Addressing the Advent Loyalists

Introduction:

 

It's no secret that the advent Loyalists are at present a weak faction.  I've spent the last few days thinking about what exactly makes them weak and more to the point how these problems could be addressed with simple changes which are actually a reasonable expectation this late into beta.

 

I'll start by discussing the problems and some of their causes, the move on to proposed revisions.

 

The Problems:

 

I. The coronata Titan is subpar

The coronata has one very potent trick up it's sleeve(Suppression Aura)- but it's still a one trick pony when it comes down to it.  Repossessions was great back when it could be used to steal capital planets, but now is rather circumstantial as unless the enemy happens to have a non-capital desert/terran planet deep within their culture it does little besides save a bit of time.

Subjugating assault doesn't really become reliable until later ranks and even then only is at all useful when the enemy brings combat frigates(this ability will do nothing against an enemy using carriers kept at a  safe distance & front line capitalships).  These two qualities create a problem: if the ability is to be useful you need to drop 3-4 points into it, but if you do, the enemy can make those points utterly wasted by adopting what is already a very potent viable strategy.

The biggest problem though is Unity Mass.  It has 3x the cooldown of snipe, less then 1/2 the range, a hefty nearby fleet component to deal it's full damage, and for all those drawbacks does only 15-20% more damage at full fleet support.  Honestly I think the key to making the Coronata viable lies in buffing unity mass.

 

 

II. Weak late game

Most agree that the chief problem with the advent loyals lays in their late game rather then their start.  The question then becomes "why is this the case"? 

Well first off, they have none of the late tier "gamechanging" technologies some other factions have(such as the TEC loyal's Twin fortresses, the Advent Rebel's wail of the sacrificed, the Vasari loyal's ability to strip planets, or the vasari rebel's jumping starbases).  Their only T7/T8 research "fury of the Unity" is laughably weak for it's tier.

Another issue that contributes to their weak late game is of course issue I(the coronata titan is weak).

Though personally I think one oft overlooked and every important reason is their lack of strikecraft support.  Pretty much none of their new combat techs(Ancient retribution, Assimilated Populace, and Planet-for-a-planet) affect strikecraft.  And let's face it, especially now with the presence of titans that eat frigate fleets,  carriers ARE the most important late game frigate(they can stay at a safe distance & have a lot of a hull/shields).  Most other faction's damage boosts apply to strikecraft(TEC loyal militia techs, tec rebel savage thrill, vasari extra weapons tech upgrades).  The point is it's a major oversight that pretty much none of the factional main combat techs affect the offense of the single most important late game frigate,

 

 

III.  Culture still isn't very good

Even with the huge tech benefits the advent loyals have, it's still too easy to defend against culture once the enemy has access to culture buildings of their own.

The 2 ranks of zealous worship required to be taken before Confluence of the Unity is researched delay the advent loyal's actual culture advantage too long(think of it this way, for the cost of zealous worship+confluence the opponent can put up 2-3 culture buildings to defend with, which even +60% culture isn't going to let you push through).

And later game when the opponent has a strong economy to build culture buildigns with and capitalships to spare it's extremely difficult to cause any real damage with culture if you're not already winning(which is to say have enough of an economic advantage that culture bombing makes sense)

 

IV Heavily split between tech trees

Most of the late-tree advent loyal goodies are in the harmony tree, but at the same time the advent loyals are a very militaristic faction and their most important combat tech, ancient retribution requires 6 hostility labs.   As a result it's difficult for them to hit all of their important techs in a given game(by contrast most of the more successful factions can get almost everything important with either a civilian or militaristic focus).

This also holds in the early game, as the advent loyals pretty much need to rush 2-3 harmony labs if they want to benefit from their early culture, but at the same time like any advent faction also need to rush out 3 military labs for repair platforms/ship techs.

This is a smaller problem the I-III, but is still worth noting.

