Closing Thoughts and Final Feedback

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WarriorWounds
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Closing Thoughts and Final Feedback

Postby WarriorWounds » Sun 17 May 2015 07:32

So I've played quite a few games of the beta now, and I wanted to list my final thoughts and suggestions for what I found good and bad about the current state of the game.

The Good:

I'm having a lot of fun playing your beta, yeah I know its rough in some places, but I feel the core game play loop is incredibly enjoyable. It's really nice to finally have some more depth in economy management and base building strategy in a genre that hasn't had any recent successes. I think the majority of issues I am having with your game just come down to polish and a few tweaks to the ways units behave, and a few UI elements. Apart from that though I only have positive things to say about your game to all my friends and I am encouraging them to keeping your new product on their radar.

The Bad:

The pace of the game is currently a bit too fast for my tastes. I've never felt prompted to build things like Humvee's or mortar teams, because they just get outclassed so quickly by the other units you can build within the relatively short time window it takes to tech up and get more powerful units. I believe the underlying cause of this problem is just the insane amount of resources you have access to from out of the gate. Spreading out the resources further away from the base and lowering their frequency a bit more would make them more valuable and reduce the instant tech 1 speed that we currently see. Players should have to fight over aluminum as well as rare earth elements if you ask me. I believe it would also proactively encourage tier 1 raiding and skirmishes over the middle of the map, which to me is the most enjoyment I tend to extract from this game at the moment.

Reused Wargame models and animations for the infantry in particular need to be updated/cleaned up. I know you guys are really trying to get your mileage here, but I want to actually see my marines and delta force hold their rifles clearly in their hands, I can understand reusing the models for tanks and helicopters and aircraft, that I am fine with, but when you zoom in on the close ups of the infantry models in Wargame they are pretty bad and since act of aggression with the Wargame models is essentially zoomed in all the time the result is a very poor representation of quality design, you guys seemed to be so proud of your authentic recreation of the tanks and airplanes, do the infantry justice as well.

In addition to the infantry animations, the helicopters and jets seem to just be a little bit off in terms of their speed and pace. I find the jets to be a little bit too slow for my tastes, I understand the need to have them practically slow enough for Anti aircraft to perform its role on them, but perhaps you could tweak the damage they take instead and increase the speeds so players can enjoy their jets more. For me the problem with the helicopters is just how they tip and turn on a dime all over the place, I would like to see them fly a bit higher above the map and not feel like a toy like as they toss and turn across the sky, maybe its not possible, but if it is, it is something I think would enrich the player's feeling of their own aircraft units.

Final Suggestions:

Now, I'm not trying to prescribe the ultimate fixes to any of my perceived problems to the issues I brought up earlier, but I'd like state the general direction I'd personally like to see you guys head towards with this game:

First of all, try to work on bringing out the sense of scale to the conflict that a resource and logistic based real time strategy game needs to have. Players currently feel trapped and immobilized by how far zoomed in they have to be to do anything. Its like being tasked to sweep the kitchen floor with a toothbrush. We need to have the ability to zoom in and out as we please to a greater extent, especially with the scale of the maps and buildings. A single building like a bank shouldn't block out half of the players view! The scale of the UI needs to have the ability to match the scale of the map, plain and simple. If you ignore this and don't change this fact alone, I forsee you guys having a lot of dissapointed and frustrated RTS fans when this game releases.

and finally, if any Eugene employees actually do read these sorts of posts, I'd like to thank you guys for all your hard work in creating this new game for us players to enjoy, you guys are some of the most decent developers RTS fans has had over the past few years with the Wargame franchise, and all your free updates and relatively cheaper game prices. It really means a lot to the community and players that you have invested in here. We look to you guys as a clear light of progress in a world of such dark and dismal marketing practices, please keep it up and know that there are many fans out there who appreciate your work in this franchise to an incredible extent.

Guggy
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Re: Closing Thoughts and Final Feedback

Postby Guggy » Sun 17 May 2015 07:44

A sound summary, I'd say.

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QShadow
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Re: Closing Thoughts and Final Feedback

Postby QShadow » Sun 17 May 2015 12:17

Agree 99,9%
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WarriorWounds
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Re: Closing Thoughts and Final Feedback

Postby WarriorWounds » Mon 18 May 2015 01:21

ppreciate it guys :)

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Re: Closing Thoughts and Final Feedback

Postby EdWood » Mon 18 May 2015 01:43

Yes,I agree as well. I do prefer more macro games like Supreme Commander but Act of Aggression feels like a really well done old school RTS in a modern way. I would love to have a bit of more zoom capabilities as well. Great game so far, really cannot wait to see the other factions and how they will play out. Thx for having me in this BETA.

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Re: Closing Thoughts and Final Feedback

Postby realfakealex » Mon 18 May 2015 01:45

I agree with most of these points
Especially infantry.

apart from the odd Javlin/marine early on in Humvees.
I see no point on when I should get them when I can get atgm/tanks/strykers vehicles not long after.

Combat isn't the funniest I must say.

I find it just about who can wage the biggest blob.. and attacks always happens in/near your base never far off in the middle of the map.

Perhaps Eugen should rebalance the resources with more in the centre, then hopefully, it could make more interesting battles...

Perhaps it's the game mode now, I would rather see what other game modes they have first, at the moment with TD no time limit makes this boring.....but hey, that's just my opinion.


I think this game has potential.

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Re: Closing Thoughts and Final Feedback

Postby Grosnours » Mon 18 May 2015 11:19

Very sound summary indeed.
I'd personally like to see some streamlining all around, like a much more helpful interface for the player with quick access to all buildings and units, but your text is really spot on.
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Thomas191
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Re: Closing Thoughts and Final Feedback

Postby Thomas191 » Mon 18 May 2015 12:19

great feedback, agree with your point as well!

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Re: Closing Thoughts and Final Feedback

Postby AwesomeLion » Mon 18 May 2015 12:58

WarriorWounds wrote:
The Good:

The core game play loop is incredibly enjoyable. It's really nice to finally have some more depth in economy management and base building strategy in a genre that hasn't had any recent successes. I think the majority of issues I am having with your game just come down to polish and a few tweaks to the ways units behave, and a few UI elements.



I agree with most of the OP statements here, but particulary this one.


Grosnours wrote:Very sound summary indeed.
I'd personally like to see some streamlining all around, like a much more helpful interface for the player with quick access to all buildings and units, but your text is really spot on.


This very much.

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Re: Closing Thoughts and Final Feedback

Postby FLX » Mon 18 May 2015 13:41

WarriorWounds wrote:and finally, if any Eugene employees actually do read these sorts of posts, I'd like to thank you guys for all your hard work in creating this new game for us players to enjoy, you guys are some of the most decent developers RTS fans has had over the past few years with the Wargame franchise, and all your free updates and relatively cheaper game prices. It really means a lot to the community and players that you have invested in here. We look to you guys as a clear light of progress in a world of such dark and dismal marketing practices, please keep it up and know that there are many fans out there who appreciate your work in this franchise to an incredible extent.

Thank you, we do read comments don't worry, especially well summarized and presented feedbacks.

For the models, we didn't use Wargame models, they are new. The scale of the game necessitate a higher precision. Also you would have noticed that scales are not realistic between the units and their weapons in order to make them more easily recognizable and express their role through their design.
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Be nice or I nerf your favorite unit !

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