eviator

eviator

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

Sounds like easy is too hard for new players. Or perhaps the gap is too wide between beginner and easy. A while back there were folks saying "normal" should be a challenge for average players, and most found it too hard. These days there are posts saying normal is too easy for average players. I think at some point they are just going to have to set the difficulty levels and let the users figure out how to push their skills to progress up the difficulty chain.

10 Replies 22,821 Views

At 2:25 on you touched on my major complaint about the current max zoom level. As a strategy game that emphasizes terrain with regard to unit/building mechanics, pathing, and region separation, the current zoom level makes it difficult to develop that strategy. Getting the big picture of the terrain is pretty darn important to the gameplay, yet you cripple our ability to get that big picture. I often find myself lost in your maps. Your maps lack distinguishable features (major lakes,

36 Replies 77,251 Views

Hello devs, please implement a difficulty level between Normal and Challenging. Normal is easy and Challenging too hard (for me). I know I can just change the DefaultPlayerAI.xml, but I think an in-between step is appropriate for the base game: <Difficulty Name="Intermediate" MetalExtractionMultiplier="1.1f" RadioactivesExtractionMultiplier="1.1f" BuildTimeMultiplier="1.0f" ResearchMultiplier="1.0f" LogisticsMultiplier="1.25f"&n

3 Replies 23,317 Views

Engineer group orders is a good idea. Can we reduce the diminishing returns on assists though? I'm not asking to eliminate them entirely. If diminishing returns is 50% productivity for each additional engineer, the most you can get is double (1+sum (n=1 to n=Inf, 0.5 ^n) = 2. I think a better number is 75%. At most you can get 4 times the build rate (1+sum (n=1 to n=Inf, 0.75^n) = 4. But at a more reasonable number, say 5 engineers, your build rate is 3.05. 3 engineers is 2.3. I t

9 Replies 41,355 Views

If far zoom out is your thing, wait to buy this game until after release and some let's plays. So far zoom is better than Starcraft but nothing near SupCom.

60 Replies 348,291 Views

[quote who="Frogboy" reply="5" id="3625541"] In MP, I've won a lot of games due to the player trying to fast expand. Brian (our AI developer) is working on some rather nasty counter-strategies as well. Many new players in Company of Heroes would do the same thing and learned the hard way that this is easily countered. [/quote] I haven't played MP at all (not my thing). Does this mean most folks in MP play terrain exposed? I'd love to see the

9 Replies 22,626 Views

The Tutorial looks good, I would imagine pretty helpful to new folks. I prefer the new Turinium UI. The control group change was a good one. After the tutorial I started a couple skirmishes and didn't have a starting engineer. Apparently the AI has no idea what to do and has built literally nothing.

7 Replies 29,843 Views

[quote who="Ticktoc" reply="18" id="3623781"] Perhaps I have misunderstood what you have written but from what I understand that is working as intended. Holding Shift + middle mouse button allows for full panning and tilting. Just middle mouse button you just get the panning. [/quote] So is ASADDF suggesting that seeing the full map using the tilting functionality is an adequate replacement for being able to zoom out to a top-level view? Because "zoom all the way up" i

28 Replies 70,285 Views

Happens in any army regardless of composition. Lose the lead unit, the remaining units get orphaned. I'm 99% sure Frogboy specifically mentioned this bug somewhere, which would mean it is on their radar. Edit: well there ya go, straight from the horse's mouth.

18 Replies 43,395 Views

Most of the criticisms I see of Ashes and GalCiv III with regard to prior titles is that those prior titles have key features that are missing from the more modern games. I bought SupCom:FA on a steam sale a few months back, but I haven't played it for the very reasons you said (I did play it way back when). I wanted to experience its full zoom-out, which isn't present in Ashes. When you zoom out to max you get a very good idea of terrain features and can strategize in context, such a

28 Replies 70,285 Views

First, as I did with prior versions of the game, I did some intense tests to see if I could get armies with a lot of units to fly over cliffs and get into unreachable areas. I could not do it. The lead units did a good job of heading off in the right direction, and the trailing units didn't go too far backward to get in line. The army formation code seems VERY MUCH improved, so well done. Second, now when you right click a region node that you own, you get a green move line ins

3 Replies 28,229 Views

These suggestions all have a nice logic to them, I think. I wish the devs had time to really do something about this before release, but most likely they don't. Plus I think they have bigger fish to fry (army leader selection, units cancelling orders, too restrictive static leash, more efficient army organization). I'm also not sure they want to do something about this. It's possible that the current system is exactly what they want. Some of these ideas have been brought up in pri

11 Replies 30,941 Views

I love the question, but my answer doesn't matter. Reinforcements is one feature I'd like to see heavily improved and utilized. In fact, some day I want it to be the primary and preferred way to queue units, with army templates, auto-reinforcement, factory assignments, and even complex waypoints. Not expecting the system to get any attention by release or even soon after, however.

4 Replies 953 Views

Custom maps and scripts is cool. Both already exist, but I'm guessing many don't know that. I'd love to eventually see some hooks and callbacks added for a mod API to do some really custom stuff, like precisely control AI behavior and alter gameplay rules on the fly. When you are ready for some ideas, I'll be right there along with many others to give you some ideas. But for now the simplistic definition of modding you gave is a good start.

18 Replies 91,595 Views

I was hoping the mockup would actually be for the strategic map, which the devs are going with, instead of extreme zoom, which they are not. But I do appreciate that you spent lots of time on this. My concern with your idea is that colors for different players may clash. Your mockup has various shades of blue to purple representing units on the same team, but what if another player's color is purple? That could be confusing. It's the main reason I think the whole color heat map idea i

19 Replies 74,785 Views