 

My solutions:


Changes to the Coronata Titan:

Unity Mass:  Reduce cooldown to 15 seconds, increase maximum number of allies benefited from by 10 at all ranks

[comments: short and simple- shorter cooldown and slightly higher max potential damage.  Would give the Coronata a larger punch when supported by a large fleet]


*Subjugating Assault:  Attacks against enemy capitalships while subjugating assault is active drain 3/4/5/6 AM.  

[comments: This would make the ability useful against capitalships as well.  at 3/4/5/6 it would still likely be better to attack frigates when they are present(Slower drain rate then the kortul per target), but it would add *something* when attacking capitalships]


* : this change may to be a bit too fundamental for this stage of beta- I mainly posted it because I think it would address an existing problem well- but it is less important then most of the other changes


Changes to Advent Loyal technologies:

Confluence of the Unity: no longer requires Zealous Worship, now only requires temple of communion tech to research.

[comments: This change will allow the advent loyals to actually adopt an aggressive early culture game.  With this change they can have confluence early enough that the enemy hasn't had time to build a bunch of culture buildings yet.  Perhaps with this change the advent loyals would actually stand a chance at causing some lasting economic damage]

 

Fury of the Unity:  Reduce to T7, increase damage bonus from 5% to 12.5%.  Additionally as long as the 7 harmony temples necessary for this tech are maintained, this tech grants 2 extra hostility temples for the purpose of research.

[comments: This is the biggest change.  it would provide the advent loyals with a strong late game tech that makes them VERY hard to fight inside their culture.  Being that TEC loyals have a lower tier tech that gives +30% damage in friendly gravity wells, it feels reasonable to me for the advent to get 12.5% extra damage in friendly culture.  The extra 2 labs is to make going 7 labs deep in the harmony tree actually make sense to the advent loyals who also NEED to be going 6 deep in the military tree for Ancient retribution.]

 

Global Unity:  Reduces the cultural resistance of enemies against advent loyal culture by 7.5/15% in addition to it's current effect.

[comments: This would make mid-late game culture a bit more viable for the advent loyals much as the confluence change would help the early game.  A reduction to enemies culture resistance could make culture pushing(and thus forcing the opponent to attack or lose their planet to culture) actually a viable later game strategy]


Ancient Retribution:  The 10% damage bonus of this tech is additionally granted to strikecraft

[comments: This combined with Fury of the Unity buff would make a decent portion of the advent loyal damage buffs apply to strikecraft.  Honestly it would be even better to have Planet-for-a-planet apply to strikecraft, but I suspect that would be harder for the devs to implement because of engine limitations.]


Conclusion:


All in all these changes would accomplish the following goals:

-improve the coronata titan

-improve late game fleet potency by extending boosts to strikecraft & making the advent loyal later game tech(Fury of the Unity) stronger & more accessible

- Increase the potency of advent loyal culture warfare a bit more(by allowing confluence to come out earlier & adding a late game culture resistance reduction)

 

Honestly with these changes I think the advent loyals would be viable and playable in the way they are intended: as an aggressive mix of cultural and military pressure. 

Moreover the only aspect of their early game(which is already decent) which would really be buffed by these changes is their culture-capabilities(earlier access to confluence).  Consequently most of these buffs are focused on bringing the advent loyal late game to par.

 

Anyway, post your own thoughts on the causes of the advent loyalist's problems and potential solutions here- any feedback to my ideas is also welcome.  That said the one restriction I'd like to request is: please try to keep suggested changes fairly simple.  At this stage of the beta I doubt Stardock is willing to completely rework abilities/techs.  Even the addition of secondary effects I've used in some of my abilities may be in point of fact too much.



 

 

 

 

43,416 views 56 replies
Reply #1 Top

will have to look at this in more depth later.

Reply #2 Top

Interesting stuff, though I'm kind of surprised you left the Deliverance Engine alone given all the discussion it's gotten around here. :)

Reply #3 Top

Good post bilun, I couldn't agree more with your initial analysis of the advent loyalist faction.

I agree with you that in general, the advent should have a better research tree, and many of your suggestions are great in improving advent research tree efficiency.  Also, the bit about late game advent loyalist culture still being very easily defended against and not having enough combat buffs is very inspired.

