Forums / DQ: Empires - Community / Suggestions / For a better gameplay...
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Havoc
[ Posts : 16 ]
[Post Date: 22-Oct-2004 20:27]

this is a cool game, but it would be much better with a little more automtizations like:

- an option to "select all" planets to build the same and the same amount of 'buildings' on. Of course this would be on the planet screen.
- an automatic filter where you can fill in biomass, size between min and max, class, ... Also on the planet screen
- a "recon"-command. That would mean: send out [enter value here] scouts (like fagur spores) per [enter number here] turn(s) to closest systems.
- an option to change target of scout (and maybe other) ships (for all races)


More might come, but i havent got past the colonisation phase, so ill stop after these

Ive played another game like this before, and now I came to play this game, but i feel that i miss some options (those i suggested). That would really make the gameplay better.
If some of these options are already in the game, i havent found them yet
This message was edited by Havoc
Green
[ Posts : 1005 ]
[Post Date: 23-Oct-2004 00:11]

First, thanx for your suggestions. Some of them are good, some not (IMHO). I think you should play a bit, and after this review your suggestions again. In any case - we always are open for discussion.
Secon, let me comment each suggestion.

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- an option to "select all" planets to build the same and the same amount of 'buildings' on.


This is easy really to implement, but .... guesss why we did not this ?
You have different planets in general case and must build different buildings (I guess, you are playing Humans). But other sides ... has no buildings at all. Fagur`s organs, for example, are the closest analog for Humans building, but they are different... Krong has no building at all and Mercenary has no planets at all... They are just different. So, even if we made a lot of automatization for Humans, other sides will be offended. But the main reason, why we did not made this is the following: what we should to do, if we unable to build requested buildings on several planets ? And this is only first question

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- an automatic filter where you can fill in biomass, size between min and max, class, ... Also on the planet screen

This is quite hard to do, because of 2 consideration:
1) Database load - this game was designed to handle thousands of players (we just released and we are at the beginning of road, long road). So this is not optimal from the point of game design.
2) You already have this ability See "Known Planets" report for more details. And You have direct link from this report in system screen. This is "2-3 clicks rule - all what You need to do in game is possible doing 2-3 clicks".

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- a "recon"-command. That would mean: send out [enter value here] scouts (like fagur spores) per [enter number here] turn(s) to closest systems.

Interested idea, it was discussed on beta-test phase. And was rejected - because You are ruler, and You _must_ rule.

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- an option to change target of scout (and maybe other) ships (for all races)

Hmmm, it is not possible in general case - just by game design.


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More might come, but i havent got past the colonisation phase, so ill stop after these

I wish you to have fun, playing our game.

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Ive played another game like this before, and now I came to play this game, but i feel that i miss some options (those i suggested). That would really make the gameplay better.
If some of these options are already in the game, i havent found them yet


Which game are you played before ? If this is not a secret ?


P.S. Please, do not count some of my responses as offense - we can automate all (teoretically), but ... will it be interesting ?
Zoo
[ Posts : 32 ]
[Post Date: 23-Oct-2004 02:56]

Some comments about Havocs suggestion about "select all" and filtering on the planet screen, and Greens reply:

The suggestion as it stands might be relevant for only Human and Fagur. However, the concept could be expanded to ship-building (or analogous for non-human races). The command, if used with multiple planets, should be interpretated as "build on selected planets if possible" - that is, it should do nothing for planets where for some reason the command cannot be executed.

