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Distant Worlds - Initial Impression - 3/27/2010 1:48:27 PM   
Evil Tactician

 

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After trying many, many sci-fi 4x games - I'm more and more coming to the conclusion that developers "just don't get it". I stumbled upon Distant Worlds purely by accident yesterday - and after reading the features and forums I was getting incredibly excited. Would my search for a good replacement of moo2/se4 finally be over?

Alas, I've played for several hours now and the initial impressions aren't too positive. Don't get me wrong- it's still early days but early impressions count for a lot. I don't mind steep learning curves, I love complex games. But I feel Distant Worlds really missed the mark on some aspects. I have no idea if these can (or would) be resolved through patches or if it's purely the game design, but here's how I felt:


  • I feel incredibly out of control of what's going on. This is due to a multitude of reasons, at least it's how I feel right now:
  • My empire pretty much runs itself and doesn't really need me, at all. Besides for some incredibly shallow diplomacy options there is fairly little to do.
  • Ships and their controls are pretty confusing and it's very hard to keep track of them all.
  • Combat is quick and decisive, it's pretty much an rts as far as combat goes.
  • Due to above, fleet/ship tactics are shallow and follow the 'zerg with as many units as possible' line, rather than traditional 4x sci-fi games where design > everything.
  • Income/Resource wise there is an incredibly deep system in the background, but the player doesn't notice much of it. A pity as there's tons of 'hidden' depth.
  • Research sucks and might as well not be in the game in the current format. I have no control other than spamming a few more research bases/space ports to increase research speeds.
  • I love designing ships and avoid most strategy games which don't include this (A reason why I only played Armada for about 2 hours tops). However, in Distant Worlds I don't feel compelled to design ships, since I see so little in return for it.
  • The interface is clumsy and doesn't give me the information or controls I would really want. Renaming objects is cumbersome yet it's the first thing I want to do with ANY new colony or ship..
  • I just feel a bit... bored. I don't know what to do or what the point really is. I believe the best summary would be: I don't feel the immersion! moo2 has the little diplomacy/research/colonisation etc. videos that greatly help to get immersed in the game. In Distant Worlds I don't feel even the smallest sliver of connection to my empire, my people, my ships. I just feel like i'm watching a simulation. Granted it's entertaining and innovative for a bit but I don't see this last for a long time :(


I know this sounds a bit like a rant, and it probably is - but I am a little disappointed after being quite excited by what this game could have been. I feel the information/feature pages definitely lack to describe the game adequately.

If anyone has any tips on how to get into the game or learn to enjoy it - please do let me know as I *want* to like it!
Post #: 1
RE: Distant Worlds - Initial Impression - 3/27/2010 2:11:58 PM   
Jim D Burns


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My advice to you is to turn off AI control for everything. The only reason you don’t feel involved or immersed, is because the AI is handling everything and as you state clearly above, you don’t yet understand the game and how it works.

This game is deep and very complex, without the AI management, it would easily overwhelm most people. I think you’re expecting too much too soon. If you turn off AI control, you’ll soon find yourself engrossed in the steep learning curve to master this complex game and will learn to appreciate the breathing space AI control has given you as a new player, rather than scorn it for keeping you uninvolved to the point of boredom.

AI control is a tool, you obviously don’t want to use it to the extent it is currently set for, so take the plunge, turn it off, and invest the time to really delve into the game.

Jim


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RE: Distant Worlds - Initial Impression - 3/27/2010 2:19:40 PM   
ASHBERY76


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The game is about macro control and not MOO2 style micro management of game elements.I control exploring,colonizing,construction ships,main fleets(not escorts),spying,diplomacy in my games.The resource system is very important so get your construction ships to mine demanded resources.

< Message edited by ASHBERY76 -- 3/27/2010 2:24:08 PM >


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RE: Distant Worlds - Initial Impression - 3/27/2010 2:24:24 PM   
Evil Tactician

 

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Hi Jim,

Thank you for your reply. I actually turned off AI control at the start of my first game and did everything myself. I found this didn't work very well since the interface doesn't show a lot when you're zoomed in - and the various zoomed out levels don't show sufficient detail/statistics for my liking. I found it incredibly difficult to keep track of where specific ships are, for example.

Exploration manually quickly became a bit of a drag - a pity as I expected the most of this aspect. Right this very moment I am trying to micro-manage some ships/fleets to get more immersed but it's not looking good. I found a capital ship in some ruin which I am using to wipe out some pirates, but again the zoomed in view just doesn't show me enough - I don't find the overview very pleasant. Combat wise it makes for a rather unspectacular rts-show, rather than a 4x game.

Like many people, I feared the real-time aspect and so far most of my fears were justified. :( Is there anything specific someone can recommend trying that would show me a more fun aspect of the game?

(in reply to Jim D Burns)
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RE: Distant Worlds - Initial Impression - 3/27/2010 2:28:40 PM   
Evil Tactician

 

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quote:

ORIGINAL: ASHBERY76
The game is about macro control and not MOO2 style micro management of game elements.I control exploring,colonizing,construction ships,main fleets(not escorts),spying,diplomacy in my games.The resource system is very important so get your construction ships to mine demanded resources.


That's pretty much what I've been doing and I found it wasn't really enough to prevent me from watching the screen with nothing to do quite frequently? I just feel very detached from my empire.

(in reply to ASHBERY76)
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RE: Distant Worlds - Initial Impression - 3/27/2010 2:32:51 PM   
spidergod

 

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yeah the way I see it you are the king/queen/head of state/dictator/hive overmind ruling your empire and the A.I is like your henchmen/generals etc in the field.

