, I was happy with how it came out in an overall sense, particularly the part where it didn't explode the game.  But I complained alot nonetheless, which might have been humorous for those observing it.  So yeah... dont take it to mean TOO much here.

I think the game has alot of potential one way or another, as these typically do, and am hoping it succeeds as TLF did.  As such, I will continue to complain and be generally abrasive as the situation requires  ;)
« Last Edit: May 27, 2015, 12:23:50 pm by Misery »

Offline Cinth

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Re: Misery's annual unpleasant feedback thread
« Reply #1 on: May 27, 2015, 04:23:22 pm »
I dunno.  The AIs had quite a brawl on my doorstep this morning.  It seemed to last forever (meaning I couldn't address anything near that area).

Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline nas1m

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Re: Misery's annual unpleasant feedback thread
« Reply #2 on: May 27, 2015, 04:25:15 pm »
I dunno.  The AIs had quite a brawl on my doorstep this morning.  It seemed to last forever (meaning I couldn't address anything near that area).
Yet you are in turn 300+ ;).
The first 100 turns can indeed be boring at the moment and definitely do not provide much incentive to do something differently than the last time...
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Offline Cinth

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Re: Misery's annual unpleasant feedback thread
« Reply #3 on: May 27, 2015, 04:34:35 pm »
I dunno.  The AIs had quite a brawl on my doorstep this morning.  It seemed to last forever (meaning I couldn't address anything near that area).
Yet you are in turn 300+ ;).
The first 100 turns can indeed be boring at the moment and definitely do not provide much incentive to do something differently than the last time...

They started long before I took the ss.  I actually like the quiet start (I have no military buildings in that SS btw).
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline Cinth

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Re: Misery's annual unpleasant feedback thread
« Reply #4 on: May 27, 2015, 05:28:42 pm »
Second post because relevant?  This started around turn 70 and the second part around 130.  Lasted a good bit then I hit a disease spiral I had a hard time overcoming that early.

Seems like I was seeded in Misery territory ;)  (all likelihood it's going to be that random).
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline crazyroosterman

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Re: Misery's annual unpleasant feedback thread
« Reply #5 on: May 27, 2015, 05:34:41 pm »
I agree with cinth I don't mind the slow going start to me personally its quite relaxing personally I don't like It when games rush me I tend to get rather stressed when that happens and is part of why I've taken to 4xs because I can take them at my own pace and its why I had to stop playing hotline Miami 2 that game was making me to dam angry.
c.r

Offline Mick

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Re: Misery's annual unpleasant feedback thread
« Reply #6 on: May 27, 2015, 07:29:18 pm »
I agree with pretty much all misery wrote. As it is now, I feel like I hit a wall when I get about 80 turns in because I feel no excitement to play further.

Offline Cinth

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Re: Misery's annual unpleasant feedback thread
« Reply #7 on: May 27, 2015, 08:51:33 pm »
Going to make a comparison to Civ here because even the early game in Civ can be slow (or crazy if you have barbs on high).

In Civ we know what we are playing for right out the gate since we set the victory conditions in the lobby.  In SBR we have victory conditions, but they aren't well advertised (you have to go hunting them).  I think that direction is one aspect we are missing.

Another is pacing.  Misery wants to be busy right off where I like to slow play.  I'm the guy who turns off (or puts them on low) the barbs in Civ.  I don't want to deal with military in my early game. It seems to me that we need a lobby option that addresses this and units that can be dealt with by our early game military tech (not the underground rogues).
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline Shrugging Khan

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Re: Misery's annual unpleasant feedback thread
« Reply #8 on: May 28, 2015, 04:52:03 am »
I agree with Misery on most points.
The large biomes are alright with me, and the pace needn't be quite as breakneck as he advises.

But the complete lack of interaction between player, planet and aliens is pretty grave. It really does feel like I'm just plonking down a city as-planned with no resistance, everything being perfectly predictable. Location almost never matters, proximity to other buildings rarely does, alien actions are inscrutable, uncommunicated and, almost always, irrelevant...

That said, there's still a lot of interesting stuff to the game. But the actual Gameplay needs work.
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Offline nas1m

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Re: Misery's annual unpleasant feedback thread
« Reply #9 on: May 28, 2015, 07:42:27 am »
I agree with pretty much all misery wrote. As it is now, I feel like I hit a wall when I get about 80 turns in because I feel no excitement to play further.
I often feel the same I have to admit, although I usually plough on for the sake of testing.
As said somewhere else I have high hopes for future patches to make sure that the races/planet properly try to kill us, though.