I'm not sure the argument about database load holds. Quite frequently, the complexity of a single database query creates much, much less load than multiple simpler queries. Here you should compare the scenarion where the user filters the planet list, selects multiple planets and submits a single build command, to the one where he uses the suggested features to submit ONE build command. It could well create less load, not more

About the automated "recon" command, and other features of automatisation one might consider, I can understand the designers' hesitation to remove choices from the game. In general, I think that when a certain task in a game becomes repetitive and trivial, ie. involves lots of clicking and/or typing, but little thought, then that task is a good candidate for automatization, because it is not enrichening the players experience in any way. Exploration looks like such a candidate right now, because it is certainly timeconsuming and cumbersome to explore hundreds or thousands of stars... and the cost involved is so insignificant that there is no need to think about it. That said, another obvious way of reducing this particular bit of trivia is to increase the cost of exploration, so that the players would have to consider more carefully where and when to explore But not just yet, please, I have more exploration to do first

Havoc
[ Posts : 16 ]
[Post Date: 23-Oct-2004 12:27]

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First, thanx for your suggestions. Some of them are good, some not (IMHO). I think you should play a bit, and after this review your suggestions again. In any case - we always are open for discussion.
Secon, let me comment each suggestion.

Well, ill certainly do that, and thanks for your reply

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- an option to "select all" planets to build the same and the same amount of 'buildings' on.
##
This is easy really to implement, but .... guesss why we did not this ?
You have different planets in general case and must build different buildings (I guess, you are playing Humans). But other sides ... has no buildings at all. Fagur`s organs, for example, are the closest analog for Humans building, but they are different... Krong has no building at all and Mercenary has no planets at all... They are just different. So, even if we made a lot of automatization for Humans, other sides will be offended. But the main reason, why we did not made this is the following: what we should to do, if we unable to build requested buildings on several planets ? And this is only first question

Well, once you have gotten a nice amount of planets it takes alot of work to manage each one seperately (i am Fagur btw)
You coumd also use an advanced filter, that means a new block where you can insert values, like: "show planets with class better/worse than [class]" and "show planets with size greater/smaller than [size]", and more... It would make it alot easier, and more people would be encouraged to play further if they have gotten alot of planets. (my next suggestion actually)

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- an automatic filter where you can fill in biomass, size between min and max, class, ... Also on the planet screen
##
This is quite hard to do, because of 2 consideration:
1) Database load - this game was designed to handle thousands of players (we just released and we are at the beginning of road, long road). So this is not optimal from the point of game design.
2) You already have this ability See "Known Planets" report for more details. And You have direct link from this report in system screen. This is "2-3 clicks rule - all what You need to do in game is possible doing 2-3 clicks".

1) As Zoo said, that could make the load less.. and make it easier for the player
2) 2-3 clicks times the amount of planets... instead of maybe 5 clicks for ALL planets. I know the known planets page is there, but it would be so much easier if that was on the planet page and you could select all at once, and build things. For the micromanagement, people can still adjust every planet individually.

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- a "recon"-command. That would mean: send out [enter value here] scouts (like fagur spores) per [enter number here] turn(s) to closest systems.
##
Interested idea, it was discussed on beta-test phase. And was rejected - because You are ruler, and You _must_ rule.

again, clisking 2-3 times per star instead of clicking 5 times for a piece of the universe, quite a difference in effort. From my experience, people tend to use/play the options/games where they can have some automatization. Yous till rule, because you still pay (maybe more) for the scouting, and still have to look for the most interesting panets.

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- an option to change target of scout (and maybe other) ships (for all races)
Hmmm, it is not possible in general case - just by game design.

would it be hard to implement? You can always make a mistake, and it can be on a 'fatal' time of the day (eg: the tick before you go to bed, and youre out of resources after that ship). After all, ships/scouts should be able to change direction, otherwise it would just be projectiles.


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More might come, but i havent got past the colonisation phase, so ill stop after these
##
I wish you to have fun, playing our game.

im already having fun, keep up the good work

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Ive played another game like this before, and now I came to play this game, but i feel that i miss some options (those i suggested). That would really make the gameplay better.
If some of these options are already in the game, i havent found them yet
##
Which game are you played before ? If this is not a secret ?