I like games like this as once they get going you can watch wars start and die out etc.

When a full wish list gets going maybe you can add what you would like to see added?

(in reply to ASHBERY76)
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RE: Distant Worlds - Initial Impression - 3/27/2010 2:36:52 PM   
ASHBERY76


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Then speed the game up.Have you ever played EU3,the game requires changing the speed up and down,it is no different to turn based games where you press the turn key quickly.

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RE: Distant Worlds - Initial Impression - 3/27/2010 2:41:13 PM   
Evil Tactician

 

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I think the problem is more fundamental spidergod, I'm trying extremely hard to enjoy the game right now but I am utterly failing. The interface and general overview just doesn't do the job for me- I have ships under attack and messages popping up left/right but I don't know the ships (renaming really is hard work!), don't know where they are and the only way to find anything seems through the colony and ship overview lists. To really get an overview you end up playing zoomed-out most of the time, which defeats the point of having the nifty zoomed-in view.

It's not that I am struggling with the game, don't get me wrong. It's beyond easy and my empire is doing great. I am just not enjoying myself - which is the primary goal of any game I buy really. This one was fairly expensive compared to most games. I bought it as I like to support smaller developers who try something different, but so far I feel I've wasted my money - I'm just not really having fun.

(in reply to spidergod)
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RE: Distant Worlds - Initial Impression - 3/27/2010 2:48:16 PM   
Evil Tactician

 

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quote:

ORIGINAL: ASHBERY76

Then speed the game up.Have you ever played EU3,the game requires changing the speed up and down,it is no different to turn based games where you press the turn key quickly.


I have indeed played EU3. It's one of very few games in my collection I regret buying as I didn't manage to enjoy that game despite trying. The genre/setting has a really strong appeal to me.
As far as 4x/sci-fi games go, I prefer games such as Moo2, Stars!, Space Empires, etc.

(in reply to ASHBERY76)
Post #: 9
RE: Distant Worlds - Initial Impression - 3/27/2010 2:50:18 PM   
Erik Rutins

 

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Evil Tactician,

I have to assume you haven't quite figured out the game yet. For me, once I got it, it became a game that could suck me in for weeks if I let it do so.

quote:

ORIGINAL: Evil Tactician
  • My empire pretty much runs itself and doesn't really need me, at all. Besides for some incredibly shallow diplomacy options there is fairly little to do.


  • Having played DW a lot, I think this is an inaccurate conclusion. Your empire _can_ run itself, but then it's not really yours. If you get involved, it will work better, be more powerful, be more unique and customized to your wishes. There are tons of areas to get involved in here and I have to assume you haven't really seen all the options open up for you yet.

    What kind of game did you start in terms of galaxy size and other options?

    quote:

  • Ships and their controls are pretty confusing and it's very hard to keep track of them all.


  • Hm, have you looked at the Ships and Bases screen and the filters and sortable fields there, as well as the fleets and ship design screen? What part are you finding most confusing? If you're having trouble figuring out what your ships are doing, then I understand why you feel out of control.

    quote:

  • Combat is quick and decisive, it's pretty much an rts as far as combat goes.


  • What speed are you running at? This also depends on ship designs and force comparison, but combat is not a very lengthy process (most space combats are not).

    quote:

  • Due to above, fleet/ship tactics are shallow and follow the 'zerg with as many units as possible' line, rather than traditional 4x sci-fi games where design > everything.


  • Design is actually very important. If you leave it automated though, then design itself is less important than just keeping ships updated to the latest design with the latest components. I find a lot of difference between the different ships and their roles. As in any game, you can always build a big fleet and overwhelm the enemy - that's not unique to DW and pretty much every space 4x has had that possibility. I find DW is good about making you pay for those big fleets though, both in terms of initial cost in money and resources as well as ongoing upkeep and fuel. If you focus on the big fleet strategy, you can easily bankrupt your economy.

    quote:

  • Income/Resource wise there is an incredibly deep system in the background, but the player doesn't notice much of it. A pity as there's tons of 'hidden' depth.


  • I think this is just a matter of experience as the tools are there to notice what's going on, but it takes a while to realize how you can best help your economy grow.

    quote:

  • Research sucks and might as well not be in the game in the current format. I have no control other than spamming a few more research bases/space ports to increase research speeds.


  • Well, you have control over base design to determine what kind of bases to build, how many labs they wil have of each kind (and thus what areas they will focus on, which shifts your research priorities) as well as where to build those bases for research bonuses and for strategic reasons (you need to be able to defend your research bases too if it comes to a war). Finally, you can declare a "crash program" for any given component to speed things along.

    quote:

  • I love designing ships and avoid most strategy games which don't include this (A reason why I only played Armada for about 2 hours tops). However, in Distant Worlds I don't feel compelled to design ships, since I see so little in return for it.


  • I'm really surprised at this comment, to be honest. There is a lot of return for it - will you have ship designs if you automate them? Yes. Can you have a lot more fun and create some very unique and customized ships that are very effective if you do the design yourself? Absolutely! Take a look at what Okim did in his AAR here and tell me that doesn't add to his fun:

    http://www.matrixgames.com/forums/tm.asp?m=2414770

    quote:

  • The interface is clumsy and doesn't give me the information or controls I would really want. Renaming objects is cumbersome yet it's the first thing I want to do with ANY new colony or ship..


