Greetings! We've been burning the midnight and well frankly the to 5am in the morning oil getting the Substrate ready for the beta. Having a blast doing it. I thought I'd share with you some thoughts on where it is and pick your brains on some ideas. Some basics: Substrate units tend to require energy to do their thing By Doing their thing I assume you mean that they will have greater DP
Sargeras77
Thanks for the post. I'm excited to see where AOTS is in 6 months, 2 years, 5 years etc. I think it has the possibility of being one of those long lived games with a great passionate fanbase (see TA/TAuniverse). The moddability is key here as it is what allows us to always have fresh new ideas injected by the community which really helps player retention. Even the biggest dev team can't compete with the sheer modding manpower of the community and they can help
Good to see!
Thanks for catching that error, I fixed it.
I will fall asleep tonight dreaming about what SC2 could have been hahaha... I mean what SC2... lets just forget that stuff with square ever happened alright?
Currently playing another game to get ideas for suggestions and while playing I noticed again, I think that there are far too many capture points at the moment. I was playing on I believe its Frosthaven and it seems like there is barely any space between them. I think they would have much more meaning if the number of capture points was toned down to maybe 50% of the current number but increase the number of extractor spots per zone. (not double more like a 40% increase) Thi
I also like the idea of rivers, however at the moment I think they are holding off due to the lack of naval craft which is probably the right call as water would make everyone scream for ships and they probably aren't feasible this late in development. However if they do add rivers they could make it so that the larger craft cant cross due to having too much mass vs the smaller lighter vessels. (even though they all hover) This could be solved by building something along the l
An idea I had, what if we had a feedback system in place where players and/or founders can submit ideas about different categories (graphics/scaling, balance, strategy options, UI, etc) and then vote the ideas they want to the top? The top ideas would get responses from devs such as yourself as to why or why not they are good/bad ideas and why/why not they should be implemented. Very early on in the friends and family alpha for Firefall they had a suggestion system similar t
I agree completely on the super long range bombardment aspect, however I did enjoy the tactical missiles as they weren't able to cover an entire map and were fairly easy to defend against but they helped to punish players who pushed out too aggressively. I also think it would be neat to have the scouts be able to shoot down the tactical missiles by "deploying" if they are implemented, this would make them useful throughout the entire game. If an opponent doesn't bring in the t1
I like it for the most part, I believe a few more tweaks could be helpful still but nevertheless a big step in the right direction. My list personally for scaling changes would be 1) engineers scaled down about 50% 2) scale trees up a tad bit more, maybe like 15-20% smaller larger 3)make the zone capture points a little smaller smaller, approx 20% again 4) make the mex points
On the dreads, I'm in agreement with frogboy that they should stay gigantic. They fill that over the top ridiculous death machine part of the game and they should stay that way imo (a small change would be okay I think) with the other scaling changes I think they will be even more impressive to see on the battlefield even if they are slightly smaller compared to trees after the changes to scale. The only reason I can think to change them much would be if it helps pathfinding /
If I could suggest another small tweak to the scaling, I would suggest making the t2 units a tad smaller. Not much maybe 80%? That way they are still appropriately larger but not 4x the size. Also is there a chance we could see a lineup of buildings, units (especially interested in engineers), resource points, and trees all together so we have a good way to compare everything in one screenshot?
Wow, a huge improvement!! I like that so much better!
Alright, I've filled in a bunch but I don't want to hog all the spots :P
Thanks for the replies guys, maybe someone who is better at photoshop than me could do a mockup of the kind of scaling changes that could be implemented? And remember lets keep this feedback civil and constructive with detailed feedback as to the changes we want. (not that most of you aren't being constructive and civil) Oh and Frogboy I forgot to thank you for replying on Xmas eve... that shows some real dedication :)
Hey frogboy thanks for the reply, I'm not 100% sure what the proper way to handle this would be. Maybe make the terrain features such as rolling hills (as well as little pieces such as trees) and such a little larger in comparison to the units themselves? Wouldn't decreasing the unit scale make the movement speed feel faster (if it stayed the same) or am I thinking backwards? I understand the dilema of making units smaller means they wil
Agamemnon, after reading the Brain Herbert dune prequels as well as loving greek mythology I always thought this was a great name for an AI.
Thank you, this is exactly what I was talking about! I'm glad I'm not the only one noticing this as I haven't really seen many discuss the scaling.
[quote quoting="post"] After giving ashes a little bit of time to get to know itself I thought I would make a brief post regarding some of my thoughts at thus point in time. Firstly, the movement speed feels greatly improved compared to the early builds. I still feel as if the units are a bit too "floaty" (even for hovercraft [e digicons]:P[/e] ) however and I don't feel as if I really have enough fine detailed control over their
After giving ashes a little bit of time to get to know itself I thought I would make a brief post regarding some of my thoughts at thus point in time. Firstly, the movement speed feels greatly improved compared to the early builds. I still feel as if the units are a bit too "floaty" (even for hovercraft :P) however and I don't feel as if I really have enough fine detailed control over their movement. Usually this is fine and I wouldn&
Sweet can't wait to try it! Edit: it says "beta code invalid" even though I didn't press enter. It says opt-in next to the game name in the list but no update started for the client. Edit2: Okay, I believe it is working now. Can you include version numbers with the patch notes? This way we can compare to the version number on the main menu screen to be sure the update has been applied.
I agree with Ling, and I am glad he spent the time to more thoroughly explain why full strategic zoom is something that should be in the game (imo.) I believe that the detail he put into his post definitely makes it a worthy addition to the discussion.
Random-ish maps We plan to open up the Ashes map editor to Founders. We don't plan to make it available for regular Ashes players (Except maybe as DLC). You guys will get it though starting next month. We are going to be looking for founders to create and share maps so that we can try out endless types of maps with each other to see which ones are
As the title says, is there any way we can get a dev tracker up on the top bar by the my posts/my replies/recent posts? I looked and couldn't seem to find one but it is totally possible I missed it. Sarge