I really agree that the advent loyalists should favor carriers more, the advent have really weak bombers/fighters that both get cut to pieces quickly by flak, their bomber spam has always been a lot more balanced then the other races.

I will reiterate that my endgame "something extra" for the advent loyalists would be to allow the advent loyalists the ability to field more capitals via my other thread on the forums. I think it would be the easiest way to implement this late into the beta because it is just one technology that would(pick ONE please):

1. Reduce the price of building new future capital ships and capital ship crew training by 25%(tier 3 military tech) -advent loyalists use telepathy to improve capital ship crew training and to improve capital ship construction efficiency using telepathy.  Telepathy after all, helps to improve communication, which is a great way to improve efficiency :)

2.Give the advent loyalist faction 1 extra free capital ship  (tech level 2 military tech).  This would strengthen the faction's early game a whole lot, and I consider this the most powerful of the 3 suggestions.

3.Reduce the price of future capital ship crew training by 50%(tier 2 military tech), ensuring that advent loyalists use telepathy to decrease the cost of capital ship crew training.

Any one of these would allow the advent to have more late game capital ship synergy for more awesome combos, and more strategic options.  All could be implemented as an inherent racial ability, or through a simple research that would affect one or two in game values.

Edit: the following 3 word clusters are bogus now, see post #9

As for your suggestion for improving the coronata subjugating assault being able to take over opposing capitals, I say, what another great idea to fill the void!  That sure would give them the " something extra" they need.  Yet, I feel that this is quite overpowered in some ways, as players work hard getting capitals with a lot of experience, and using guardians to capture opposing capital ships could be a very cheap, very effective tactic.  Yet at the same time, compared to how overpowered the vasari are at the moment, Any overpowered ability for the advent loyalists seems okay at the moment.  Yet once they are rebalanced, perhaps we will have a better perspective to provide better balance suggestions. 

I definitely would consider putting points into subjugating assault if it was a capital ship mind control chance.  The vasari loyalists just might cry themselves to sleep.  i'd like to steal their vasari loyalist labs and capital ship credits/second as well, btw. After all, the ship does have it onboard... :) 

 Oh and i can already here the righteous cries of "in game homoginization of ideas" that will be shouted as soon as people understand what you mean with the capital ship capture.

 

 

 

 

Reply #4 Top

He said nothing at all about Subjugating Assault capping capitalships.  What on earth are you talking about?

Not only that, but Advent squads are the best of any of the races when it comes to first pass damage.  They also have strength in numbers going for them against flak.  Their only weakness is Flak Burst, but micro can mitigate that, not to mention the fact that per supply, Aerias are more efficient than the other LC's.  I don't know where you got the idea that Advent bombers were the worst.

Reply #5 Top

Quoting Volt_Cruelerz, reply 4
Not only that, but Advent squads are the best of any of the races when it comes to first pass damage. They also have strength in numbers going for them against flak. Their only weakness is Flak Burst, but micro can mitigate that, not to mention the fact that per supply, Aerias are more efficient than the other LC's. I don't know where you got the idea that Advent bombers were the worst.

Quoting sareth01, reply 3
I really agree that the advent loyalists should favor carriers more, the advent have really weak bombers/fighters that both get cut to pieces quickly by flak, their bomber spam has always been a lot more balanced then the other races.

Well, Vasari bombers do more damage when you consider weapon upgrades, though you could come back and say Advent could be using concentration aura, so it's really sort of a wash in terms of firepower (I'd have to do the numbers but Advent probably are slightly favored)...

I think the more important point of focus is overall survivability....Advent SC are the most vulnerable to TK push and flak burst, and I would argue the most vulnerable to flak and fighters as well due to the nature of SC flight patterns...TEC SC have more HP per ship, and Vasari have both heavy armor and repair/microphasing aura to consider (though I don't honestly know how much microphasing aura helps)...

