Originally Posted by
Gerontius
I never got to try out Colonies on test, so am testing it now on the live server
Feedback no. 1
Why are there tabs in the combat academy?
It's confusing lots of people on help who overlook them and can't find the heavy troops. There's also no need to use separate tabs since there's so few troops types and so much room in the interface window. Overdesign of the interface has resulted in a bad final product.
Evidence that it's a problem copied from help (I'll post them as I see them, but there were at least 4 I saw earlier):
[22:56] [MVA] TeutaBgd: where do i train heavy infantry? tnx
[23:42] [WoN] freier: does any1 know where can i train some heavy infantery?
[15:29] [Dinos] Iohs: can anyone tell me how to make Heavy infantry please?
[16:49] [PhR] danny12: how do i make heavy cavalavlry
Feedback no. 2
The Marshall Interface is awful.
A button asking you to select units, taking you to another screen where you click on some unit types, then returning you back to the previous screen where you finally select the number of those units you actually want to put on your marshall?
Who dreamed that up?
Feedback no. 3
Marble to make medi-kits? What?
Are we hitting marshals across the face with a brick to try to wake them up? Seriously, this just smacks of trying to make the Colonies system into a resource sink that absorbs as many different resources as possible.
Opinion so far: regretting investing resources into the buildings and weapons. Let's see what the returns on investment are...
Feedback No. 4
First attack done. Wasn't real-time as lag was so bad I had no idea what was going on until the fight finished. Not sure what the 2nd fight will be like where I have to switch troops during combat... Also, why no combat report?
Basically, I have no idea what just happened and got no entertainment value from it at all. Which should be the main point of a game...
Feedback No. 5
Weird thing happening in the main Colonies interface from the home island. I click the globe button and can see my training expedition. If I click "show details" a screen comes up saying that there's nobody playing the (one-player!) expedition and I'm giving the option of inviting one of my friends along. Haven't dared do it as I don't know what "exploiting" this bug would do. Looks like there's a programming error here somewhere.
Feedback No. 6
Tutorial quests aren't very well written. I need cavalry for my 2nd attack, yet the tutorial system only told me to make archers and infantry. A tutorial shouldn't leave you having to go back and make more troops like that.
Opinion has not improved much since first impressions...
Feedback No. 7
So, I made new weapons and then new troops so I could take some cavalry back for the first boss camp. Lag wasn't so bad, so I could see what was going on and was able to swap troops round. It was a little bit of fun, but not much. Certainly not enough that I prefer it over "fire and forget". And it's all a little imprecise. I'm not convinced it's responsive enough and I don't know if I lost cavalry unecessarily when the enemy swapped from bows to melee.
Opinion has improved slightly, but now see it as a missed opportunity. This concept of "real-time combat" is not enough fun to justify the attention it requires. You've got to sit around and wait for your general to walk to the enemy camp, then watch the fight unfold. I like the simple strategy options that make it , but it should have been based around strategically setting up of troops in advance, then sending them off to fight their battle, and you can come back later and see how they've done. Real-time? Meh...
In summary: get rid of real time combat and make it so you set up your troops in advance then "fire and forget".
If I were to guess, I'd say real-time combat is a leftover from a time when this was going to be real pvp and you thought players would be able to swap new stacks of troops in and out on the fly in combat against one another. Then that idea got abandoned for being unworkable, but the real-time idea stayed for no good reason. Close guess?
Feedback No. 8
Either blocking is rubbish or the tutorial is badly done.
I blocked the second boss camp, as the quests suggested. In doing so, I lost 20 troops from the blocking marshall. I might have been able to lose fewer if I'd been quicker off the mark and the lag had been less, but I don't think I did too badly for a first attempt.
I just looked at the simulator and see that I could have attacked the camp and killed it with losses of only 7 troops (or maybe 12 if I've remembered the troop numbers in the enemy camp wrong).
So, either the blocking balance is way off or the way the tutorial is set up is rubbish. If you want to promote this idea of blocking, then the losses on doing a block should be significant less than attacking each camp in turn. Even similar amounts of losses would be understandable. But recommending doing a block that looses you around twice the number of troops is beyond ridiculous.
In summary: not thought through enough. Return to balancing drawing board and start again
Feedback No. 9
Finished expedition (nothing new to report on the above experiences). Received loot mail with subject "[undefined text]". I thought this game was out of beta? Not impressed at all
Feedback No. 10
Loot = 3 star coins. THREE?! THREE?! You are having a laugh!
Either give a reward or don't give a reward. Don't insult players with something so ridiculous.
Feedback No. 11
Opened colonies interface, and there were options to build defences and claim colony - presumable from the expedition I had just completed.
Clicking "build defences" brought up an error message saying it had expired. Clicking "claim colony" brought up a spinning timer.
Clearly something has gone wrong. Don't know what. Don't really care at this stage. It's obviously an unfinished product that needs seriously reworking while on the live server or removal back to the test server. Presumably a lot of these problems have already been reported on the forums there. Time to not just (reportedly!) listen to feedback but actually act on it?
In summary: Apart from not being all that much fun, the system is bugged and unfinished. Final score: 1/10.
Feedback No. 12
Marshall's just returned home: [undefined text][undefined text]
And two of them couldn't find a landing spot
Still not impressed.
Feedback No. 13
Just working out how many resources I spent on this...
Troops lost
= 27 attack cavalry (AC), 20 heavy infantry (HI), and about 125 attack archers (AA)
(NB, currently the other 30 HI I made aren't showing up in my supply. Hopefully this is a display issue rather than a real bug and they've gone AWOL)
Resources to make troops
1 AC = 5 horse, 6 sabre (question: Why does one soldier need 6 swords? Always bugged me the way this game does that and though it might have been fixed with this new combat system. No such luck...)
1 AA = 10 brew, 6 bow
1 HI = 10 brew, 3 mace
Resources to make weapons
1 sabre = 12 iron, 10 coal
1 bow = 10 hardwood, 10 iron
1 mace = 1 steel, 4 coal
Total resources spent
60 steel (150 if my other 30 HI have gone AWOL)
1860 coal
7500 hardwood
9444 iron
The wood and coal are nothing to me. But an investment of 10K iron for almost zero return? Is this seriously considered a balanced tutorial experience?