The game I played is called "Ferion", its not a secret



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P.S. Please, do not count some of my responses as offense - we can automate all (teoretically), but ... will it be interesting ?

some might be interesting, at least from my point of view. It might be a good idea to launch polls once in a while on the portal to see how the crowd thinks about it?
Thanks for your replies
Maverick
[ Posts : 1331 ]
[Post Date: 23-Oct-2004 14:34]

Hi thanks for your input.

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- an option to "select all" planets to build the same and the same amount of 'buildings' on. Of course this would be on the planet screen.
This feature was already discussed. We have plans to implement it, but not right now . Probably in new version - 1.1?

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- an automatic filter where you can fill in biomass, size between min and max, class, ... Also on the planet screen
That one was discessed too. But it will take more resources to implement. So again we'll implement it, but as above one probably in next version.

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- an option to change target of scout (and maybe other) ships (for all races)

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would it be hard to implement? You can always make a mistake, and it can be on a 'fatal' time of the day (eg: the tick before you go to bed, and youre out of resources after that ship). After all, ships/scouts should be able to change direction, otherwise it would just be projectiles.


Exploring is not done by scout ship. For humans for example is just a very hi-tech satellite and once launched it cannot be redirected. For fagur it even more straitforward, we cannot change the direction of spores So yes they are more like projectiles.

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- a "recon"-command. That would mean: send out [enter value here] scouts (like fagur spores) per [enter number here] turn(s) to closest systems.
On this case I agree with you 100%. If you play alone it takes quite a long time to manage exploration. (I'm Fagur too btw.) Think we'll have implemented it in new galaxies that will come (may be even earlier in TG galaxy).

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The game I played is called "Ferion", its not a secret
Why I was almost sure about that

A little bit of DQ:Empires history:

First beta of DQ (Fagur and Krong only) started about same time with Ferion's beta (1999-2000). Some players was betatesting both games and we had even some Ferion creator in here. But then DQ was put on hold until good time, because of lot of factor.

Some ears have passed and we DQ project was revived and finished. Now known as DQ:Empires.

BTW you have no diferent species (sides) in ferion.

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im already having fun, keep up the good work
Glad you have fun


Havoc
[ Posts : 16 ]
[Post Date: 13-Nov-2004 17:01]

##On this case I agree with you 100%. If you play alone it takes quite a long time to manage exploration. (I'm Fagur too btw.) Think we'll have implemented it in new galaxies that will come (may be even earlier in TG galaxy). ##

Am I wrong or is this put in the game?

Green
[ Posts : 1005 ]
[Post Date: 13-Nov-2004 19:09]

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Am I wrong or is this put in the game?



We always listen Your suggestions, remember it. And we have a lot of things, which just must be enabled - in future, so, we have some rabbits in our silk hat
This message was edited by Green
Havoc
[ Posts : 16 ]
[Post Date: 13-Nov-2004 23:08]

im just not used to that

Well its nice to see a suggestion implemented so soon! And now hope all the other worthy suggestions come in the game some time
Havoc
[ Posts : 16 ]
[Post Date: 14-Nov-2004 23:38]

Is there any way the planets are sorted on the planet screen? Because I cant find any sorting value...
If not, would be nice to introduce "sort planet on x-coord/y-coord/size/class/..."

About the select all option, it could be implemented together with a simpler filter.
show planets size </>/= size
show planets class better/worse/= class
or even both.
then you can select all to build stuff on, instead of doing it for each planet individually, as i mentioned before (but this time with an easier filter
Maverick
[ Posts : 1331 ]
[Post Date: 15-Nov-2004 10:14]

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im just not used to that

Well its nice to see a suggestion implemented so soon! And now hope all the other worthy suggestions come in the game some time
As Green said, we always are opened to new ideas and suggestions from players.

