View Full Version : My 2 cents
InsectAngel
13 Mar 2008, 23:55
Ok I'm gonna be pretty negative so I expect a post wipe, but honesty is the best policy so...
I have read an interview where one of your developers said that u answered a question what type of RTS u would like play, but u thats the wrong question! U should have answered a question what type of RTS u would play ten years after its release. Ok so now my suggestions:
1. Rework ability grid its not FUN! It doesn't involve any strategy or thinking, but reliance on items that u have...
2. Remove items from competitive play. It will never be balanced because there are tons of items and no one likes loosing games because someone else spent much more time grinding.
3. Rework mutants, they are not fun, and your poll in balance forum section, proves it.
4. Remove pre built units in 1vs1 games, it removes strategy and thinking.
5. Make bases more vulnerable, because right now its a joke, a full upkeep gets annihilated by undefended base and few workers.
6. Make commissars build-able after u loose them.
7. Increase upkeep, and make units more micromanageble. Make unit dancing an option.
8. Make unit targeting easier.
9. Make gold relevant, and units more expensive, because I lost games 1vs1 where i had about 1k gold all the time and i had nothing to do with it...
10. And I'm a rock/paper/scissors fan, so my last suggestion make counter units, with different armor and attack types.
Just my opinion hope no one gets mad.
InsectAngel
14 Mar 2008, 00:04
Oh and ability grid stops player from adjusting tactics in mid game! So if your ability grid points were spent unwisely u are stuck with it.
9. Make gold relevant, and units more expensive, because I lost games 1vs1 where i had about 1k gold all the time and i had nothing to do with it...
Well... I am sure you can do better! Turtling is not an option in WS.
DanteOne
14 Mar 2008, 07:21
1. Rework ability grid its not FUN! It doesn't involve any strategy or thinking, but reliance on items that u have...
2. Remove items from competitive play. It will never be balanced because there are tons of items and no one likes loosing games because someone else spent much more time grinding.
3. Rework mutants, they are not fun, and your poll in balance forum section, proves it.
4. Remove pre built units in 1vs1 games, it removes strategy and thinking.
5. Make bases more vulnerable, because right now its a joke, a full upkeep gets annihilated by undefended base and few workers.
6. Make commissars build-able after u loose them.
7. Increase upkeep, and make units more micromanageble. Make unit dancing an option.
8. Make unit targeting easier.
9. Make gold relevant, and units more expensive, because I lost games 1vs1 where i had about 1k gold all the time and i had nothing to do with it...
10. And I'm a rock/paper/scissors fan, so my last suggestion make counter units, with different armor and attack types.
1. It involves strategy and thinking. Different tactics needs different grids. If u playing humans with mostly troopers there is a special setup, if u play officers & commander mostly there is another one and if you mostly play with mech units there is also a different setup. Im playing mostly cult and my setup is really set to trisats and i would surely fail if i would play tritechs or something else. only thing that is annoying on the grid is that u need shards to reset it.
2. items in competitive play will not gonna be that unbalanced as u suggest. i get mostly the same items with 90 BPs and those violet ones arent too different.
3. you got something wrong. they used to be mutants but now they are tribes. its a difference but i must still agree to that point. a real mutant faction would fit the story and the setting of worldshift much better, than this medieval fantasy faction... they dont seem to be fitting to this future scenario.
4. starting units in 1on1 should stay. worldshift is a really fast game. those starting units support the fast gameplay and so the start isnt that long and boring. but i would decrease the number a bit. maybe to the half. one officer + 6 stars
5. if you getting your full army raped by a undefended base then ur doing something wrong. i agree that the human base is very hard to kill but its also very expensive. so its pretty good the way it is
6. a point u missed. u can rebuild officers after u lost them. just click their picture in top left corner and then u get a small bar where to choose which officer u wanna build
7. do NOT increase upkeep. if im running with 21 trisats+power ovi+4officers+master then this is already enough. micromanagement is already necessary
8. targeting is a bit a difficult. i agree to that point but the more u play they easier it will get. if you seeing good players in 1on1 they not gonna stick there units together. so targeting will be easier but global actions will have less effect on them
9. i never have enough money and im playing cult. you should not turtle in your base
10. there is some kind of rock/paper/scissor but not with this boring system. you got counter-spells and many tactics that are like a counter to other tactics. for example Confuse of lord commander. there are many different tactics to use it... you just gotta learn them
InsectAngel
14 Mar 2008, 09:45
Well... I am sure you can do better! Turtling is not an option in WS.
The sad part is that I wasn't turtling we both had multiple "bases" which were fully upgraded, and it was like: build full upkeep - die and repeat... But I almost all the time had about 1k gold...
InsectAngel
14 Mar 2008, 10:00
1. It involves strategy and thinking. Different tactics needs different grids. If u playing humans with mostly troopers there is a special setup, if u play officers & commander mostly there is another one and if you mostly play with mech units there is also a different setup. Im playing mostly cult and my setup is really set to trisats and i would surely fail if i would play tritechs or something else. only thing that is annoying on the grid is that u need shards to reset it.
2. items in competitive play will not gonna be that unbalanced as u suggest. i get mostly the same items with 90 BPs and those violet ones arent too different.
3. you got something wrong. they used to be mutants but now they are tribes. its a difference but i must still agree to that point. a real mutant faction would fit the story and the setting of worldshift much better, than this medieval fantasy faction... they dont seem to be fitting to this future scenario.
4. starting units in 1on1 should stay. worldshift is a really fast game. those starting units support the fast gameplay and so the start isnt that long and boring. but i would decrease the number a bit. maybe to the half. one officer + 6 stars
5. if you getting your full army raped by a undefended base then ur doing something wrong. i agree that the human base is very hard to kill but its also very expensive. so its pretty good the way it is
6. a point u missed. u can rebuild officers after u lost them. just click their picture in top left corner and then u get a small bar where to choose which officer u wanna build
7. do NOT increase upkeep. if im running with 21 trisats+power ovi+4officers+master then this is already enough. micromanagement is already necessary
8. targeting is a bit a difficult. i agree to that point but the more u play they easier it will get. if you seeing good players in 1on1 they not gonna stick there units together. so targeting will be easier but global actions will have less effect on them
9. i never have enough money and im playing cult. you should not turtle in your base
10. there is some kind of rock/paper/scissor but not with this boring system. you got counter-spells and many tactics that are like a counter to other tactics. for example Confuse of lord commander. there are many different tactics to use it... you just gotta learn them
1. U missed my point. There is no ability grid that will work against all races or against all strategies so its pointless. And u CAN'T modify it in mid game so u are stuck with it! It also is a blow to competitive gaming.
4. Yeah but units don't have there weight then if u start with full army. And u wont be punished if u don't go straight into the fight and not getting resources.
5. No it isn't. Period. And I don't care how expensive it is.
7. I do not agree but its a personal preference.
8. No it should be made easier for everyone.
9. Never do that! I just over explore the map. Don't know about cult much because I've been playing tribes since no one likes them. And i had about 1 k all the time. Besides it's really cheap to rebuild your army.
10. I wasn't talking about spells i was talking about different armor and damage types. And not all spells have counter spells.
ezsteel
14 Mar 2008, 11:31
Well, I play Tribes quite a lot, and I also mostly win.
Brute and Ancient Shade need a buff but officerwise Tribes is probably the MOST varied faction. Also, Mind Vision and Thunderstorm could get a boost.
I kinda agree on the items in competitive play thing. Anything altering the balance is bad in competition. Yes, they can give variety to build-making but they also introduce unfairness. Anyway, removing items from the PvP would be nice but I don't think it will happen seeing as they are a fundamental part of the game.