eviator

eviator

Joined Member # 6176744
67 Posts 739 Replies 3,542 Reputation

Holy moly, do not go out and make some expensive impulse purchases. Let the dust settle a bit. On my i5 2500k and GTX 770, hardware worse than yours (I think....I don't keep up on my AMD hardware generations), I was getting just over 30 fps averages in the benchmark, pegging the CPU. That is hardly very low performance. In my alpha gameplay games so far FPS rarely dipped down that far, so the game is quite playable on my modest hardware.

38 Replies 182,218 Views

I've played a couple games now, time for some gameplay feedback. The lastest was a 1v1v1v1 vs. the Easy AI (I know easy is easy, but I'm still learning). With four large regions I had three factories, placed in different forward locations, which could spit out full 1x T2+5x T1 battle groups units constantly without dipping into my reserve resources. I suppose I could have made more factories. I didn't want to because I was having enough trouble managing those three. Below

10 Replies 23,959 Views

Using Radioactives for global abilities is consistent and logical gameplay. But I think, for various reasons, you might have to get rid of the "global abilities cost more each time they are used" mechanic if you do this. An alternative might be that you can research increasingly powerful tiers of global abilities which cost more to use. When the player uses an ability they can choose what tier of ability they want to use. For example, they might choose a very powerful Sensor sweep and use up

18 Replies 96,621 Views

When they go "Early Access" a.k.a. Beta around October, the NDA will be lifted, videos will show up, and you can make your purchase decision. What you miss out on is the ability to get Elite Founder status, which gives you all DLC and expansions at a long term significant discount. The Founders' Vault is interesting, but mainly for lore and game design nerds so if that's not you there's not much you are missing. You'll have to base your Founder purchase decision on the small a

3 Replies 19,861 Views

In the FPS genre, this is called "dedicated servers". Also I think it necessary to point out the following for those of us who can't read good and wanna learn to do other stuff good too: [quote] Our release goal is to allow up to 8 players on a map with 4 of them being human. [/quote] "Goal" is italicized for emphasis. Meaning something unforeseen or unexpected may prevent them from reaching this goal. I

46 Replies 59,660 Views

[quote who="tatsujb" reply="20" id="3583186"] I dunno what you mean. [/quote] Interesting, I don't know how that is possible as civil communication is a basic social skill. Nearly every phrase in post #18, if uttered face to face to an angry person who is bigger than me, could result in a punch to the gut on the gr

46 Replies 59,660 Views

tatsujb, are you familiar with the phrase "you can catch more flies with honey"? While I'm sure feedback on any relevant topic is appreciated, your confrontational tone in pretty much every post you make might be more counterproductive instead of constructive. Food for thought. Now on to my main topic. Frogboy et al., I have encountered several interface and unit behavior bugs that are pretty much impossible to explain without a video. How do you recommend I report such bugs in a

46 Replies 59,660 Views

I want to say I'm ecstatic with how things are progressing. The battles look cool, the mini-map looks good and is helpful, the AI is challenging, the map skins are neat, the empire tree has some really great features. I'm looking forward to all the cool things you are still planning to do, but in the meantime I'm going to definitely enjoy this build. Keep up the good work!

5 Replies 341 Views

The AI took a region and fortified it with 4 closely-spaced Smarty systems. I pulled up with a battle group consisting of a T2 Zeus, 2 T1 Brute squads, 2 T1 Archer squads, and 1 T1 Scout squad. That small group destroyed all four Smarty systems, not losing a single squad. I think Smarty Systems could use a buff. I haven't yet tested other defensive structures.

3 Replies 267 Views

Here are neat things I found that are not completely obvious, but I think are awesome, particularly at this stage of development. Add your own as comments. 1. Patrol, it works, and it works well. 2. Shift-right-click a series of capture nodes and your force will go to the first one, kill the grunts, capture it, then move on to the next one. 3. Organize which T1 units belong to which T2 units. First click a T1 squad, then right click a T2 unit. Done. This can also be do

4 Replies 3,673 Views

In my humble opinion, unit speed is probably fine. At the rate that units die, if you make them much faster they'll be able to go right through tons of defenses barely scathed. It is true on Deneb the first battle wasn't until 10 minutes in, but that's because there are two opponents on what I consider a fairly sizeable map.

46 Replies 59,660 Views

... and I couldn't be happier! The AI expands very fast. Lesson learned, slow and deliberate expansion isn't going to win any games. Game ran smooth on my now modest hardware. The UI is already leaps and bounds ahead of where it was in the pre-alpha. A few questions and issues: 1. Though I didn't make any T2 units, it did not look like I was able to make groups of T1 units into a battle group. Control groups did work, did that automatically create a battle

5 Replies 154 Views

Everything in your original post is awesome, no complaints. I'm very excited about the variety of global abilities. That's an area that you could be very creative with, perhaps we'll see even more of that in DLC and expansions. Most of the rest of my post is about global abilities, though I dabble into research too. Getting rid of the various resource buildings, relegating that to research, seems like a neat idea. On the downside, this tech tree does seem a little boring.

46 Replies 59,660 Views

OverRated I won't speak for the devs, but based upon Alpha gameplay, I think build templates don't actually make that much sense. I loved that about SC/FA, but I don't see it necessarily being a good fit for this game.

65 Replies 432,148 Views

There is a reason: you want the game to look unbelievable, and you cannot execute that vision on a low resolution. I'm not saying that's the case here, and I bet they will do it, so I wouldn't worry. Also, 1920x1080 perhaps represents a bar that you must pass in order to be an alpha tester. It implies you have a system beefy enough to give the game a fighting chance. It would not be helpful in this stage to have a bunch of people saying the game sucks because they can'

45 Replies 175,383 Views

ASADDF thanks for helping me understand. So the picture you have in reply #19, does the left side info include all units visible on the screen? Or just the units in whatever blob you click? Or the blobs you do a click-drag select? Asked another way, what do you see is the optimal left side unit list in a variety of zoom-out and unit grouping situations?

34 Replies 98,168 Views

[quote who="ASADDF" reply="19" id="3582268"] All that with no information at all on them, no icons whatsoever, but when you click on 1 of them, then you will see the Meta units info on the left top side of the screen. I think there will be no need of icons on the screen when you zoom if you have other ways to know where your units are and what units you have on each group. [/quote] What you describe seems like the Sins way of doing things. It works the

34 Replies 98,168 Views

[quote who="Frogboy" reply="14" id="3582178"] I think in this game, we should go the route where Ctrl-Keys are exclusive. What I mean by that is that in Starcraft, I Use the 1 key to select an entire army, the 2 key to select one part of that same army and the 3 key to select another part of that army. But in Ashes, you won't ever have that kind of micro management for obvious reasons. Instead, we should encourage players to think of their hot keys as representing true

34 Replies 98,168 Views

I like many of the ideas above. If you can integrate at-a-glance number of unit info, strength of unit info, role of unit info, and health of unit info, that would be great. Here is a mock-up of how you might be able to add some extra unit context in a zoomed out strategic view. At a glance you can get a good idea of what this group of units is

34 Replies 98,168 Views