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Move Along, Nothing to See Here
After having played the demo (edit: of Dominions 1! Oops! http://forum.shrapnelgames.com/images/icons/blush.gif ) a bit...
Dominions is too complicated in areas that should be simple, and too simple in areas that should be complicated. The interface is one of the worst offenders. Most of the game's information is not presented in a very well designed manner. Too many times am I left wondering "what the hell just happened," "what the hell does this do?" or "how does this work?" There are no global reports to be found, at all. There is no way to tell a territory to repeatedly build some units. You have to click many many times to do so. I have no idea at all how the tax incomes are figured out, and there is nothing in the game to indicate how such is arrived. It seems loosely based on population, but that is obviously not all there is too it. I also have no idea why they seem to vary from turn to turn. The resources my territories have vary over time, for no reason that I can see. Often, I will have some territories that NEVER recruit any units, no matter how large of a gold surplus I have. And yes, they do have some resource production. A lot of the log Messages the game sends are lacking in useful information. There is no way I can figure out to match the name of a nation to its territory, flag, or anything it possesses. This is just poor game design. There should at the very least be a window you can access that displays all empire names next to their flags. Starting a new game just to figure out which empire is which is an absurd solution. Even with maximal useage of gold income and as much expansion as can be done, the AI still manages to ammass several times as many units as I ever can. Even when I manage to defeat their forces that are attacking me, they just bring in 2-3 times as many as they just lost, in the next turn or two. I am thinking it has hidden cheating bonuses to income and such so over used in games... The unrest level of territories doesn't seem to be very consistent. There are too many undefined options for the orders for your troops in combat. There is no simple indicator telling you whether you have troops in a territory or not on the map. There should also be a separate indicator telling you whether you have heroes or not there. I could go on, but I shall stop here. All in all, Dominions 1 come up lacking to me. It does have some nice ideas, but the game seems rather unsophisticated. [ January 07, 2004, 03:09: Message edited by: Imperator Fyron ] |
Re: Move Along, Nothing to See Here
Fyron,
Many of your concerns are in fact addressed as you become more familiar with the game. But I will be the first to admit that there is quite a learning curve. If the documents were good, they would have all the nations with units listed with their flags in color, right? Well...the documents aren't that good...but the in-game help is at least acceptable. I will have to concede some of your points on the interface. But information like what troops are in an enemy territory will probably be put into the basic province info in the patch as multiple players have mentioned this. Well...one can hope. Tax income is simple...just add all the incomes of all the provinces you control plus all the gold-generating structures you possess. Why does it vary from turn to turn? Dominion, positive or negative. From your favorable dominions of order, growth, and productivity you will get additional income. Lucky events can also add to your income for a particular year or subtract from it if you are unlucky. Resources also vary with dominion. There are moreover some really, really bad events that cost you population on a permanent basis. What information would you like to see in log Messages? Just curious. A number of additions which would not be all that difficult (I wouldn't think) have been proposed by various players. To correlate nations with flags...this is easy...just go to "score graphs." Hover your mouse over the flag you are interested in in the graph legend. And you will see what flag corresponds to which nation. The AI will often amass cheap units that aren't all that great in large number. Especially Ermor. The other AIs don't know how to deal with Ermor, so I would just exclude that nation from SP games. If you are building resource-intensive troops and your enemy is building non-resource intensive troops it will be easy for them to amass more of an army than you can. Also, if they have many more territories than you do...well...they will have more income and more centers of troop production. I disagree...I don't detect any hidden cheating bonus. Keep in mind that troops may be summoned as well as bought. There is a very simple indicator of whether you have troops in a territory. Look at the territory (assuming you own it). If you have troops there, you will see a blue rectangle of one size or another. The size corresponds roughly to the number of your troops. http://forum.shrapnelgames.com/images/icons/icon7.gif You are the first person I have ever heard call dominions unsophistocated. I beg to differ with this assessment. |
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Funny, when i first stumbled upon the demo i thought it was a tad overwhelming but i had nothing to do so i stuck with it for a couple days. I then realized...Wow, there is so much variety and just as i got good at the first race i played, the demo ended http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon8.gif . I needed more! I spent time learning the rather unintuitive interface and surfed this site for help and "Game Over?". So i bought it http://forum.shrapnelgames.com/images/icons/icon10.gif LOVE IT! http://forum.shrapnelgames.com/images/icons/icon7.gif I'm still learning and i don't know if it will ever get redundant. The Last time i almost overlooked a game due to it's apparent over-complexity was also a game put out by an independant publisher that is STILL on my hard drive...Space Empires IV http://forum.shrapnelgames.com/images/icons/shock.gif Both games IMHO are very sophisticated http://forum.shrapnelgames.com/images/icons/icon6.gif .