  • Not sure what to say here other than can you be more specific? I think the interface is actually darn good and renaming ships is easy. Just double click on the ship name in the bottom left display once you have it selected, then type in the new name in the screen that appears.

    quote:

  • I just feel a bit... bored. I don't know what to do or what the point really is. I believe the best summary would be: I don't feel the immersion! moo2 has the little diplomacy/research/colonisation etc. videos that greatly help to get immersed in the game. In Distant Worlds I don't feel even the smallest sliver of connection to my empire, my people, my ships. I just feel like i'm watching a simulation. Granted it's entertaining and innovative for a bit but I don't see this last for a long time


  • For some reason, it's not clicking with you, but based on your comments I think you are really missing a lot yet. Dive back in and try a very small galaxy, smallest you can, starting from the beginning and do more things manually. Play at 0.5x or 1x speed to give yourself some time to really get into it.

    Regards,

    - Erik

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    Erik Rutins
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    For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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    (in reply to Evil Tactician)
    Post #: 10
    RE: Distant Worlds - Initial Impression - 3/27/2010 2:51:15 PM   
    Erik Rutins

     

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    quote:

    ORIGINAL: Evil Tactician
    I have ships under attack and messages popping up left/right but I don't know the ships (renaming really is hard work!), don't know where they are and the only way to find anything seems through the colony and ship overview lists. To really get an overview you end up playing zoomed-out most of the time, which defeats the point of having the nifty zoomed-in view.


    Are you not aware that if you click on the message it immediately moves you to the event?

    Regards,

    - Erik

    _____________________________

    Erik Rutins
    CEO, Matrix Games LLC




    For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

    Freedom is not Free.

    (in reply to Evil Tactician)
    Post #: 11
    RE: Distant Worlds - Initial Impression - 3/27/2010 3:14:11 PM   
    Evil Tactician

     

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    Hi Erik,

    Thank you for taking the time to reply - I appreciate it.


    quote:

    Having played DW a lot, I think this is an inaccurate conclusion. Your empire _can_ run itself, but then it's not really yours. If you get involved, it will work better, be more powerful, be more unique and customized to your wishes. There are tons of areas to get involved in here and I have to assume you haven't really seen all the options open up for you yet.

    What kind of game did you start in terms of galaxy size and other options?


    I've started with the same settings I prefer in any 4x game, especially when playing the first time: Most basic tech levels, most basic starting size, smallest universe, and in this case I selected 5 opponents. I set 1 opponent to nearby, 2 to further away and 2 to distant, to allow for some distance and room. This did the job very well in terms of room for expansion, etc.

    I did notice there was no way to start with the classic start of 1 colony, 1 colony ship and 1-2 exploration vessels though - which was disappointing. Then again, the nature of the game with the private sector etc. makes such a start more difficult. Still, worth implementing!


    quote:

    Hm, have you looked at the Ships and Bases screen and the filters and sortable fields there, as well as the fleets and ship design screen? What part are you finding most confusing? If you're having trouble figuring out what your ships are doing, then I understand why you feel out of control.


    Yes, the most frustrating part is having to use the ships/bases/colony screens merely to find out where ships are and what they are doing. The interface should show this slightly more clearly. For example, fleets could be assigned an icon, or number which represents them on the zoomed out overviews, allowing you to much more clearly see where your individual fleets are located. I appreciate this is harder for individual ships.


    quote:

    What speed are you running at? This also depends on ship designs and force comparison, but combat is not a very lengthy process (most space combats are not).


    I run at 'normal' speed when I have nothing to do and slow it right down if I feel too many things are going on.


    quote:

    Design is actually very important. If you leave it automated though, then design itself is less important than just keeping ships updated to the latest design with the latest components. I find a lot of difference between the different ships and their roles. As in any game, you can always build a big fleet and overwhelm the enemy - that's not unique to DW and pretty much every space 4x has had that possibility. I find DW is good about making you pay for those big fleets though, both in terms of initial cost in money and resources as well as ongoing upkeep and fuel. If you focus on the big fleet strategy, you can easily bankrupt your economy.


    I probably haven't spent sufficient time ingame to really reap the benefits of custom ship design. Unfortunately I just quit my first game as I am half a day playing in and I just don't know my empire, at all. I don't know my colonies, their names, their locations, etc. despite manually planting them. I find it VERY hard to keep a good overview of my empire without zooming right out - at which point you lose a lot of information and control.



    quote:

    I think this is just a matter of experience as the tools are there to notice what's going on, but it takes a while to realize how you can best help your economy grow.


    Basically, I find it too easy. Since everything is shipped automatically by civilians, all you have to do is ensure mining bases are present at locations which have required resources. I think a few options/features that make certain locations more strategically important would be of great help.


    quote:

    I'm really surprised at this comment, to be honest. There is a lot of return for it - will you have ship designs if you automate them? Yes. Can you have a lot more fun and create some very unique and customized ships that are very effective if you do the design yourself? Absolutely! Take a look at what Okim did in his AAR here and tell me that doesn't add to his fun:

    http://www.matrixgames.com/forums/tm.asp?m=2414770


    Ultimately though, you don't have a great deal of control over the ships you designed. I guess it comes back to the other points - this area of the game isn't actually bad, I just don't feel compelled to dive into them due to the interface/overview problems I am experiencing.


    quote:

    Not sure what to say here other than can you be more specific? I think the interface is actually darn good and renaming ships is easy. Just double click on the ship name in the bottom left display once you have it selected, then type in the new name in the screen that appears.


    Strange, I tried that and it didn't work. Ended up having to go through the colony/ship overview screens to rename individual ones - I will definitely try that again as that would eliminate a huge aggravation!

    quote:

    For some reason, it's not clicking with you, but based on your comments I think you are really missing a lot yet. Dive back in and try a very small galaxy, smallest you can, starting from the beginning and do more things manually. Play at 0.5x or 1x speed to give yourself some time to really get into it.


