View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0026356 | AI War 2 | Suggestion | Feb 13, 2022 6:47 pm | Feb 18, 2022 7:13 pm | |
Reporter | Sounds | Assigned To | |||
Status | requires feedback | Resolution | open | ||
Product Version | Beta 3.801 Load Estimates And Unit Encyclopedia | ||||
Summary | 0026356: DLC3 Necromancer Terminology Needs Better Explaination | ||||
Description | From my beta play throughs on the weekend, the main item that keeped comming up is that Necromancer terminology, whilst thermatically consistent, introduces a higher learning curve without sufficient explanation of the mechanics or guidance as to what it all means to leverage in the game. Here are a few of my notes / suggestions: - Tips Tab - Add iconograph along with related text - Terms insufficiently explained - although tibits are provided by some of the tip items, it gets real confusing fast - No clear explanation of a different play style required with respect to planet defence set up --- Are existing defensive stuctures less important? --- Are there logical equivalents in the base game to garner understanding? --- Necromancer play style to base game differences not explained ---- + Need a series of quick starts to address the issue across varying difficulties ---- + Link to a walk through as part of the front page help/tips - Rift Tip (possible bug) doesn't indicate which planet the rift opened / exists - Advice about TSS turrets when playing the Necromance don't make sense / misleading explain there's minimal to help with introduced is not well explained - Some of the playthrough showed there are a lot of useless or reduntant items (from the Necromancer's perspective) -- Wasted time on non-valuable targets that tips / intelligence suggested when in fact were irrelevant to the Necromancer --- Need more context related tips --- Add (possibly) 'n/a' element to the tips / intelligence to ensure player isn't confused between base game elements and those of Necromancer player type - The term hexes, not meaningfully explained --- Thought it referred to the number of hexes (layable tyles) on the map. --- Seeing its a strategy game, for the first 30 minutes I wondered: ----- + How am I supposed to position structures? ----- + Where are the indicators on the planet to them ----- + If this DLC has an emphisis on magic / dark arts rather then the term needs better explanation ----- + Add some tips about hexes and their relationship to defences and buildings | ||||
Tags | No tags attached. | ||||
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I'm confused by a lot of these suggestions. The base game does not provide this sort of support for players (Tips with Icons? Instructions for how to best place structures? Links to gameplay walkthroughs?), so I'm not sure why you expect it for the necromancer. TSSs aren't seeded when playing as the Necromancer Empire in any case. |
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I don't feel like there's enough detail in any of these suggestions to be acted on |
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I'm adding the following to the Necropolis Tip: Each Necropolis comes with a number of Hexes; these Hexes allow you to build new structures to benefit that Necropolis. Increasing the Mark Level of a Necropolis will grant you more Hexes. Choosing what structures to build is an important part of Necromancer strategy. |
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Stuff like --- Necromancer play style to base game differences not explained my goal is for players to learn this by playing. I certainly can't tell you how to play the necromancer well. |
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Hi there, This was a dump of my notes. Definitely not asking to how to play well. The jist of these notes is that the 'Tips' and 'Intel' sections of the game sometimes provide irrelevant recommendations for this player type. One example was the tip about 'TSS' turrets and made no sense as you pointed out that 'TSSs' aren't seeded for this player type. Please don't misunderstand, the player type is an interesting twist on the game. There's a lot of fun to be found. The core of what's currently on offer has a few holes with respect to hindering game flow that might be easily address through the tips/intel functionality. I'm about to start work, but I'll try to update this ticket some time later today/tonight with a clearer set of suggestions. |
