0.51 Feedback
I've played a couple single-player games now in 0.51. Here is my feedback.
Performance (i5-2500K, nVidia GTX 770, 8 gigs, Win 10 x64)
- It took 10 tries, I counted, to get the game to not freeze or crash while initializing, both DX11 and DX12. On the 10th try I got to play a match in DX11. I still have not gotten the DX12 version to not crash. I wonder if memory has something to do with it. I have 8 gigs and there were times during initialization that task manager was reporting Ashes using over 5 gigs. It still hangs/crashes on startup 75% of the time.
- When I was finally able to get into the main screen, I was able to play in full screen mode, which is nice, so thanks!
- In game it seemed as smooth as usual for me, and I didn't experience any crashes during the match. The first time I've been able to complete a match since before 0.49.
Gameplay
- The Easy AI is tougher than I thought. This is the first time I've seen the AI build T3s, and those T3 groups rolled over my T1+T2 groups like they were ants. The AI also split its forces to attack different objectives, forcing me to split my forces to defend. Kudos to the AI team. Next time I'll have to pay more attention to what objectives they were going for so I evaluate its strategy. On my second match I was more aggressive with my unit building and rolled over the Easy AI with my T3s, so I'm ready for the next step up in difficulty.
- My units seem to be much better at pathfinding compared to 0.50. I've only tried it on one map so I need to look at it more. I still had a couple instances of "what are these guys doing", so I'll try to duplicate that.
- I do not miss the old research tree. I hope the next iteration in the research tree has techs with bigger gameplay impact.
- I know some of your changes are trying to make units differentiate from each other more, but it's still not clear enough to me. Obviously your Archers and Artemis are going to be your longer range units, but when two blobs of units are fighting each other the differences between brutes and archers gets lost. Half of this I chalk up to my lack of experience. Is there any way you might be able to put in a mode where I can control two different players, so I can set up mock battles? This might be easier for you to implement instead of a sandbox mode. The other half comes down to behavior, i.e. combat speed, movement patterns, covering weaker units, and so on. I go back to your own gameplay ambitions:
- I tried the game on fastest for a few minutes. I couldn't keep up. Hopefully this satisfies people's worries about the slow game speed. I'm happy with the game and unit speed on normal.
UI
- The strategy map is definitely in a rough state. There is no doubt in my mind that it is a zoomed in duplicate of the mini-map. Definitely needs better resolution and better unit color differentiation. I strongly suspect you guys already have more plans for it, so I look forward to that. I am happy with the "hold space" implementation. It's fast and functional.
- I miss having the ability to hit Z and X to make and break battle groups. Error of omission, or preparation for something new?
- You can still queue a unit in a factory before the factory is built, and the shaded unit frame remains in the empire tree forever.
- At this point I am fully in favor of exclusive control groups, i.e. units can only belong to one. It seems like that's not in yet, but I think it would be a good idea.
Misc
- I'm looking forward to global abilities.
- I'm looking forward to battle groups calling in reinforcements.
- Keep up the good work!