All types of sorting/filtering things were planned and will be implemented in future. We wanted to have a more or less balanced game first Now I think we have that and can start implemented new UI enhancements.
Havoc
[ Posts : 16 ]
[Post Date: 15-Nov-2004 17:56]

*cheers*
Paulgeorge
[ Posts : 24 ]
[Post Date: 21-Nov-2004 03:52]

The ability for alliance to have a separate 'common' market, with 'special' qualities different from the main market.
Some special qualities could be the free transfer of goods, the ability to exchange planets... etc

The ability to label certain of an empire's fleets as "Alliance Fleets". The alliance leader (the one with most votes or w/e) could then use these fleets along with his own to WAR against other alliances/empires. The combined fleets could be Fagur, Krong, Human, and Merc.. etc.

The ability to see enemy fleets (esp how many they are in individual units) within your zone of control. The ZOC could extend a said distance from an empire's/alliance's planets. The bigger the empire's strength (in fleets) or science (in Intelligence?), the bigger the ZOC. You can also give us the ability to set stationary satellites at certain places to extend the ZOC.

The ability for gamers to see a list of suggestions and the order in which they will be worked on (so that we know if something's already been suggested without having to read all the previous posts, and so that we can see what type of suggestions you're working on currently and post suggestions similar to those)
This message was edited by Paulgeorge
Maverick
[ Posts : 1331 ]
[Post Date: 23-Nov-2004 10:09]

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The ability for alliance to have a separate 'common' market, with 'special' qualities different from the main market.
Some special qualities could be the free transfer of goods, the ability to exchange planets... etc

The ability to label certain of an empire's fleets as "Alliance Fleets". The alliance leader (the one with most votes or w/e) could then use these fleets along with his own to WAR against other alliances/empires. The combined fleets could be Fagur, Krong, Human, and Merc.. etc.
All these suggestions were havielly discussed and declined (at least for near future) for diferent reasons.

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The ability to see enemy fleets (esp how many they are in individual units) within your zone of control. The ZOC could extend a said distance from an empire's/alliance's planets. The bigger the empire's strength (in fleets) or science (in Intelligence?), the bigger the ZOC. You can also give us the ability to set stationary satellites at certain places to extend the ZOC.
To resolve this isue we plan to implement several small functionalities. (i.e. Fleets in range reports, enemy fleets in range events, etc.)

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The ability for gamers to see a list of suggestions and the order in which they will be worked on (so that we know if something's already been suggested without having to read all the previous posts, and so that we can see what type of suggestions you're working on currently and post suggestions similar to those)
This message was edited by Paulgeorge
That is a good idea. We had a thread in our main forums, but players usualy didn't read it I think a separate page would be a better choice.
Paulgeorge
[ Posts : 24 ]
[Post Date: 02-Dec-2004 12:19]

What about a way to be aware of Mercs.. when they're visible I mean.
Startracker
[ Posts : 7 ]
[Post Date: 26-Dec-2004 02:18]

There is...spend hours combing over the map looking for merc bases

Anyway I have a suggestion about the stationary satelites...maybe there could also be stationary defence platforms that could be strong enough to take a fleet say 10-20k human fighters? But they would have to be quite weak so if a fleet was set to agressive they could take the platform out with no hassels (As there are a lot more ships than platforms) Also I like the ZOC idea. If, say at the alliance screen a person could click on a link and a either smaller or tactical map or galaxy map (pref galaxy map) could pop up and a certain transparent color could show where your alliance ZOC is...this would make the alliance warfare a more enjoyable event, at the moment however the only way to know is to ask your alliance members...

A suggestion of my own: Alliance positions? eg. Alliance Leader, Relations Liason, Warefare Advisor, Science Advisor etc...and to make conquering planets harder cause the realty level kinda declines when an empire has 100-200 planets in it and the same tech level as man does...i dont mean 'put a planet cap lower' i mean just make it cost more the more powerful or higher your score goes...

btw...Thanx to the entire DQ team for making this wonderful game, my suggestions are in no way saying what the game is lacking but mere improvements (in my eyes) that would make the game more enjoyable and admitably more complex but I think if they were implamented correctly could be used to a great advantage to the game

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