    I will give it another go - I have the feeling I am missing something based on the remarks of people on the forums. Thank you for trying to convince me - and please don't get me wrong. I think you guys have done a great job as a small company, and I am pleased to see someone trying something 'different' for once.
    I just have to get used to the interface and I am sure that upcoming patches can implement some small adjustments and improvements to make things easier. I'm not quite willing to give up yet ;)



    To keep this thread at least constructive, some suggestions:


    • Option for a 'basic start' - 1 Colony, 1 Exploration Vessel.
    • Option to run off all designs, let the player design everything!
    • Option during set-up to have all races start equal to the player, so you only have to set the start options once. (Equal in terms of homeplanet/tech level, etc.)
    • Option to disable spying and everything related to it.
    • The ability to zoom out a tiny bit further while still seeing the ships/planets graphically, to get more overview.
    • A way to distinguish fleets from each other in the zoomed out overviews.
    • A way to easily see 'missing' resources when building something.
    • An indication of 'build progress' on objects that are under construction. Unless I am missing something I am being told how many components are left to create, is it possible to have a progress bar or percentage?
    • Carriers / Fighters in the future would be great :) Even if it's quite simple like Moo2 did it, where you add a bay as component which adds a few fighters to a ship.


    (in reply to Erik Rutins)
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    RE: Distant Worlds - Initial Impression - 3/27/2010 3:18:47 PM   
    Evil Tactician

     

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    quote:

    ORIGINAL: Erik Rutins
    Are you not aware that if you click on the message it immediately moves you to the event?

    Regards,

    - Erik


    Yes - I more or less meant that sometimes I want to locate a ship quickly without having to refer to the 'ship overview'. I've never been a fan of those tables and prefer to navigate to ships and colonies through the universe/system screens. I find that slightly less easy in DW. A lack of experience with the interface, almost surely - but there are certainly small improvements that could be made to make things easier :)

    (in reply to Erik Rutins)
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    RE: Distant Worlds - Initial Impression - 3/27/2010 3:24:22 PM   
    Webbco


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    quote:

    ORIGINAL: Evil Tactician


  • An indication of 'build progress' on objects that are under construction. Unless I am missing something I am being told how many components are left to create, is it possible to have a progress bar or percentage?



  • On this topic, I noticed that you cannot see the 'real time' progress of ship completion when on the construction screen. It has a percentage in the 'ships currently under construction' window (bottom left) but you need to close it and re-open it to see the progress.

    (in reply to Evil Tactician)
    Post #: 14
    RE: Distant Worlds - Initial Impression - 3/27/2010 3:26:58 PM   
    Evil Tactician

     

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    True. While we're on that topic - where do you see the progress of a base that's under construction?

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    Post #: 15
    RE: Distant Worlds - Initial Impression - 3/27/2010 3:42:36 PM   
    Webbco


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    Surely that's in the Construction window? There's also a handy (but quite small) icon showing what's being built in the list.

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    RE: Distant Worlds - Initial Impression - 3/27/2010 3:52:40 PM   
    wodin


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    Some games just don't click with some....one mans meat is anothers poisen etc etc.

    Evil Tactician....this might be a game that grows on you....or may need to come back to it another time...maybe when some mods\expansions have been released....its happened to me plenty of times.....bought a game people love but just didnt enjoy mysself....not because the game was bad...just not my thing....

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    RE: Distant Worlds - Initial Impression - 3/27/2010 4:04:42 PM   
    Evil Tactician

     

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    quote:

    ORIGINAL: wodin

    Some games just don't click with some....one mans meat is anothers poisen etc etc.

    Evil Tactician....this might be a game that grows on you....or may need to come back to it another time...maybe when some mods\expansions have been released....its happened to me plenty of times.....bought a game people love but just didnt enjoy mysself....not because the game was bad...just not my thing....


    I think you are absolutely right on that one :)
    I've given up for now, I'll wait for a few patches and mods and then give it another chance :)

    (in reply to wodin)
    Post #: 18
    RE: Distant Worlds - Initial Impression - 3/27/2010 4:05:54 PM   
    Erik Rutins

     

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    quote:

    ORIGINAL: Evil Tactician
    I did notice there was no way to start with the classic start of 1 colony, 1 colony ship and 1-2 exploration vessels though - which was disappointing. Then again, the nature of the game with the private sector etc. makes such a start more difficult. Still, worth implementing!


    This would actually be an "advanced/hard" start in that it would be very easy for new players to get in real trouble not knowing where to best expand. We try to start you with one colony and a bare minimum resource network so that you can build things from the start.

    quote:

    Yes, the most frustrating part is having to use the ships/bases/colony screens merely to find out where ships are and what they are doing. The interface should show this slightly more clearly. For example, fleets could be assigned an icon, or number which represents them on the zoomed out overviews, allowing you to much more clearly see where your individual fleets are located. I appreciate this is harder for individual ships.


    I'm not entirely clear on this - each ship has an icon and when you form a fleet, it gets its own unique icon with the number of ships in the fleet that shows up on the map to show you where it is. You can also assign ships to numbered groups using Control-1 etc. to then call them up again by just hitting a number key. On the zoomed out view, each ship category has a different kind of icon (i.e. all military ships are triangles) so that you can see pretty easily where trade is flowing, where your military is, etc. If you click on a ship icon in the zoomed out view, their data shows up in the bottom left, telling you their mission and cargo (if appropriate) as well.

    quote:

    I probably haven't spent sufficient time ingame to really reap the benefits of custom ship design. Unfortunately I just quit my first game as I am half a day playing in and I just don't know my empire, at all. I don't know my colonies, their names, their locations, etc. despite manually planting them. I find it VERY hard to keep a good overview of my empire without zooming right out - at which point you lose a lot of information and control.


