Beta 5 (Quality of Life Suggestions Thread)

These are items that I believe utmost that need to be changed for gold release. These are items that will make playing and understanding the game far easier than it currently is. I consider these critical polish issues. Feel free to add more critical polish issues. I'm not interested in design changes but things that makes the UI more understanable or the game easier to understand.

NOTE: This is from playing the game for about 2-3 hours using the Priest Sovereign

[Quality of Life Suggestion] The only way to figure out how a city grows is by clicking on a city and looking at the small bar in the bottom lefthand corner of the screen. I’d be nice if this information (in whatever method you want) was added to the bar above the city (next to the production bar). Additionally, when I double click over a city and hover over the food/wheat symbols, I’m told how much food I’m getting but not how it effects growth. I’d have no way of knowing that I require 40 food and so I’ll grow in 10 turns. Adding that to the tooltip or another obvious place in the city screen would be an immense help.

[Quality of Life Suggestion] There isn’t currently a way to queue production or add more than one production at a time. Since pioneers are required to build towers, it would be nice to be able to queue up 20 pioneers if I wanted and leave the city screen.

[Quality of Life Suggestion] City screen – progress section

  1. Add production cost to each item you can build. Right now, it only tells me how many turns it will take to build something but not the actual cost. This can matter a lot when I need to know if I want to cast a spell that gives me more production.
  2. On that note, the 0 of X turns could easily be the easiest place to put that production cost info
  3. If I put the garden into production and then hover over the artwork for the garden, it does not tell me what the garden does. This would be a nice to add.

[Quality of Life Suggestion]Would be nice to have a tooltip when hovering over a skill like compassion. I just have no real idea what it might do. A hint here would help.

[Quality of Life Suggestion] It would nice to be directed to the world report page for the quests though I’d prefer a separate page completely for quests

 

 

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Reply #1 Top


[BUG?] Got a quest where a warlock hut that said the customer got a bunch of useless potions. I had two choices: take potions or “don’t have time for this”. Both sounded terrible for my character. I choose take potions because I didn’t understand and now I have scoundrel which I didn’t want and it increased the doomdays counter. Both options sounded bad really.

I did this one as well, think the other result was +1 Indifference. Not sure if that was good or bad.


[Quality of Life Suggestion] There isn’t currently a way to queue production or add more than one production at a time. Since pioneers are required to build towers, it would be nice to be able to queue up 20 pioneers if I wanted and leave the city screen.

Think this is a design decision, with the thinking that logistics are so important that queues aren't really appropriate. (My guess)

 

Reply #2 Top

Quoting BlackSmokeDMax, reply 1



[BUG?] Got a quest where a warlock hut that said the customer got a bunch of useless potions. I had two choices: take potions or “don’t have time for this”. Both sounded terrible for my character. I choose take potions because I didn’t understand and now I have scoundrel which I didn’t want and it increased the doomdays counter. Both options sounded bad really.



I did this one as well, think the other result was +1 Indifference. Not sure if that was good or bad.



I would have liked to have seen a good option for sure. One of these days I'll play the tyrant and choose bad choices and see what I get.

 

Quoting BlackSmokeDMax, reply 1

[Quality of Life Suggestion] There isn’t currently a way to queue production or add more than one production at a time. Since pioneers are required to build towers, it would be nice to be able to queue up 20 pioneers if I wanted and leave the city screen.



Think this is a design decision, with the thinking that logistics are so important that queues aren't really appropriate. (My guess)

 

My thought process behind this is simply to avoid a customer getting annoyed about having to build pioneers time after time or not have to worry about selecting a different build every three turns. In every game I've played, I run out of things to build and either build magic or pump out a million pioneers for towers. It's extremely tedious to continually have to reselect pioneer every turn (cause I was easily able to get to 90 production). It's a quality of life choice to make simple things less time consuming. 

Also waypoints for produced units

They are small things that might be hard to code but infinitely helpful for cutting down on tedious, time-consuming steps for the player (at least for me).

 

Reply #3 Top

Are there other quality of life ideas that other people have for this thread? I'd like to hear about them. I know I spend the time on this because I want to see the best game possible and I feel passionate about doing my best to see that occur. 

Reply #4 Top

Regarding the pioneer thing, maybe something like Dawn of War's 'Overwatch' would do the trick. Or perhaps give the ability to build several units at a time (at an increased cost, obviously).

 

Overwatch would enable you to set the city to build a specific unit (until you run out of requisite resources, in any case).

 

The other method could work like the older Elemental games' logistics research that opens up larger unit sizes. Maybe using a Sov talent or a special building that enables you to train multiple units of the same class. Could probably enable the Commander and Tyrant sovs to train extra units (Wizard trains, say, up to three, whereas a Commander or Tyrant with the right skill/building can train four).