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Dragonoar

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Posts posted by Dragonoar

  1. 6 hours ago, Lion.Kanzen said:

    Yes, it is the most functional that has been achieved so far.

     

    Even better than the concept I had initially come up with.

     

    -The slave appears from the second phase.

    -That they must have the skill of "forced labor" and that it takes away his life, Especially in mining work.

    -and that they are worth less than the workers (cost).

     

    So like the chaos in Dawn of War?

     

  2. 23 hours ago, Samulis said:

    I like this suggestion of 'tracer' lines, it was done to great effect in AoE III and many other games. It would be helpful so long as it is not too difficult or graphically expensive.

    Arrows and javs do have impact sounds, I do not know why they might not be working for you; maybe they are just too quiet. Right now it is just a single dirt impact sound because detection of material impacted is not yet possible and that is the 'safest' sound to use (material-dependent impact is in progress, hopefully for a25).

    Edit: regarding the bars showing progress of construction, etc. for a building, I think that is not a very elegant solution. In a perfect world, the buildings should imho be animated when working (like some of the later Settlers games), to mitigate immersion-breaking random bars floating over buildings (but that would be a crazy amount of work I reckon). It is also easy to mistake such bars for either capture status or health, which serves to confuse new players and even old players. I found the 'feature' more annoying than helpful when I tried AoE II DE: I'm trained to see a bar above a building in AoE and assume the building just suffered damage, then waste several minutes hunting for a hidden enemy. XD

    I am simply coming from a competitive multiplayer point of view. For constructions we do not need a progress bar since people usually hover the cursor over the building and are able to tell just from the hp, and/or the scaffolding. As for what you are suggesting, we do have that with forges producing smokes when they're researching (though for me this isn't noticeable enough). Besides, I don't know how it would work with barracks and other smokeless buildings. but that is up to the art team. I may have to play settlers to get some new perspectives. But what I'm suggesting doesn't involve creating/modifying assets. 

    In fact siege weapons already have that progress bar when they're un/packing. If anything it would conflict with the delenda est packable building (are they packing or are they producing? or both?), but such feature does not exist yet in the main game.

    Off-topic, I really like how when you get attacked there's a notification and when you click on it it automatically focuses you to the attacking unit, but I think that can be expanded to include notifications when buildings & upgrades are done or units are created. I'd reckon that would be handy. But I can't tell if a lot of players would deem the screen chaotic with all those notifications (especially in late game). This is just a half baked idea after all.

    prf5.png.7b5759df2be2e4428bff619cdf50ae16.png

  3. Some suggestions:

    1. Projectile trails

    Right now projectiles are hard to see, especially when zoomed out. This is exacerbated by projectiles not having impact sounds, and the audio is out of sync so sometimes you have silent arrows or sounds that play midflight. Another easy way to fix this is by making the projectiles bigger (and I mean much bigger).

    2. "I need [resource]" button for MP

    Perhaps this can further be expanded into a 'Give [resource]' button prompt (100 default, 500 shift click) - so you don't have to open the diplomacy panel - and/or a chat wheel system, with "Yes", "No", "Help", "Attacking", etc. 

    3. Visible production/research progress bar below the capture point

    IIRC this was in AoE 2 DE and I find this feature quite nice. Also useful to tell which buildings are idle thus maximizing APM count as well. In MP I see people queueing 5 women then forgetting about it. 

    4. Flags for unit destination

    Unless you're queue building houses it's hard to tell where your units are going. We already have flags for garrison so I think we can use that.

     

    Attached are what they could look like:

     

    prf3.png

    prf2.png

    prfa.png

    ft.png

    prf4.jpg

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