    Hm, I hope this is just a learning curve and adjustment issue as I haven't had any trouble getting immersed in that way and coming to know my colonies, ships and trade routes. While it is possible that it's just not your cup of tea, I would encourage you to give it another chance. I can't help but hope that you will "get it" soon if you try a bit harder.

    quote:

    Basically, I find it too easy. Since everything is shipped automatically by civilians, all you have to do is ensure mining bases are present at locations which have required resources. I think a few options/features that make certain locations more strategically important would be of great help.


    Aha! Ok, now this I can help you with. If you feel things are too easy, use some of the many sliders on galaxy start to make resources more scarce, your initial system less "easy" and make the galaxy as a whole more unstable/restless. That should keep you much more on your toes. The default level is designed to be a bit more welcoming to new players. Personally I do not play on the default level any longer, I adjust the sliders to give myself more of a challenge, but as you can see from a lot of other reports I think the default level is a good starting point for most first time players.

    quote:

    Ultimately though, you don't have a great deal of control over the ships you designed. I guess it comes back to the other points - this area of the game isn't actually bad, I just don't feel compelled to dive into them due to the interface/overview problems I am experiencing.


    Ok, so the first step is to get past your interface issues then. I'm an old hand with the interface now and have an easy time reviewing what's going on. Do you normally prefer to play more zoomed out or more zoomed in? If you could add in one interface feature that you feel would help you keep track of your ships, what would it be?

    quote:

    Strange, I tried that and it didn't work. Ended up having to go through the colony/ship overview screens to rename individual ones - I will definitely try that again as that would eliminate a huge aggravation!


    Aha, glad I could help - that's how I do it. If you double click in the name area for anything you have selected, it will bring up the detailed info for that ship/base/planet and you can rename it right on that screen.

    quote:

    I will give it another go - I have the feeling I am missing something based on the remarks of people on the forums. Thank you for trying to convince me - and please don't get me wrong. I think you guys have done a great job as a small company, and I am pleased to see someone trying something 'different' for once.
    I just have to get used to the interface and I am sure that upcoming patches can implement some small adjustments and improvements to make things easier. I'm not quite willing to give up yet ;)


    Ok, I appreciate that you are giving it a go, please let me know if you have any more specific frustrations, perhaps we can figure out a way to get you around them.

    quote:


  • Option for a 'basic start' - 1 Colony, 1 Exploration Vessel.


  • This would be really hard not to get into a major problem resource-wise. Maybe later as a "hard" option, but basically what we start you off with now is 1 Colony and just enough to have a basic resource network.

    quote:

  • Option to run off all designs, let the player design everything!


  • If you turn off ship design automation, you should be able to redesign things as you wish and the AI will never update or change them after the initial starting designs. Do you mean to start with no designs at all? This seems like it would also cause a lot of trouble for new players, just to figure out what designs they need to account for.

    quote:

  • Option during set-up to have all races start equal to the player, so you only have to set the start options once. (Equal in terms of homeplanet/tech level, etc.)


  • You mean just in terms of reducing the number of clicks?

    quote:

  • Option to disable spying and everything related to it.


  • I'm curious why you requested this? Espionage is usually a popular feature.

    quote:

  • A way to distinguish fleets from each other in the zoomed out overviews.


  • Personally once I see the fleet icons, it's easy enough for me to click on each one if I need a reminder, though usually I know where I have each fleet. What would you envision as far as differentiation goes?

    quote:

  • A way to easily see 'missing' resources when building something.


  • Great suggestion and we should implement this as an improvement. Right now if you have a good sense of your economy you will know what you're missing, but I absolutely agree we should make this easier to see at the point of ordering something to be built.

    quote:

  • An indication of 'build progress' on objects that are under construction. Unless I am missing something I am being told how many components are left to create, is it possible to have a progress bar or percentage?


  • Yes, the percentage progress is already there for construction yards as well as the number of unbuilt components. Just look in the detailed screen, so for example for a space port double click on its name, then look in the construction yards tab to see what percentage progress it's at on each ship under construction. Same goes for ships being built at planets. For something being built in space, like a mining station, you can look at the construction ship details I believe.

    quote:

  • Carriers / Fighters in the future would be great :) Even if it's quite simple like Moo2 did it, where you add a bay as component which adds a few fighters to a ship.


  • I do like carriers myself, we'll have to see what the future holds. We are certainly hoping to not just support this release but also add expansions to it as there is tremendous room for growth now that we have the basic game complete.

    < Message edited by Erik Rutins -- 3/27/2010 4:06:21 PM >


    _____________________________

    Erik Rutins
    CEO, Matrix Games LLC




    For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

    Freedom is not Free.

    (in reply to Evil Tactician)
    Post #: 19
    RE: Distant Worlds - Initial Impression - 3/27/2010 4:45:20 PM   
    darkrenown

     

    Posts: 7
    Joined: 3/27/2010
    Status: offline
    Hey Erik,

    Speaking of inital impressions, I've just given up on my first game after it crashed yet again and I realised I hadn't saved it for a while :/. I'm planning to try another, but I have a few complaints/questions:

    Non-automated ships seem a bit dumb and won't return fire without orders. As an example I sent a fleet to attack a pirate base, and when I checked up on them a few moments later they had destroyed it, but they were just sitting passivly while the pirate ships shot at them. Ships without orders should really attack nearby enemies, or at least return fire if a nearby ship is being attacked.

