My Feedback Megathread

Instead of creating a ton of posts as time goes on...

Hello Stardock,

I'm going to try to keep replying to this post instead of creating multiple feedback threads. Hopefully this makes things easier.

1) This one is a little hard to explain, but when you pause the game and move away from an area of the map where sounds are playing and then revisit that same place, the sounds play again. It might just be nicer to pause the sound effects during the pause.

2) It would be nice to see the more of an indication of when your Scavenger towers are actually scavenging. This could either be done by having some sort of effect over the enemy being killed or an effect over the Scavenger tower itself to indicate that it scrapped something. Even better would be something that includes the amount of scrap that you got for destroying the enemy.

3) The panning acceleration and deceleration are frustrating. I just want my camera to move at a set pace. I don't even use the panning at the edge of the screen anymore and just use right+click.

4) Corrupted healers seem to spawn in too great of numbers per wave. They always seem to get to my base despite using both heavy firepower and AoE style damage.

5) I think there are too many sound effects in the game. I would consider just getting rid of the 'tower select' sound effects or making them really low key and brief.

6) The 'Alt' key pathing effect seems to get stuck down on occasion. I think it has something to do with pausing. If I can reproduce it consistently, I'll post the repro steps here.

7) In Mission IX, I lost the star for not disturbing the spiders because the little robots(marines?) from the nearby refinery somehow made their way over to them and started firing. Not sure if that sort of behavior is expected, but it seemed awfully far from the refinery itself.

8) I learned outside of the game that the Scavenging towers only get 1 resource per enemy killed(2 and 3 when you get the upgrades). It would be nice to get some sort of scaling with the difficulty of the enemy. Otherwise they're only useful for the swarms.

9) It would be nice if Escape closed the Options window in the Main Menu.

10) On-hover tooltips on the Tower details on the lower right side would be really handy, like for the damage, range, and fire rate.

11) I love the fact that you can click on the wave icons and it will take you to where they spawn. However, this seems to not work sometimes, maybe when they come from multiple directions. It would be nice to have it just cycle through the spawn points for each click.

 

That's what I have for now. I'll reply to this post with any new feedback.

11,179 views 5 replies
Reply #1 Top

Before I put up any additions to this list, is this format of feedback actually helpful?

Also, thanks on implementing #10! Super helpful!

Ok, on with the list:

12) I noticed that the flyer's path changes from the original on Aberny after the Eastern Refinery is destroyed. Is this on purpose? It doesn't feel good to know all the towers and upgrades I put on their path just became obsolete. It's already a slap in the face that I lost that refinery.

13) On flyers spawning and the holographic arrow paths: if the flyers are spread 1000 out, then having one skinny arrow path doesn't really help me prepare.

14) Have you considered using WASD for moving the camera? I know they're currently shortcuts for towers, but I would be ok with putting Ctrl in front of tower placement shortcuts(ie Ctrl+W to place scavenger)

15) I'm a big fan of the orbital abilities. They're fun to use. However, they feel more like a necessity than a bonus. In the first wave on Aberny, I had to call in Milton just to stop my Eastern Refinery from getting blown up right away. This was just on normal difficulty. I could just be terrible at the game though. :)  

Reply #2 Top

Thanks for posting this!

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Reply #3 Top

Thank you for taking the time to share your feedback!


4) Corrupted healers seem to spawn in too great of numbers per wave. They always seem to get to my base despite using both heavy firepower and AoE style damage.

Is there a particular stage that you feel there are too many healers, or is in all stages?


6) The 'Alt' key pathing effect seems to get stuck down on occasion. I think it has something to do with pausing. If I can reproduce it consistently, I'll post the repro steps here.

7) In Mission IX, I lost the star for not disturbing the spiders because the little robots(marines?) from the nearby refinery somehow made their way over to them and started firing. Not sure if that sort of behavior is expected, but it seemed awfully far from the refinery itself.

11) I love the fact that you can click on the wave icons and it will take you to where they spawn. However, this seems to not work sometimes, maybe when they come from multiple directions. It would be nice to have it just cycle through the spawn points for each click.

I'll see what I can do to reproduce the issues you outlined here.

 

 

Reply #4 Top

Quoting MindlessMe, reply 3


Is there a particular stage that you feel there are too many healers, or is in all stages?

I feel like I've seen it in several of the latter stages and it definitely saw it on Aberny.

Reply #5 Top

Did a nerf today to Corrupted healers.

Heck, the next update is going to feel like a different game thanks to you guys! 

Seriously, you guys I think are going to be shocked by how quickly we were able to implement your feedback.

 

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