View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0028197 | Heart Of The Machine | Suggestion | May 18, 2024 4:03 pm | May 19, 2024 3:22 pm | |
Reporter | iacore | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | suspended | ||
Product Version | 0.505 Investigation Exceptions | ||||
Summary | 0028197: Overall feedback. | ||||
Description | I'm not sure how to format my feedback so i'll put it all here. *** on "Create New Profile": mouse cursor blocking popup text vehicles drive on the wrong lane (should be right, but on the left) and phase through each other i spent like 5-10 minute figuring out the controls and how to select the android and to move them. at the very start, i can't just move into any building. that's confusing. the story is very interesting. i find myself click through them too fast. maybe the conversation UI can be more like visual normal and less like the reward selection box the unit cap is not explained until **after** the firmware upgrade. this is confusing because the system asked me to get more robots (but it caps at 4) collect water and vegetable gets grindy. it need a lot of turns, while the humans are trying to sabotage the structures i built. the whole "stunned for 4 turns" is too much of a handicap. i don't know how to space the production buildings, so i put them altogether. they get stunned constantly. the map is too big, and the top zoom level is not high enough. i hope i can just zoom into the big blue map, or the map itself is smaller. i spaced my buildings too apart, i think. i was afraid that the enemy will find the together if i put them together. the camera panning is also too fiddly. if i click on a unit, it doesn't pann to **center on** that unit. this plus the big map/small map distinction made it so that a lot of the time was spend on fiddling with the camera, and less than half of the play time for issuing commands. logistics-wise, why aren't there turrents? depending against constant enemy waves is tiring. i think i put too many energy siphons down. again, the map is too big. it could be just one square on the big map and be fine. if there is a top-down view without 3D height, controlling the units will be better. combat is,,, i got the shotgun and that's the only thing that can deal damage to the enemy. the pistols don't do much damage, and the enemy does a lot of damage back. it was too bland before the rifle research so i stopped playing. also, the map itself has a lot of visual information that's irrelevant. i hope there's a tactical mode like in Invisible Inc that reduces the screen to a few colors so i can easily parse through. the building icons are small and blend in with environmental elements. they could use a border like in AI War 2 to stand out. | ||||
Tags | No tags attached. | ||||
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As a reminder: https://wiki.arcengames.com/index.php?title=HotM:Instructions_For_Testers#What_A_Good_Bugtracker_Ticket_Looks_Like |
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This is a laundry list report, which has to be parsed out. I've read your comments, and in a lot of the cases, there are things that are being put in already from other reports that should subdue your frustration a lot. Probably half your notes fall into this category. But I don't have time to go point by point. In some other areas, there are things where I think the point is being missed, or which wind up seeming like issues perhaps because of the other legitimate issues. |
Date Modified | Username | Field | Change |
---|---|---|---|
May 18, 2024 4:03 pm | iacore | New Issue | |
May 18, 2024 5:06 pm | Chris_McElligottPark | Note Added: 0068212 | |
May 19, 2024 3:22 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
May 19, 2024 3:22 pm | Chris_McElligottPark | Status | new => closed |
May 19, 2024 3:22 pm | Chris_McElligottPark | Resolution | open => suspended |
May 19, 2024 3:22 pm | Chris_McElligottPark | Note Added: 0068303 |