    I'd really like to see a better overview of what resources I have, where they are mined, where they are being shipped too etc. Maybe some kind of trade routes screen? Right now all I can see is a list of resources I mine, but they just vanish into the private sector and clicking around every planet's cargo section is a chore. I'd also like to see what I'm trading with other races.

    I think I fell victim to the "suddenly all your resources are being shipped to you cololonies and your home world's economy tanks" problem others have mentioned, but I see you're working on that already.

    Obviously the constant crashing an a problem, but again it seems you're alreayd looking into it.

    (in reply to Erik Rutins)
    Post #: 20
    RE: Distant Worlds - Initial Impression - 3/27/2010 4:53:53 PM   
    Xmudder

     

    Posts: 119
    Joined: 2/15/2010
    Status: offline
    quote:

    ORIGINAL: Evil Tactician

    Hi Erik,

    Thank you for taking the time to reply - I appreciate it.

    quote:

    Having played DW a lot, I think this is an inaccurate conclusion. Your empire _can_ run itself, but then it's not really yours. If you get involved, it will work better, be more powerful, be more unique and customized to your wishes. There are tons of areas to get involved in here and I have to assume you haven't really seen all the options open up for you yet.

    What kind of game did you start in terms of galaxy size and other options?


    I've started with the same settings I prefer in any 4x game, especially when playing the first time: Most basic tech levels, most basic starting size, smallest universe, and in this case I selected 5 opponents. I set 1 opponent to nearby, 2 to further away and 2 to distant, to allow for some distance and room. This did the job very well in terms of room for expansion, etc.

    I did notice there was no way to start with the classic start of 1 colony, 1 colony ship and 1-2 exploration vessels though - which was disappointing. Then again, the nature of the game with the private sector etc. makes such a start more difficult. Still, worth implementing!


    This might be the problem. What seems easy in a small galaxy is much harder in a large one. I did 700 stars and 10 civs first, then 1400 stars and all 20 civs. Unlike GalCiv and some other games, twice the size is not 4x as big.

    I'd give a larger galaxy a try myself, or check out the options under quick start. They have some nice setups there. I'd also bump up pirates and space monsters if you want more to do.

    But I do wish we started with a colony ship :( they take forever to build.

    (in reply to Evil Tactician)
    Post #: 21
    RE: Distant Worlds - Initial Impression - 3/27/2010 5:02:31 PM   
    Erik Rutins

     

    Posts: 37503
    Joined: 3/28/2000
    From: Vermont, USA
    Status: offline

    quote:

    ORIGINAL: darkrenown
    Non-automated ships seem a bit dumb and won't return fire without orders. As an example I sent a fleet to attack a pirate base, and when I checked up on them a few moments later they had destroyed it, but they were just sitting passivly while the pirate ships shot at them. Ships without orders should really attack nearby enemies, or at least return fire if a nearby ship is being attacked.


    I haven't seen this at all, I've always seen ships defend themselves when attacked and I agree that is how it should be (and always has been in my experience). Is there any chance you have a save that shows this? If not, I will try to duplicate.

    quote:

    I'd really like to see a better overview of what resources I have, where they are mined, where they are being shipped too etc. Maybe some kind of trade routes screen? Right now all I can see is a list of resources I mine, but they just vanish into the private sector and clicking around every planet's cargo section is a chore. I'd also like to see what I'm trading with other races.


    I agree it would be good to see what you're trading with other races, though this can change fairly often. You can see what your current resource locations are in the expansion planner, it's one of the drop down choices. You can also see your current sources, supply and demand of each resource. Normally it's not necessary to go into more detail unless you have a shortage, which is what the more detailed screens are for when you check the stocks on each planet or port.

    Unfortunately, some games seem to have been severely affected by the luxury resource distribution issue and some systems are having quite a few crashes. Those are our priority fixes. I can only say in our defense that I have not had a single crash on my main test system with the release version and the economy there has been running fine (when I play it the way I normally play it). But the save files have allowed us to see what was going wrong and address those issues. So with any luck, DW will very soon be much improved for those experiencing these issues.

    _____________________________

    Erik Rutins
    CEO, Matrix Games LLC




    For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

    Freedom is not Free.

    (in reply to darkrenown)
    Post #: 22
    RE: Distant Worlds - Initial Impression - 3/27/2010 5:34:45 PM   
    darkrenown

     

    Posts: 7
    Joined: 3/27/2010
    Status: offline
    Here's a save. In it my 1st fleet is traveling to park near a pirate frigate. When it arrives there only the cruiser will attack the frigate, the others just watch as the pirate flys around them. It's not quite the same situation since the cruiser attacks, but it was the best I could find quickly.

    Don't worry too much about the crashes. I do a fair bit of beta testing (for Paradox), so I'm used to it, and I know how you can have a perfectly stable build on your system that turns out to be a crash-fest when someone else tries it. It sounds like you're trying to get it fixed ASAP, and that's what counts.


    < Message edited by darkrenown -- 3/27/2010 5:35:24 PM >

    (in reply to Erik Rutins)
    Post #: 23
    RE: Distant Worlds - Initial Impression - 3/27/2010 7:42:39 PM   
    Flaviusx


    Posts: 7750
    Joined: 9/9/2009
    From: Southern California
    Status: offline

    quote:

    ORIGINAL: Evil Tactician


    quote:

    ORIGINAL: ASHBERY76

    Then speed the game up.Have you ever played EU3,the game requires changing the speed up and down,it is no different to turn based games where you press the turn key quickly.


    I have indeed played EU3. It's one of very few games in my collection I regret buying as I didn't manage to enjoy that game despite trying. The genre/setting has a really strong appeal to me.
    As far as 4x/sci-fi games go, I prefer games such as Moo2, Stars!, Space Empires, etc.


