1st few hours - feedback and microtransactions
Posted: Thu Jan 16, 2014 7:20 am
Downloaded the game today, have about 5 hours of game-time in.
Initial impressions/feedback:
Good
-Tutorial was good. Simple, easy to follow, fun.
-Art/animation/graphics are pleasing.
-Potential seems great. I am already excited about the other possible factions.
-Game play is relatively snappy. Everything acts the way I would expect, making it an easy game to pick up and play.
-Music is decent, ...could use some variety.
Bad
- I chose 'create my own army' after the tutorial, I had no idea what I was picking for units, they need a pop-up that explains what each unit does/AP value... I just guessed at what I was picking.
- Was queued for about 4 hours, never got into a real match. I know its beta, and there probably isn't a lot of people playing, but I wanted to mention it.
- Several misspelling/grammar/ui issues during tutorial
- Playing the same training maps repeatedly was already feeling like a grind. I suggest varying the AP size of each encounter. Instead of having 3 options all at 250, and then having to wait til you get a 500 AP army to get to the next tier... why not have a 200, 300, 450 or something, so you can move up gradually? I feel it's silly to have 3 armies all at the same value.
- Missions written in French.
- A.I. in training obviously performs the same way every game. Same guys move in the same order to the same places.
- A.I. mages for Easy Ram, sometimes created skeletons that just stood in the same place the whole game, never moving or attacking... same with the mages themselves.
Ugly
- The barracks seems like an interesting idea, but the current implementations seems off. 40,000 Ducats to get 1 basic unit a day?? I'll have to see how it works out late-game, but it seems clunky right now.
- I'm already concerned about the microtransaction aspect of this game. Being able to buy leveled units with real money seems bad.
- At present, the real money verse in-game money ratio is crazy. Lower cost items (going off of Wolf units) the ratio is 1:98 for the cheapest. Then, at the highest the ratio becomes 1:594. As the game progresses you will need to spend over 6 times the game time to keep up. That is an absurd curve and smacks of the obvious forced hand of spending real money to keep up.
More on microtransactions
-I have no problem with microtransactions, and I have spent literally hundreds, if not a thousand dollars on League of Legends, Smite, Neverwinter, Warcraft etc. over the last 3-4 years. But I refuse to spend money when the implementation is as gratuitous as the current games ratio (as high as 1 cyan to 1,800 Ducats). Microtransactions should be for vanity options exclusively (see Path of Exile), or in rare cases units/boosts IF the ratio is constant (IE. if lower priced items are a ratio 1: 50, that ratio should remain for all purchases.) If you want to reward players for spending money, give them more Cyan for their Dollar as they spend more. An ethical gaming company should never put their community in a situation where the game will become less-fun if they don't spend (more) money.
That would be the situation if the microtransaction stays the way it is listed. The further you get into the game, the more of a grind it will be, and the less fun you will have, UNLESS you spend money.
Again, using my above example as proof:
To purchase a lower level (lvl.1) unit your Ducats are worth 0.01 Cyan each.
As you progress they become less and less value, meaning you have to grind more and more... not just for your renown/xp, but to make purchases.
By the time you want a high level (lvl.13) unit your Ducats are worth 0.0016 Cyan each.
You are literally being punished for advancing in the game.
It will now take you 12 hours to get the same reward you would get after 2.
This game has great potential, and I have been excited about since it first showed up on Steam.
And I will continue Beta testing and giving feedback...
I just hope Cyanide Studios does the right thing with microtransactions.
Initial impressions/feedback:
Good
-Tutorial was good. Simple, easy to follow, fun.
-Art/animation/graphics are pleasing.
-Potential seems great. I am already excited about the other possible factions.
-Game play is relatively snappy. Everything acts the way I would expect, making it an easy game to pick up and play.
-Music is decent, ...could use some variety.
Bad
- I chose 'create my own army' after the tutorial, I had no idea what I was picking for units, they need a pop-up that explains what each unit does/AP value... I just guessed at what I was picking.
- Was queued for about 4 hours, never got into a real match. I know its beta, and there probably isn't a lot of people playing, but I wanted to mention it.
- Several misspelling/grammar/ui issues during tutorial
- Playing the same training maps repeatedly was already feeling like a grind. I suggest varying the AP size of each encounter. Instead of having 3 options all at 250, and then having to wait til you get a 500 AP army to get to the next tier... why not have a 200, 300, 450 or something, so you can move up gradually? I feel it's silly to have 3 armies all at the same value.
- Missions written in French.
- A.I. in training obviously performs the same way every game. Same guys move in the same order to the same places.
- A.I. mages for Easy Ram, sometimes created skeletons that just stood in the same place the whole game, never moving or attacking... same with the mages themselves.
Ugly
- The barracks seems like an interesting idea, but the current implementations seems off. 40,000 Ducats to get 1 basic unit a day?? I'll have to see how it works out late-game, but it seems clunky right now.
- I'm already concerned about the microtransaction aspect of this game. Being able to buy leveled units with real money seems bad.
- At present, the real money verse in-game money ratio is crazy. Lower cost items (going off of Wolf units) the ratio is 1:98 for the cheapest. Then, at the highest the ratio becomes 1:594. As the game progresses you will need to spend over 6 times the game time to keep up. That is an absurd curve and smacks of the obvious forced hand of spending real money to keep up.
More on microtransactions
-I have no problem with microtransactions, and I have spent literally hundreds, if not a thousand dollars on League of Legends, Smite, Neverwinter, Warcraft etc. over the last 3-4 years. But I refuse to spend money when the implementation is as gratuitous as the current games ratio (as high as 1 cyan to 1,800 Ducats). Microtransactions should be for vanity options exclusively (see Path of Exile), or in rare cases units/boosts IF the ratio is constant (IE. if lower priced items are a ratio 1: 50, that ratio should remain for all purchases.) If you want to reward players for spending money, give them more Cyan for their Dollar as they spend more. An ethical gaming company should never put their community in a situation where the game will become less-fun if they don't spend (more) money.
That would be the situation if the microtransaction stays the way it is listed. The further you get into the game, the more of a grind it will be, and the less fun you will have, UNLESS you spend money.
Again, using my above example as proof:
To purchase a lower level (lvl.1) unit your Ducats are worth 0.01 Cyan each.
As you progress they become less and less value, meaning you have to grind more and more... not just for your renown/xp, but to make purchases.
By the time you want a high level (lvl.13) unit your Ducats are worth 0.0016 Cyan each.
You are literally being punished for advancing in the game.
It will now take you 12 hours to get the same reward you would get after 2.
This game has great potential, and I have been excited about since it first showed up on Steam.
And I will continue Beta testing and giving feedback...
I just hope Cyanide Studios does the right thing with microtransactions.