bluuurrrr wrote:A few things I noticed in the survey.
Lots of questions directed on some of the obvious things we mention here which is a good sign. The zoom for example.
I noticed some questions related to pace - and I'm glad to see that because the game plays way to slow if you want to draw in new players. Some may like the slow pace - but those games tend to be dead end niche games when it's all said and done. The two RTS powerhouses that you should try to emulate play at a far quicker pace. AoA has that opportunity to break through to those legendary franchises but it must make a hard turn into the type of fast paced RTS offered by the CNC or Starcraft series. It's time to realize this is a game, not a 3 day simulation of war. Slim down in all areas - resourcing, units, buildings... make the game sleek and fast, easy to play and hard to master is the key (as oompah has said on here).
About pace, we don't know what they are comparing to. It's just a general question about our perception.
For example I found Generals, BFME2 and RA2 to be fast and I found COH and SC2 to be mind numbingly slow due to the way they build up. But here you are saying that SC is fast. Also, on day 2/3 when people figured out how marines worked with the capture mechanic the game completely changed as harassment could cull big eco, as in be super lethal.
If it was up to me - I'd do away with the mutliple resources. Keep it simple - call the one resource money and be done with it. It makes it very easy for new players to pick up and understand. "You need money to build things - you get money by resourcing oil" is far easier to explain than "Well you need to resource oil and aluminum, but when you build things, you have to have a mix of both, and then later you need rare metals". It's uneeded complication. I'd also pick up the pace of the game in all areas. Building times, speed of units, speed of resourcing. I'd combine this with a shrinking of the maps and streamlining the tier 1,2,3 units. That may mean combinbing buildings, keeping it simple as possible.
Games don't do well by removing economy. Streamlining it, sure but not outright removing it. We don't want to see CNC3 mistakes happen with rapid mass harvesting and no strategic choices to make about economy besides that. Also this title isn't using an XP system as a resource to promote battle, so just having a single, explicit resource means going more towards the tiberium wars path than other games. The thing about the resources is you want to promote ways to read the enemy. Currently, if scouting actually worked well then i would be able to get an eye on a players stores and read what they're able to do. If I see them expanding out to blue with a single or double refinery set up i can read what they want to do, and so on. But right now the game start throws a lot of things to do at people from zero seconds on. SC and CNC have a much smoother game start progression. SC gives players only an obvious choice and builds from there. CNC gives them two choices, but one obviously powerful economy route in the majority of the series games and situations. AOW was similar to CNC, just more men massing for the map control god at times. And AoA starts players off with 3 tasks and once you really know whats going on then you end up not quite sure if going for the blue is such a great idea from the start and that means a player rolling with the explicit could end themselves at between 0 and 30 seconds. Too complex. What does SC do? They make it obvious that a player will delay their second explicit resource for a little while.
I was ranked top 5 in Generals PVP first few months it was out.
In the private beta test I was 100 games in a row 1v1
so I have a pretty good point of reference.
Double war fac, sell the HQ, rush gatlings is how I won 100 in a row. I remember playing an EA dev who LOL'd when I sold my HQ - he said "dude you cant sell your HQ you just lost" - 3 minutes later when I had 20 gatlings crawling his base he just rage quit
I am not the one who said AoA is a spiritual successor to Generals, Alexi the lead designer of AoA did
Great story there. I love that kind of stuff.