Feedback Collection
MrConway
23 Apr 2016
Fellow explorers!
As we have now reached Early Access phase 3 and are at the point where the game is feature-complete, we are focusing our efforts even more onto bug-fixing and balancing improvements.
To help us do this, we need your feedback!
Please feel free to head over to the feedback section and share your thoughts on what we can do to make this game even better!
We will be watching the threads closely, and forwarding all relevant feedback directly to the game developers!
OberstKnorre
23 Apr 2016
Bl4ckh0g
23 Apr 2016
OberstKnorre, on 23 April 2016 - 07:25 PM, said:
Tactical combat in multiplayer is nice until you realize that 7 of the players will either have to wait 5 minutes till you dispatch a pirate fleet doing nothing, or alternatively watch you as you slowly grind down that 3 corsairs or whatever their name is with your frigate.
Deathstalker206
24 Apr 2016
Bl4ckh0g, on 23 April 2016 - 08:16 PM, said:
Tactical combat in multiplayer is nice until you realize that 7 of the players will either have to wait 5 minutes till you dispatch a pirate fleet doing nothing, or alternatively watch you as you slowly grind down that 3 corsairs or whatever their name is with your frigate.
thinking tactical combat in multiplayer is a bad idea is a good idea up until you realize that the total war series has tactical/autoresolve as an option for multiplayer campaigns.
if 8 people have got the time to spend in a multiplayer match let them decide weather or not to put up with having to watch the combats, otherwise you detract from their experience of the game.
Bl4ckh0g
24 Apr 2016
Deathstalker206, on 24 April 2016 - 05:25 AM, said:
thinking tactical combat in multiplayer is a bad idea is a good idea up until you realize that the total war series has tactical/autoresolve as an option for multiplayer campaigns.
if 8 people have got the time to spend in a multiplayer match let them decide weather or not to put up with having to watch the combats, otherwise you detract from their experience of the game.
Yeah, I have no idea why anyone would ever want to have the RTS battles in a TW multiplayer game, those battles take ages to finish, 15 minute long battles are standard
If you play with like one other guy, then afaik you can make him participate in the battle and give him control over some of your troops or something, idk never player TW multi
But honestly any more than 2-3 people and RTS battles seriously cripple the playing session, they just take way too much time.
Na-ah RTS battles would be barely If at all used in MP
No way you can convince 7, hell even 3 people to wait or watch while you battle it out.
TheCHEAT31
05 Jun 2016
Hi all,
First of all: great job so far!
I think i just might have broken a record for the fastest lose in MoO (lol)!
i started a game with 7 ai´s / pre warp/ with pirates and monsters. the pirates were so close to me that i didn´t have a chance to research warp and build a ship. he came blocked my planet and it was over. (maybe 7 turns) lol
- there should be a posibility to still produce ( at a lower rate of course) for the player too because when you block a pirate base or ai base they can still produce.
- it should be possible to change the setting in which how often monsters and pirates appear
- and is there a way to NOT produce anything? in my pre warp game i had to choose a production or the game wouldn´t switch to the next turn button.
- i miss the fact that i could send more spies to one race than just 1 for each planet.
it was more fun to just flood the enemy with spies and steal every tech from him.
- i think it would be great if you include the scout and fighter ship designs into the editor.
- i also think it would be an improvement if you can train your ships captain and crew to elite so they are more effective. (Training Shipyard maybe?)
- there was also the creativity perk with races were you got everything related to that science project instead of choosing which one you want more. ( the Psilons had that in former games for example)
- i think its annoying that you cannot buyout terraforming and other transformations. make it more expensive but make it possible please.
Last but not least: i am so happy MoO is BACK! thank you for that! you guys are great. keep up the great work.
Best Regards
Roo_Stercogburn
07 Jun 2016
Pretty much nailed planet management. Any issues are very minor niggles with the exception of starship upgrades - a painful amount of clicking for little benefit when all it needs is a Do-All tick-box or option. This aside, excellent work on planet management.
No ability to upgrade existing ships at starbases, space factories or planetary build queue. This is quite a loss of utility from MoO2.
Star Lanes are hello Ascendancy/SoaSE and welcome to a decade or more ago. Tactically limiting and smells of easy-mode. I do not like this baby-mode tactical choice.
Space combat: None of the immediacy of RTS, none of the deep tactics of turn based combat. The graphics are meaningless because you have to zoom out so far to see everything all you've got is triangles and oblongs moving around the battle area, which as of last patch has shrunk. The ships move drunkenly around out of control, even if you do a click-frenzy on them to get them to go where you want them. Perish the thought you'd ever want them to hold position and still shoot things. It is beyond dreadful. I have nothing good to say about this.
Planetary combat is numbers and no tactics, as un-engaging as it gets. There's not even the most basic effort to make it nicer to view while soldier numbers tick down and no involvement at all. I don't mind not being involved but if I've got to watch things go boom without interaction I either want it to happen instantly or with pretty pictures while I wait. Ground combat has neither.
Diplomacy is better than previous EA releases but still needs a lot of work. Even working hard at it, relationships drop like stones mid game onwards. Some of the scripting for the various diplomats and advisers is excellent.
The 'Seeding' mechanic is excellent.
Roo_Stercogburn
08 Nov 2016
Although post-launch forum seems pretty much dead, I'll drop this here anyway.
Most of the negative points in my above post have been addressed. Still not liking space combat but at least its not terrible any more.
Interesting to read so many complaining about pollution mechanic changes in this week's patch. I've been playing through a game and so far I like them - removing the cleanup mechanic is a great step forward for removing tedium and keeping attention on things that matter more. Effectively cleanup automatically happens by reducing production output for a time, which if you think about it is the same effect but handled in a more slick way. Once I'd confirmed the food penalty isn't permanent I decided I liked this mechanic.
The new 'guard' ring-graphic is nice and the new GNN animation is nice, although it seems to happen all the time now. I don't know if its because this is my first game since patch and NGD are showing how proud they are of it, or if its bugged.
Less pirates and more movement by AI. Good stuff.
Things still missing that are sorely missed:
Antarans
Heroes
Rally Points
I'd also like to see City States reinstated although not as they were during closed beta. As I mentioned way back when, perhaps in areas that are off the beaten track and don't interfere with expansion. Perhaps accessable only by wormholes. A nice thing would perhaps to have 6 city states, one of them secretly collaborating with the Antarans and holds the key to a secret gateway through to the Antaran homeworld. What? Adding Flavour? Good grief, whatever next.
Edited by Roo_Stercogburn, 08 November 2016 - 02:52 PM.
Roo_Stercogburn
01 Dec 2016
DLC today.
Good job. I understand making the DLC paid but two thumbs way way up for making the important part of today's update free. Races are fluff and feels. Antarans and heroes, core game important.