I think it is fair to say that Advent SC are the easiest to kill, and I think that's what sareth is trying to point out when he claims they are more balanced (correct me if my interpretation is wrong)...I'm inclined to agree with him, I find that the biggest problem with bombers is not their firepower, but the difficulty in suppressing them without having multiple halcyons/kols/kortuls...

In regards to the OP...

I'm not sure what to do with the Advent techs yet, but there are some general changes to culture that I think would benefit advent more...here are just some ideas:

  1. Culture techs give small bonuses to max allegiance...since Advent have more of these techs, they get the most benefit
  2. Increase the rate which allegiance can change...this makes the DE and culture warfare in general more viable...
  3. Increase the amount that culture can increase max allegiance...this makes culture in general more useful (which helps Advent most since they get it earliest), though this changes probably is one I favor the least...

I think buffing culture in general needs to be done first before trying to tie down specific values for these new Advent culture things...

As for Unity Mass...I'm just going to throw this idea out there, do with it what you want....

Instead of trying to make Unity Mass comparable to snipe (ie an FFing ability), why not make it AoE?  I would propose making it similar to the charged missiles that a kanrak can have...unity mass targets a single ship (which suffers X damage), and then the "beams of light" or whatever radiate from the target to nearby ships (which suffer 1/3 X damage or something like that)....this quasi AoE would be more "interesting" than simply making a snipe ability with slightly different stats and different effects....

+1 Loading…
Reply #6 Top

The lore of the ability would need to be changed and it would probably need to be nerfed, but Unity Mass chaining would be quite cool to watch, not to mention the fact that it gives the Loyalists a second AoE for Malice as really, right now, the only high-power one is Chastic Burst.

Reply #7 Top

Funny you bring that up, I am actually toying with maybe incorporating the damage sharing that malice has directly into unity mass...but I think chaining damage is better and easier to keep balanced (and you are right, watching it would be sooooo cool)...

Reply #8 Top

chain lightning unity mass?!

 

DOWANT :drool:  

 

ninja edit

 

i think i read that wrong but mini aoe at the end of the beam would be very cool as well 

Reply #9 Top

Quoting Volt_Cruelerz, reply 4
He said nothing at all about Subjugating Assault capping capitalships.  What on earth are you talking about?

Not only that, but Advent squads are the best of any of the races when it comes to first pass damage.  They also have strength in numbers going for them against flak.  Their only weakness is Flak Burst, but micro can mitigate that, not to mention the fact that per supply, Aerias are more efficient than the other LC's.  I don't know where you got the idea that Advent bombers were the worst.

oh your right, I missed the word "drain", lol.  well that changes things a bit!  Now that i reread that bit don't I feel sheepish!  baaaaaa baaaaaa

To all you people who just think i'm 100% biased pro advent lets overpower them, think again, as even I considered that the advent loyalist would be OP if it could capture opposing capital ships.  :)

Anyways, an antimatter drain of that sort would be quite interesting and definately add to the viability of the coronata.  At the same time I really don't think that bilun actually addressed the fact that despite his suggestions, the advent loyalist endgame would still not have nearly as much "pure power strategy" as the other races.  I dont' think it would even come close actually.  We shall see come the new minidump/desync patch and the new balance changes.

@ seleucia

Right on all your points, especially this one:

I think it is fair to say that Advent SC are the easiest to kill, and I think that's what sareth is trying to point out when he claims they are more balanced (correct me if my interpretation is wrong)...I'm inclined to agree with him, I find that the biggest problem with bombers is not their firepower, but the difficulty in suppressing them without having multiple halcyons/kols/kortuls...

@ chain lightning unity mass

good idea, as long as it doesn't get oP with malice i can't see why this wouldn't be awesome.  I'd still up the max # of ships that can be added to buff the damage, that or it should be able to jump to a lot of targets...

Lots of targets wold look cool because the advent titan at a distance would look like its shooting lightning out of it.  Quite cool indeed.

Reply #10 Top

If you wanted it to look like branching lightning, you could probably achieve this with multiple of the same instantAction.  Would be very cool to watch lol.