    If you don't like games such EU or HoI for that matter then this game won't work for you, bottom line. I think your problem is with the fact that this is RTS and not turn based.

    (in reply to Evil Tactician)
    Post #: 24
    RE: Distant Worlds - Initial Impression - 3/28/2010 9:38:00 AM   
    Evil Tactician

     

    Posts: 15
    Joined: 3/27/2010
    Status: offline
    quote:

    This would actually be an "advanced/hard" start in that it would be very easy for new players to get in real trouble not knowing where to best expand. We try to start you with one colony and a bare minimum resource network so that you can build things from the start.


    Something like the pre-warp option in Moo2 - always been a personal favourite. I think the game would also benefit from a 'story-mode' or campaign just to ease new-comers in, gradually introducing new features and providing additional functionality until they are essentially playing the full game.

    quote:

    I'm not entirely clear on this - each ship has an icon and when you form a fleet, it gets its own unique icon with the number of ships in the fleet that shows up on the map to show you where it is. You can also assign ships to numbered groups using Control-1 etc. to then call them up again by just hitting a number key. On the zoomed out view, each ship category has a different kind of icon (i.e. all military ships are triangles) so that you can see pretty easily where trade is flowing, where your military is, etc. If you click on a ship icon in the zoomed out view, their data shows up in the bottom left, telling you their mission and cargo (if appropriate) as well.


    My main problem is that all those icons look the same. Once you set a few fleets/ships to automation, you don't necessarily know where each individual fleet/ship is located without going through the various tables to look it up. At the very least for fleets there should be an additional method to distinguish them easily. A handful of custom fleet icons perhaps? Even if you only have the option to show alpha/beta/gamma, etc anything that helps you spot things quicker and more easily would greatly improve the game.


    quote:

    Hm, I hope this is just a learning curve and adjustment issue as I haven't had any trouble getting immersed in that way and coming to know my colonies, ships and trade routes. While it is possible that it's just not your cup of tea, I would encourage you to give it another chance. I can't help but hope that you will "get it" soon if you try a bit harder.


    Definitely not the learning curve per-se. I've played most 4x games on the market and don't find this one particularly complex. That said, the interface and hotkeys/other functionality isn't always immediately clear so that can suggest a few things. Either it's different from the usual games I play and I have the wrong expectations, or the game itself doesn't make some of the functionality abundantly clear through the interface. The absence of a hard copy manual obviously means most people wont read that. Perhaps the tutorial(s) should go deeper into the various methods of controlling your empire easily - to make it easier for new players to ease into the game?

    quote:

    Aha! Ok, now this I can help you with. If you feel things are too easy, use some of the many sliders on galaxy start to make resources more scarce, your initial system less "easy" and make the galaxy as a whole more unstable/restless. That should keep you much more on your toes. The default level is designed to be a bit more welcoming to new players. Personally I do not play on the default level any longer, I adjust the sliders to give myself more of a challenge, but as you can see from a lot of other reports I think the default level is a good starting point for most first time players.


    A good suggestion - I will try this once the game has a few patches and mods under its belt. I'm not keen on the shipset I was given with humans and didn't find an obvious way to choose another set. Waiting for a Babylon 5, Star Trek or other recognizable set would increase the immersion and give the immersion another boost. I haven't given up hope yet! ;)

    quote:

    Ok, so the first step is to get past your interface issues then. I'm an old hand with the interface now and have an easy time reviewing what's going on. Do you normally prefer to play more zoomed out or more zoomed in? If you could add in one interface feature that you feel would help you keep track of your ships, what would it be?


    Absolutely the ability to spot more easily where ships are located. Perhaps an additional icon set for the zoomed out views - so the player can choose their preference. The circle/triangles don't really do it for me. Triangles and inverted triangles, squares, etc. with various overlap as they move close together. I understand this is a design choice and down to personal preference but I wonder if it would be easy to offer an alternative, or a few?

    Definitely the ability to assign a letter/number combination (perhaps even just 2-3 characters would do) to any fleet/ship - visible on the galaxy/zoomed out screens. That would enable you to keep track more easily.
    Maybe as simple as showing the hot-keyed ships/fleets like that? E.g. if you bind a fleet to the hotkey 8 you'd see a 8 overlayed over that fleet's icon?


    quote:

    Aha, glad I could help - that's how I do it. If you double click in the name area for anything you have selected, it will bring up the detailed info for that ship/base/planet and you can rename it right on that screen.


    Found it - that will do the job.

    quote:

    Ok, I appreciate that you are giving it a go, please let me know if you have any more specific frustrations, perhaps we can figure out a way to get you around them.


    Much appreciated. This kind of dedication is exactly why I stuck to the space empires series in the past: most early frustrations can be resolved, and a game can be vastly improved by both patches and mods. Both to which I look forward. There's definitely something to this game, It just has to 'click' still :)


    quote:

    This would be really hard not to get into a major problem resource-wise. Maybe later as a "hard" option, but basically what we start you off with now is 1 Colony and just enough to have a basic resource network.


    Perhaps a better overview of your empire once you start the game? Old games had brilliant ways to add immersion with small introductions or videos (even though they were immensely simple)
    E.g. upon game start you could get a little introduction to your empire, showing you your home world, your mining colonies, the prime resources you control, etc.

    Or implement 'missions' (guides, instructions, hints, whatever format works best) that guide the player to building mining based at locations which are desperately needed. The net effect after a 10-15 minute period is the same as a more advanced start - but the player has done the work themselves and feels more attached to the empire.