Misery has many points as well, though, especially with regard to early game action and the biomes being slightly stale/sterile.
From a gameplay perspective jungles/mountains erc. already have a significant impact on how I place my buildings, though.
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Offline Mick

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Re: Misery's annual unpleasant feedback thread
« Reply #10 on: May 28, 2015, 08:09:12 am »
But the complete lack of interaction between player, planet and aliens is pretty grave. It really does feel like I'm just plonking down a city as-planned with no resistance, everything being perfectly predictable. Location almost never matters, proximity to other buildings rarely does, alien actions are inscrutable, uncommunicated and, almost always, irrelevant...

The alien action part is especially true. In my last game, somewhere in the ballpark of 70-80 turns, I got one of the international incidents targeting me again. Seemingly out of nowhere, from a race I had zero interaction with (not that I had interaction with any of the races at all). I ticked it down, and then it caused them to plop a bunch of ships around my city. I hovered over them, they said they would appear in about 5 turns. Hit next turn a bunch (stopping to annoyingly pick a research or random social progress bubble I don't care about along the way).

Ok. They warp in and do... nothing....? Are they attacking me? What's going on? So I decide to be proactive, I build a barracks and attack a ship. That caused me to immediately contract some disease that very quickly spread over my entire population. Disease sounds cool I guess. I pressed next turn a lot. Everyone is disease. People get born, people die. None of it seems to really have much of an affect on anything. The aliens don't care that I attack them. I build lots of barracks. I send many attacks every turn against the same ship, over a period of many turns. I have lots of disease that does nothing, I appear to be slowwwwwwwwwwwwly denting the one ship I'm attacking (how many turns does it take to kill one? 50? 100? 200? There are over a dozen ships I'm NOT attacking yet). No attacks against me at all. I still have population hovering around my total despite everyone being diseased and running around crazy or whatever. Aliens who built all these threatening ships are doing NOTHING this whole time.

I don't know what I'm doing. It is incomprehensible to me.

Offline Cinth

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Re: Misery's annual unpleasant feedback thread
« Reply #11 on: May 28, 2015, 08:17:04 am »
Work on the AI side will come but from a conversation I had with Chris, it's might be a bit.  Disease and crime are getting some TLC right now and then I believe he plans on doing some work on the AIs.  So a light at the end of this tunnel for some of you?
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline Misery

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Re: Misery's annual unpleasant feedback thread
« Reply #12 on: May 28, 2015, 08:48:57 am »
I dunno.  The AIs had quite a brawl on my doorstep this morning.  It seemed to last forever (meaning I couldn't address anything near that area).

big giant screenshot cut out here


I'll be honest here... this actually just makes it bother me even MORE.   Alot more, actually.

Why?

A couple of reasons.  Number 1, You've got that huge brawl going on down in the corner there, sure.... but how much are YOU interacting with it?  What, if anything, are you actually doing in that region?  Based on what I know about the game mechanics, I'm guessing the answer is that you're not doing a whole lot there.  And yes, one could say "well there's diplomacy, you could interact with them that way", but a 4x game like this cant be ALL diplomacy; typically you dont enter the diplomacy screen CONSTANTLY, its something you do every now and then when strategy demands it.  There needs to be stuff between that.

Number 2.... you're 300 turns in, and as far as I can tell, you havent gotten out of that central area of the map.  In other words, the game has generated this huge map for you, but... you outright *cant* use most of it.  The majority of it simply doesnt matter.  I mean, 300 turns in!  Looking at it, it gives me the same feeling I get 50 turns in!   That's really a shame to me, as typically in Arcen's games, there's alot going on that makes me really WANT to explore.  I cant really think of a game of theirs where this ISNT the case.  Part of why I think this aspect of the game needs alot of focus, because with the way they tend to manage it, it ends up adding alot.   But the lack of methods for not only getting around but also interacting with the map kinda nullifies it here.

Dont get me wrong, the AIs going bonkers at each other is probably a recipe for hilarity, as it tends to be in these games.   But.... yeah.  If I cant interact with them or take part (if I choose to, of course) it loses all of it's appeal.  I need to have options to interfere as I see fit.