Reply #11 Top

I don't have the files in front of me, but perhaps using charged missiles as sort of a template?  I'd guess that you just need to change a color code in order to make it fit the unity mass main effect...

Reply #12 Top

The beam between them is just a generic weapon effect, so you could just copy/paste the beam code from BuffUnityMassSelf into BuffUnityMassTarget.

Unity Mass beam:

instantAction
buffInstantActionType "PlayPersistantBeamEffect"
instantActionTriggerType "OnDelay"
delayTime 3.000000
hasWeaponEffects TRUE
weaponEffectOriginType "Targetter"
weaponEffectAttachInfo
attachType "Ability"
abilityIndex 1
weaponEffectImpactOffsetType "RandomMesh"
canWeaponEffectHitHull TRUE
canWeaponEffectHitShields TRUE
weaponEffectsDef
weaponType "Beam"
burstCount 1
burstDelay 0.000000
fireDelay 0.000000
muzzleEffectName ""
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound ""
hitEffectName "TitanAbility_UnityMass_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_ENERGYHEAVY_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
beamEffectSounds
soundCount 1
sound "EFFECT_BEAMBLAST_ACTIVATE"
beamGlowTextureName "Kay_beam2"
beamCoreTextureName "Kay_beam2"
beamWidth 200.000000
beamGlowColor ffffffff
beamCoreColor ffffffff
beamTilingRate 4.000000

 

Charged Missiles beam chain:

instantAction
buffInstantActionType "ApplyBuffToTargetsInRadiusWithChainTravel"
instantActionTriggerType "OnDelay"
delayTime 0.000000
buffType "BuffChargedMissilesDoDamage"
targetFilter
numOwnerships 1
ownership "Enemy"
numObjects 6
object "CapitalShip"
object "Frigate"
object "PlanetModule"
object "StarBase"
object "Titan"
object "Corvette"
numSpaces 1
space "Normal"
numConstraints 0
range
Level:0 1500.000000
Level:1 0.000000
Level:2 0.000000
Level:3 0.000000
maxTargetCount
Level:0 4.000000
Level:1 0.000000
Level:2 0.000000
Level:3 0.000000
chainDelay 0.200000
hasWeaponEffects TRUE
weaponEffectOriginType "Targetter"
weaponEffectAttachInfo
attachType "Center"
weaponEffectImpactOffsetType "RandomMesh"
canWeaponEffectHitHull TRUE
canWeaponEffectHitShields TRUE
weaponEffectsDef
weaponType "Beam"
burstCount 1
burstDelay 0.000000
fireDelay 0.000000
muzzleEffectName "Weapon_PhaseCapitalFlashBeamMedium_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound ""
hitEffectName "Weapon_PhaseCapitalFlashBeamMedium_Hit"
hitHullEffectSounds
soundCount 1
sound ""
hitShieldsEffectSounds
soundCount 1
sound ""
beamEffectSounds
soundCount 2
sound "WEAPON_PHASECAPITALFLASHBEAMMEDIUM_TRAVEL"
sound "WEAPON_PHASECAPITALFLASHBEAMMEDIUM_TRAVEL_ALT1"
beamGlowTextureName "PhaseCapitalBeam_Glow"
beamCoreTextureName "PhaseCapitalBeam_Core_Medium"
beamWidth 30.000000
beamGlowColor ffffffff
beamCoreColor ffffffff
beamTilingRate 3.000000

Reply #13 Top

I have to say all those pretty text words makes me happy that there are modders around who know what that really means.  More power to you guys! 

Reply #14 Top

I really hope the devs look at this and consider some changes as they are working on vasari titans as well atm, as advent loyalists have become my favorite faction I look forward to seeing what happens with them =]

Reply #15 Top

As I mentioned in another post, Coronata should bring culture affects with it. This means if you keep your fleet within range, you get all the culture bonuses regardless of the amount of culture present. stacking the fleet synergizes with the supression aura, and unity mass from the sounds of it (I had no idea there was a fleet component there), along with other obvious synergies like battleballing.