    E.g. it could be as simple as saying "The Xiiaa Mining Corporation has submitted a proposal to you to build a mining base at <location>. They believe the raw <resources> will provide a boost to the economy. Your advisor estimates <impact>."
    Something really simple can just add that little additional depth, making you feel even more that your empire is 'alive'. This is obviously only one example - such things could be of benefit throughout.


    quote:

    If you turn off ship design automation, you should be able to redesign things as you wish and the AI will never update or change them after the initial starting designs. Do you mean to start with no designs at all? This seems like it would also cause a lot of trouble for new players, just to figure out what designs they need to account for.


    Perhaps something to consider for that 'advanced' start :) Space Empires does exactly that - you start with not a single design. I absolutely love that, you feel like everything in your empire has been made by your hands and it was the first thing I looked at in the options.

    quote:

    You mean just in terms of reducing the number of clicks?


    Absolutely! If you are setting up a galaxy with 20 races, it's worth considering as it's a fairly simple tickbox :)

    quote:

    I'm curious why you requested this? Espionage is usually a popular feature.


    Unfortunately you are right, which is why it makes its way into any modern 4x game. I tend to not mind as most games have a feature to disable it. So far I haven't found it very disruptive yet in DW, but having the option to disable it is always good.

    quote:

    Personally once I see the fleet icons, it's easy enough for me to click on each one if I need a reminder, though usually I know where I have each fleet. What would you envision as far as differentiation goes?


    I think it's covered in 2 separate sections above, but your answer is exactly what frustrated me about it - I'd like to not have to click through all fleets/ships to see which is which. :) It's one of the most fundamental frustrations I have experienced with the interface. It's not easy to solve it and keep things simple at the same time, but nailing just that bit could be of huge benefit.


    quote:

    Great suggestion and we should implement this as an improvement. Right now if you have a good sense of your economy you will know what you're missing, but I absolutely agree we should make this easier to see at the point of ordering something to be built.


    I look forward to it. Agree that it would make things just that little clearer :)

    quote:

    Yes, the percentage progress is already there for construction yards as well as the number of unbuilt components. Just look in the detailed screen, so for example for a space port double click on its name, then look in the construction yards tab to see what percentage progress it's at on each ship under construction. Same goes for ships being built at planets. For something being built in space, like a mining station, you can look at the construction ship details I believe.


    Perhaps something to add on the info panel without having to go into the detailed screen? Usually I just want a 'glance' and not disrupt the flow of the game :)

    quote:

    I do like carriers myself, we'll have to see what the future holds. We are certainly hoping to not just support this release but also add expansions to it as there is tremendous room for growth now that we have the basic game complete.


    Please let me know when you do - carriers are the bread and butter of any of my fleets in other games and the game being in real time it would look even cooler. (The one advantage of a real time 4x game is that carriers don't have to be as tedious to manage as they can be in turn-based games)

    (in reply to Erik Rutins)
    Post #: 25
    RE: Distant Worlds - Initial Impression - 3/28/2010 9:42:23 AM   
    Evil Tactician

     

    Posts: 15
    Joined: 3/27/2010
    Status: offline

    quote:

    I haven't seen this at all, I've always seen ships defend themselves when attacked and I agree that is how it should be (and always has been in my experience). Is there any chance you have a save that shows this? If not, I will try to duplicate.


    On a different, but similar note, I had an incident where I ordered a fleet to move to a certain moon. Relatively close to this moon was a pirate base, and a handful of pirate vessels. My idea was to see how the game would perform when I *don't* group ships in a fleet but instead manually order a group to stage somewhere and then manually order them to attack.

    All good and well - they flew to the moon, but once I warped into the system the pirates moved to intercept. Only one out of 5 of my ships bothered breaking off to return fire, the others completely ignored the fact the pirates which were both in range and firing upon a sister vessel.

    Any idea what was going on?



    (in reply to Erik Rutins)
    Post #: 26
    RE: Distant Worlds - Initial Impression - 3/28/2010 11:51:39 AM   
    Kumppi


    Posts: 209
    Joined: 10/21/2008
    From: Somewhere between Sweden and Russia
    Status: offline
    I have experienced the same problem. I had 4 ship patrolling a mining station when it was attacked by a pirate ship. Only 1 of my ships engaged while the other 3 continued their patrol. Perhaps something to adjust in future patches?

    AI in general seems to be very passive regarding your own ships. If a mining station with no patrols is attacked it seems your own ship don't respond at all. Even those ships that have no mission assigned at that time.

    (in reply to Evil Tactician)
    Post #: 27
    RE: Distant Worlds - Initial Impression - 3/28/2010 12:06:34 PM   
    Nth Power

     

    Posts: 23
    Joined: 6/18/2006
    Status: offline

    quote:

    ORIGINAL: Kumppi

    I have experienced the same problem. I had 4 ship patrolling a mining station when it was attacked by a pirate ship. Only 1 of my ships engaged while the other 3 continued their patrol. Perhaps something to adjust in future patches?

    AI in general seems to be very passive regarding your own ships. If a mining station with no patrols is attacked it seems your own ship don't respond at all. Even those ships that have no mission assigned at that time.

    I had a similar problem with fleet was parked at a planet. They were close together, on automation and were not on a mission. One ship was attacked by a space monster and that one ship shot back, but the other ships in the fleet didn't do anything.

    (in reply to Kumppi)
    Post #: 28
    RE: Distant Worlds - Initial Impression - 3/28/2010 2:18:34 PM   
    Webbco


    Posts: 682
    Joined: 2/6/2010
    Status: offline
    I had the same a number of times.

    (in reply to Nth Power)
    Post #: 29
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