Now, you bring up an interesting point about a quiet start, but there's one very specific reason why I have to disagree, and why I think it'll paint a bad light on the game at first impression:  it's a turn-based game, one way or another.  You can take as much time as you need for anything, and typically in a 4x, you involve yourself only as much as YOU want to.  As a rule there's a millionty ways to approach one of these, so you can be passive/defensive and wait for things to happen and then quickly respond, or you can be the crazed warmonger that rampages across the land (or the nasty company that buys everyone else out).  Yes, these games will often throw unexpected things at you at the beginning, but with a randomized game, I think that's an important thing to have.  Heck, for me it's why I prefer procedural/random stuff to begin with; I never know what it'll throw at me, or when.   But yeah, I think it'll hurt first impressions alot if something isnt done about this, as most 4x games really do get going pretty much right away.  You're out exploring immediately, you're meeting up with other civilizations, finding monsters, finding resources, making decisions and doing things that let you interact with the map, all right away.  You're INVOLVED right from the get-go.  Players like to feel involved in.... well, any game.   Yeah, there will always be those that prefer things differently, and that's fine.  But I think the basics need to focus on that involvement being there from the very beginning; options can then be placed in afterwards like in AI War.

And yeah, I know the game does throw things like diseases at you; that's all well and good, and should be in there indeed.  But that sorta feels more like a "response" thing rather than a "strategy" thing.  Makes me think of Anno, where there's tons of strategy, sure, but there's also management.  Things inevitably go wrong, a production line breaks down, protesters are lined up in the streets, Godzilla is summoned.... okay, maybe not that last one... but it creates sort of a puzzle situation that you have to deal with while at the same time continuing pursuing your strategy.  But the reason it works is BECAUSE the strategy element is always there.  And always seperate: There's little strategizing when doing "fixing" type stuff, as that's not what that's about.



One way or another, it seems like I'm not the only one hitting a wall here with this, which is what I'd sorta figured would be the case.  And considering that the response to hitting that wall is typically not feeling the desire to keep playing, that's... a bad thing. 

I'm hoping to hear more feedback on this issue from other players as well, see just how many are getting this feeling with it.

I wish I had suggestions I could make here, but currently I do not.  And I'd prefer to wait and hear from Chris before trying to come up with anything anyway.   

As far as further work on the AI side, while I know that IS important (dumb AI does not make for a good 4x experience!) I dont think it'll help with THIS issue;  the AI means little if you arent out there DOING stuff with it.


Offline Cinth

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Re: Misery's annual unpleasant feedback thread
« Reply #13 on: May 28, 2015, 08:58:53 am »
Difference is how we approach 4x games.  I turtle.  I'd like to be left alone to build up and then come out like a hurricane once I hit that key tech (tanks in Civ) or feel like I have a severe tech advantage on my foes.  I hardly ever use diplomacy except as means to hide myself from prying eyes.

What you want and what I want are going to be vastly different things.  We don't come with the same approach at all.
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline Misery

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Re: Misery's annual unpleasant feedback thread
« Reply #14 on: May 28, 2015, 09:16:10 am »
Difference is how we approach 4x games.  I turtle.  I'd like to be left alone to build up and then come out like a hurricane once I hit that key tech (tanks in Civ) or feel like I have a severe tech advantage on my foes.  I hardly ever use diplomacy except as means to hide myself from prying eyes.

What you want and what I want are going to be vastly different things.  We don't come with the same approach at all.

Actually, that's not always true.  Yes, I know, I tend to come off as hyper-aggressive in terms of how I approach.... everything, but even in something like a fighting game I'll sometimes go into total defense mode, where aggression stops almost entirely and I simply react to and try to reflect whatever is thrown at me.   It definitely happens in strategy games, moreso than in action games.  Actually, in a 4x,  I'm more passive than aggressive; rarely do I use military measures to instigate anything.  They are used to respond, or to intervene.  I usually defend and manipulate, as my default state.  I wait until THEY start a war; I do not start it myself (unless the situation indeed demands it, lest I lose the game entirely).

And that's the thing about it:  Even playing passive and defensive, in a typical 4x there's ALWAYS stuff happening, and I still am interacting with the map, with buildings and units (there's often plenty of units that ARENT military in strategy games like this, after all; heck, Anno is a GREAT example of that one, and an example of that approach working very well, with all of it's units serving a bazillion purposes that DONT involve explosions).  I'm still moving stuff around, still focusing on different stuff, still strategizing... even if I havent taken a direct action yet.  There's still stuff to DO.  That, not the presence of constant fighting, is what I'm getting at with all of this.  Obviously plenty of players wont want to just be blasting things all the time.  But they still want that involvement, and there's different types of involvement.  The issue to me isnt that theres a different type of involvement here.... it's that involvement as a whole is mostly absent entirely right now.