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I'll admit. I have found myself wondering where rifts are opened up at. And which ones are being defended by the Templars. And I choose to have the map fully explored. As for terminology, Necromancer is one of my more favorite classes, which is why I'll agree that there is a terminology curve. Eh, but it all boils down to these simple points. Major Necropolis-New Necromancer Fleet. Minor Necropolis- Buffs One Existing Necromancer Fleet. Defensive Necropolis-Provides a somewhat safe place to reinforce Necromancer Fleet. Essence- Used to upgrade Necropolises and Necromancer Flagships. Hexes-Build slots similar to the Spire. Choose more troops or defense Rifts-Advanced Research Labs/Fleet Enhancers (I would never use them as Fleet Enhancers though) Templar-Research Points and jerks who constantly try to murder you more than the AI Elder- Research Points and Essence AND new ships Hacking-Corruption AI=Source of Dead Ships for Skeletons/Wights/Mummies. Need to make sure you always have enough undead to survive. Totems-Nifty Static Defense that spawn other orbiting defences Towers-Mostly used for corrupted Templar Homes, Bone Piles, Catapults (orbital defence), and the one Lightning Spike you placed down because there was only one wormhole. In terms of Black Magic, having an Outguard Equivalent in terms of say dark magic that you can unlock would be pretty cool. Like, raising more skeletons. And having golem like units would also be nice. As for building tips...eh? Protection totem will defend your Necropolises for a bit like shields, 1 shipyard is always nice but the idea of even one more is terrifying in terms of hex efficiency, catapults should always be built if you can afford sparing 2 hexes because they do damage based off of distance, Skelly buildings give you a CHANCE of producing them upon strikecraft necro-murder plus some body guards, Wight buildings give you a CHANCE of producing them upon frigate necro-murder plus some body guards, Mummy buildings give you a CHANCE of producing them upon anything not a building but is bigger than frigates being necro-murdered plus some body guards, utility gives you specialized units for the necromancer to help necro-murder units, defenses are a mixed bag. Life Totem is great for emergency repair, Lightning Spike is...okay for guarding a single wormhole against strikecraft, Bone Piles are what I wish the base buildings did or was integrated into the Necropolis but otherwise toss them somewhere safe and they'll throw skeletons at stuff, and the ultimate Necro-Defense only available to Defensive necropolises, The...Trench? Totem, I call it spinny orbital mine tractor device. Because that's what it does and can easily cover multiple wormhole. Just uh...be careful because the orbital tractor balls can be destroyed while holding units that could be right next to your defensive necropolis. |
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If you want to know where the Rifts are, look in the Intel Menu; that's the way you are intended to keep track. If people have additional tips they'd like included, or ways to improve the existing text then please let me know. The documentation can definitely be improved, but I'm looking for specific things; "We need a tip explaining X" or "Y is poorly explained". |
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I also did a pass a few days ago and removed all the unrelated Tips, like the TSS. |
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I think overall there's a concern here with the game not teaching you how to play necroamncer. The problem is I don't think anyone knows how to optimally play necromancer yet. So if you'd like more teaching tips, you need to figure out the strategy and tell me what the tips should be. |
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I've taken a pass updating the Tips. I'm hoping that this will clarify things. If there are other elements of this ticket that you'd like to further expand on so I can understand how to improve things I'm happy to hear them. |
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The Rift tip now specifies which planet the Rift was seen on |
Date Modified | Username | Field | Change |
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Feb 13, 2022 6:47 pm | Sounds | New Issue | |
Feb 13, 2022 6:56 pm | BadgerBadger | Note Added: 0064396 | |
Feb 13, 2022 6:56 pm | BadgerBadger | Note Added: 0064397 | |
Feb 13, 2022 6:59 pm | BadgerBadger | Note Edited: 0064396 | |
Feb 13, 2022 7:14 pm | BadgerBadger | Note Added: 0064401 | |
Feb 13, 2022 7:17 pm | BadgerBadger | Note Added: 0064402 | |
Feb 13, 2022 8:04 pm | Sounds | Note Added: 0064407 | |
Feb 13, 2022 8:19 pm | pmm5000_1 | Note Added: 0064408 | |
Feb 13, 2022 11:31 pm | BadgerBadger | Note Added: 0064418 | |
Feb 14, 2022 9:53 am | BadgerBadger | Note Added: 0064437 | |
Feb 14, 2022 3:04 pm | BadgerBadger | Note Added: 0064444 | |
Feb 16, 2022 12:24 am | BadgerBadger | Status | new => requires feedback |
Feb 16, 2022 2:05 am | BadgerBadger | Note Added: 0064542 | |
Feb 18, 2022 7:13 pm | BadgerBadger | Note Added: 0064606 |