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Re: Move Along, Nothing to See Here
Ya, the game is not unsophisticated, but the interface and game systems are neither immediately intuitive, nor transparent and simple. (If tax were a direct function of population, _that_ would be unsophisticated.) It just takes some learning to figure things out. Then, almost everything Fryon mentioned is addressed pretty well - he just hasn't found or figured out many things yet.
The AI "level" determines the build bonus. Use Easy if you want to have a good chance as a newbie. I believe "normal" is the non-cheat level, and anything above that gives the AI a bonus. PvK |
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I always thought it was pretty obvious, or at least easy to learn which flag=what country....
I mean...Abyssia is red with a fire on it...they are fire people... Atlantis is blue with a trident on it...seems obvious if youve ever seen 'the little mermaid' hehe Ermor has a bloody SKULL on it...skull...undead? Ulm has the moon, night....dark, black, Ulms armor =) Caelum has snow..Ryleh has astral (mind flayers anyone?)...and so on...other then the new countries they are easy to learn once you play a little bit. Some of your other concerns are valid however, and I belive (hope to god) they are being worked on in the new patch, especially the click click click obsession. |
Re: Move Along, Nothing to See Here
Woah Nellie!!!
Not to be rude Fryon (but it'll come off that way...) but did you actually take any time at all to check the filters and the different screens for national information? There is a screen (F3?) that shows nation, god, and flag. There is a filter to show the presense of troops and comanders on the main map. F1 will also allow you to see provincial information in more detail, and link you to the province you want to look at more closely, and too any commander you may want to issue new orders to. Anyway, there is a level of micro, though its a far cry from the micro found in other games. I'm not sure why it bothers people that they can't calculate their income or resources quickly and easilly since it really doesn't matter all that much, the values are clearly shown, and since the unrest level and scale level effects them changes in those areas will impact the values from turn to turn. I will grant that the documentation for the demo is poor, and that even the manual with the full game is barely adequate, but its not really that difficult to figure it out, or read one of the new player threads here. If you care to I suggest you take another look at the game with a more open mind and a more rigerous approach in using all the filters and info screens, the info is there, and fairly easilly accessed once you find the appropriate hot keys (my Favorites are F1 and F5...). |
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[quote]Also, if they have many more territories than you do...well...they will have more income and more centers of troop production. [/qoute]Well of course. I am not talking about a huge empire compared to a small one, but equal sized empires, even when they have worse provinces. Quote:
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Actually... none of the function keys do anything for me. No info screens pop up at all. So no, I did not check any info screens, as none are accessible to me. Quote:
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Scale level? Are you referencing the various empire attributes? http://forum.shrapnelgames.com/image...s/confused.gif Quote:
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There are not very many filters (4 in fact), and half of them are not even useful filters for gathering more information. The only useful filter is the troop size one, which doesn't look anything like what it does. At the least it should have a picture of a troop, not just a purple and red box, as its icon. So overall... my complaints boil down to (mostly) one thing: this game has an extremely poor, unpolished (dare I say unsophisticated?) interface that makes it much harder to get into than it should be. Very elementary mistakes were made in designing it that give it a very unprofessional feel. |
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Still best computer strategy game I've ever played so you can't be to picky. http://forum.shrapnelgames.com/images/icons/icon7.gif If you like really deep, challenging, highly imaginative games with a deep logic to them its worth the effort. Cheers Keir |
Re: Move Along, Nothing to See Here
Oh dear... that was the Dominions 1 demo, not the Dominions 2 demo... boy is my face red. http://forum.shrapnelgames.com/images/icons/blush.gif Guess I should get the Dominions 2 demo now... pretend I said "Dominions 1" everywhere I said "Dominons 2"... lets hope Illwinter has gotten their act together in the second incarnation... http://forum.shrapnelgames.com/images/icons/blush.gif I still don't see what the big fuss was over Dominions 1...