This doesn't actually generate culture, it's just the ships act like they are in culture. That fury of the unity tech looks a lot better with something like this setup, and I'd guess with a good chunk of the mitigation/shield tech + suppression aura would make it tough to kill.

The way I'd do it is tack it on to a culture tech. "Ships within range of your titan receive the full benefit of your culture bonuses". Maybe that tech after Confluence (can't think of the name at the moment).

Reply #16 Top

Quoting SithLordAJ, reply 15
As I mentioned in another post, Coronata should bring culture affects with it. This means if you keep your fleet within range, you get all the culture bonuses regardless of the amount of culture present. stacking the fleet synergizes with the supression aura, and unity mass from the sounds of it (I had no idea there was a fleet component there), along with other obvious synergies like battleballing.

This doesn't actually generate culture, it's just the ships act like they are in culture. That fury of the unity tech looks a lot better with something like this setup, and I'd guess with a good chunk of the mitigation/shield tech + suppression aura would make it tough to kill.

The way I'd do it is tack it on to a culture tech. "Ships within range of your titan receive the full benefit of your culture bonuses". Maybe that tech after Confluence (can't think of the name at the moment)

 

 

That sir would indeed be awesome, the coronata would truly invoke fear!

Reply #17 Top

Quoting phoenixst8r, reply 16

Quoting SithLordAJ, reply 15As I mentioned in another post, Coronata should bring culture affects with it. This means if you keep your fleet within range, you get all the culture bonuses regardless of the amount of culture present. stacking the fleet synergizes with the supression aura, and unity mass from the sounds of it (I had no idea there was a fleet component there), along with other obvious synergies like battleballing.

This doesn't actually generate culture, it's just the ships act like they are in culture. That fury of the unity tech looks a lot better with something like this setup, and I'd guess with a good chunk of the mitigation/shield tech + suppression aura would make it tough to kill.

The way I'd do it is tack it on to a culture tech. "Ships within range of your titan receive the full benefit of your culture bonuses". Maybe that tech after Confluence (can't think of the name at the moment)

 

 

That sir would indeed be awesome, the coronata would truly invoke fear!

 

A very good idea that sadly clashes with the fact that at level 6 it can capture a planet as soon as it jumps in and that planet automatically starts spreading culture. You are right that the coranata should act as a culture temple -a mobile one.

 

Corvettes:

Does the 5% disable targeting on titans stacks on all units--never really checked because i was busy trolling the galaxy.

 

Reply #18 Top

Vasari bombers will always be the best.

 

Why?

The reinforce time on bombers are all same, but one vasari bombers is more effective than one of any other factions bomber.

Vasari bomber health allow it survive most of the anti fighter skills in game. Fully upgraded bomber is almost as durable as a frigate.


Phase missiles.

Phase missiles.

Phase missiles.

Phase missiles.

Phase missiles.

Phase missiles.

Phase missiles.

Phase missiles.

Phase missiles.

Phase missiles.

Phase missiles.

Phase missiles.

Phase missiles.

 

PHAAAaaaaasee missiles.

 

Reply #19 Top

Quoting Cpt_Siddy, reply 18
Vasari bombers will always be the best.

.... which is obviously unfair, because they're not TEC.

 

edit: PhAaAAaaaZe MIsiLZ

Reply #20 Top

If you want to make advent the best Bomber race, change vasari bombers to fire a wave cannon or something.

 

This way, capitals wont be one shotted by 50 squads of PHAaaaAaAase missile spamming bombers.

Reply #21 Top

Quoting RiddleKing, reply 17

A very good idea that sadly clashes with the fact that at level 6 it can capture a planet as soon as it jumps in and that planet automatically starts spreading culture. You are right that the coranata should act as a culture temple -a mobile one.
 

I think you missed the part where I said:

Quoting SithLordAJ, reply 15
This doesn't actually generate culture, it's just the ships act like they are in culture.

