Played it for a few hours. Only crashed once for me, so not too bad for an Alpha build.
Since I have played other RTS's, I was able to catch on to most things without a tutorial. The gameplay was good, and I think that this will be a really fun game - heck with even just the Alpha I ended up playing perhaps a tad too late into the night. I also loved the resource approach – it is very different from other games, but I totally like it. Nice and fresh.
But, one of Stardock's explicit purposes of the Alpha is to get feedback on their product while it is still very maliable, so here are things that I would like to see implemented into the game that would make it a whole lot smoother (at least for me - a novice to Ashes). Don't take my list as a dislike of the game - I do rather like it - rather it is what would be awesome to see as the game matures.
What I would like to see improved:
-More visual differentiation on the units (esp tier 1). With most other RTS games, you can very easily visually tell units apart even within a race. The tier 1 look very similar when grouped together in a big clump, but they have very different battle functions. So a "form follows function" visual design approach that led to greater differences in the appearance.
-I couldn't find a "save game" button (maybe this just has not yet been designed in yet)
-Resolution & GPU support, and UI scaling. Currently you have a minimum specified 1920x1080 resolution. Now, I have several 1280x1024 monitors hooked up to my computer (7770 AMD cards). The good news: even with both below the min, the game functioned, and I did not notice any big FPS drops -- I was also playing on a small map. The funky thing was that with my low resolution monitor, the player's UI was overlapping itself. I realize that this is not to be totally unexpected as I am below min requirements -- I get an accept that -- but it would be nice in the future to offer support down to the 1280x10254 and 1440x720 monitors so that more people can play the game. (I will be upgrading straight to 4K within the year once the cards & esp monitors are a bit more mature, just not quite yet; in the meantime lower resolution support would be great)
-HP of units is bit hard to determine w/o selection of the units sometimes. Even then it can be a tad tricky. This could be more explicitly displayed (ie, for Blizzard games I think you hold down the Alt key)
-Unit Command Groups. I like that you can assign them to smart units. Totally cool. However, it would be nice to assign them to numbers/some other system so that I could easily re-select them with a single button and/or click. If this was in there, I could not immediately find it.
-BattleGroup's AI. So sometimes I wanted a battle group to go out and conquer more territory. But I wanted to add newly trained units to the group. So, I add them (which is a bit of a pain – see above), and then command the old & new units to go to a location. Sometimes some of the units in my forward party would start going back to try to join up with the newly trained units. No! Don't do that. Once the new units arrive/are very close, then re-do your formation – sure. I think a potential fix to this would be a proximity feature in the battle group's AI; ie if a ranged unit is very far away from a close range unit (even if the ranged unit is under direct attack), then don't try and meet up with the ranged unit.
-Movement speed. It was a bit slow. Now, I do see value to this as it will slow down some battles and allow some better player control. But when 2-3 units train in the time that it takes for them to go across my screen (and I have a small screen), you know that there is an unbalance timing. You don't have to make them super fast, but just a bit faster would be nice. (btw, I like the quick training time of the low level units – that was nice)
-Selecting of units. When units are close together, it can be hard to select one without the other. Once I had a factory between two other buildings air units & research), and I could NOT select the factory to be able to train more units. So I had to build another one.
-Clearly indicate why units cannot be trained (sometimes I thought that I had all necessary requirements, but the box was grayed out. sad day. )
-Hotkeys are not readily apparent (move & attack, move only ,attack, build, etc). They might be in there somewhere, but without looking I did not notice them -- I even tried some common ones like "A" and "M".
-Rally points. When I click on a building, I would like to see where the current rally point. This should also show up on my mini-map in addition to the ground (in case it is half way across the map). Also, I am not sure if this game allows you to rally newly trained units to existing units in the battlefield – that would be nice.
-Mini-map. I feel as if more things should show up on the mini-map. I don;t have more details of this at the moment.
-Food/Logistics cap. For the small/starter map, this seemed to be a 100 – or perhaps I was doing something wrong. Hopefully for bigger games, this will increase by a TON – this could result is some truly epic battles.
But again, overall I really like the game, and even in the slightly buggy Alpha stage it is still fun to play. Good job dev team! I can't wait to see the finished product!
Sys Spec's (yes, at the moment, I am below the "minimum":
FX-6300
32 GB RAM
2 x AMD 7770 GPU
5 x 1280x1024 monitors (only one active during the game).