So, it captures the planet (which is indeed powerful), and as long as the Coronata stays, ships in proximity around it act like they are in culture (ie, they get the shield mitigation bonus, the fury of the unity bonus, any and all bonuses for being in culture, ships in the immediate area have those bonuses).

once it leaves, unless a culture center was built, there's no culture affect at all. The way I was envisioning/characterizing this was like the trojan horse myth/legend. The advent fleet is brought into enemy territory under protection of the culture bonuses. 

If you want a reason, say that the Coronata inspires the people on the ships around it by bathing them in the Unity's aura... or something.... like that? I'm not very adept and mumbojumbanese.

Actually, it's almost too powerful this way. Because it's not like you can take away those bonuses unless you can move the ships away from the Coronata (would take some tricky repulsing), or take out the Coronata (which, with suppression field, will be tough).... Can anyone mod this to see if it works?

[edit: I just realized; maybe you were talking about Unity Mass or whatever the 'planets generate culture' tech is.
If that is the case, yes, this little mechanic might be useless once you get that. though, I would think that there are plenty of times when you dont have the upper hand culturally, do not have the planet (if there is one. There are stars and asteroid fields and gas giants etc), where it would be useful to have those culture bonuses no matter what the culture level is at. Anyhow, that tech is late, and this would be something that could make culture bonuses matter earlier in the game for the Advent]

Reply #22 Top

bumping this once again, devs please consider this awesome proposals we need a buff to unity mass! If you do not, be assured that your offices will burn in the unity's fire! }:)

Reply #23 Top

@ phoenixst8r

That is if the developers are going to give us a choice.  I don't think they want any real input into the game, that is why this last patch of theirs is going to be forced upon the beta with little to no testing before they release the game.

Reply #24 Top

The devs are people...its not that they don't want input, it's just that they can handle only so much...

You have hundreds of posts, most of which are either random ass ideas or harsh criticism, and regardless of how you view the devs, you can't blame them for not wanting to read everything or take every idea under consideration...

At this point, I'd bet the devs are putting their faith in the select few players that they actually play games with and who's personal feedback they highly value...

You don't have to like their model or agree with their methods, but it is what it is, and it's probably not going to change...

The game will be released, it'll have issues, and hopefully they will be fixed...not really different from any other game...

Reply #25 Top

Oh we understand if they can't or don't want to read everything.  Yet at the same time they shouldn't try to assure a community that they in fact read "every post thoroughly". 

You don't have to like their model or agree with their methods, but it is what it is, and it's probably not going to change..

I understand it is easy even for seasoned professionals to lose sight of this when they are mired in technical minutia.  Yet failing to adapt and improve is the primary downfall of good game titles.  Some companies are good at lying and making it seem like they've adapted so that you pre order and such, stardock/ironclad not so much(which is a compliment, imo).  If I see starclad trying to improve their apparatus in this area, then I will surely stop caring about them as a company, and choose to wait to ensure that if they have a failure of a game, I won't let it impact my wallet.

Also, seleucia, i'm a human being, and yet I wouldn't make the same decisions as these developers. I've seen so many companies paint themselves into a corner with a series of quick fix decisions.  Once the game is out, the "war" has begun.  If you aren't set up to win that "war" with the games release, then your game will fail to be spectacular.  You don't need excessive amounts of cash to do this.  You just need a group of people like the developers at starclad.  Sins of a solar empire was originally released to win that war.  Now I've got a strong reason to believe that a Sins 2 will not be able to, because i've seen the company lose perspective, and its unique way of doing things.

Yet the developers also stated that rebellion will be "done when its done".  Yet, if the community can plainly see that the game is not done, and the final patch isn't even out to let us test for a full week.... then we have the lie via buzzwords again.  Its surprising, because I thought stardock/ironclad wasn't that kind of company. 

I thought they had an ideal, I thought they were trying to actually achieve something better with their Gamer's Bill of Rights.  After all, you come out with something like that, players are going to listen.  Yet, just like the real bill of rights, once you start to trample on the spirit of those rights by inventing new ways to trample on them, you will be reminded by people like me of how the spirit of your company/country has changed.