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Re: Move Along, Nothing to See Here
Hahahahahaha.... Oh, man... that was funny! I was wondering why the "F" keys didn't work, and the red/purple box button, and so on... it was almost like you were playing a different game. http://forum.shrapnelgames.com/images/icons/icon10.gif
Edit: Which is not to say that Dominions II seems slick and professional, or that its high points are interface and intuitiveness, or even that it has an in-game tutorial yet. And the designers still expect you to sort of "know" certain things, like how a god's magic levels, scale settings, and dominion strength will affect the game. But it is certainly much better than Dominions I in terms of giving the player feedback... well, I hope you like it! -Cherry [ January 06, 2004, 06:53: Message edited by: Saber Cherry ] |
Re: Move Along, Nothing to See Here
Fryon,
I remember you from my SEIV days and know that you really like the system that SEIV has in place. I found it ok, but not great. Everything was so clear cut and the people with the best spreadsheets won; I ended up finding it very dry. In the case of Dominions, it is more of a touchy feely game and I really love it. The very ambiguity makes it fascinating, makes it more like a real world where you do not know the statistics of people, you have to make a best guess. You are not impressed by the game, which is your right. I suspect that you will never really like this game because it is quite different than the more clear cut kind of game which I believe you like. |
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OOpsies, by the time I put this together, you posted again... Ok, half of my answers are probably off the mark http://forum.shrapnelgames.com/images/icons/icon7.gif [ January 06, 2004, 06:56: Message edited by: General Tacticus ] |
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Well as they say... no blood no foul http://forum.shrapnelgames.com/images/icons/icon12.gif Some of your complaints did seem rather strange as all of the hotkeys can be accessed from mouse clicks as well, but seems we've figured out what the problem was http://forum.shrapnelgames.com/images/icons/icon7.gif I didn't play much of Dom1, and I'll agree that if I had simply come to it without trying to find additional information and bugging the forums with questions I would have dropped it as well. The interface to Dom1 was a royal pain, Dom2 is at least an order of magnatude better, however, the documentation is still rather lacking in my opinion. Dom1 was really more of a love it or hate it game, Dom2 does a good job of making it more difficult to hate http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Move Along, Nothing to See Here
Dom1 generated alot of excitement in places such as the strategy newsGroups. Obviously not from the "buy a pretty box" crowd of average gamers. What kept it in the conversation is that it was the best game for people into wide variety and deep strategy.
And alot of the discssion did also revolve around the graphics, interface, learning curve, etc. What kept us going was the fact that the developers were in the newsgroup joining in the discussions. Well actually, I feel like I should say the programmers and graphic artists were there. This was one of the few games Ive ever been involved in where I felt we were all developers rather than just complaining Users. Now Dom2 exists. Most of what we asked for is in it. Much of what we have asked for in this new forum for Dom2 has been acknowledged by the programmers. I fully expect numerous patches. Not to fix bugs, but to add our requested features. This is not an off-the-shelf game, and in my opinion its not a game for off-the-shelf Users. IF you can get past the learning curve then I can almost gaurantee this is a game which will outlive a dozen off the shelf games. [ January 06, 2004, 16:02: Message edited by: Gandalf Parker ] |
Re: Move Along, Nothing to See Here
I find myself really confused about the underlying complaint, namely that the game has a poor interface and (the game) is unpolished. Let me explain.
One of the games that is widely acknowledged as being highly polished with a great interface is Warcraft III. When I tried playing that game I ultimately came to realize that, interface-wise, there were many things that needed to be done which could only effectively be done by hotkey and which weren't at all obvious to a new player. Dom II, by contrast, is completely accessable with a mouse. If there's something you want to do you can probably click around and find it. All it takes is the realization that much of the visible information can be interacted with. Once you know what you want to do, Dom II has a HUGE set of hotkeys that let you easily manage almost every usual function. Warcraft III's 'polish' seems primarily to be in it's simplicity. There is more-or-less a 'right' way to set up your base that quickly becomes automatic because the number of options is small - you need to harvest resources which means you build the resource harvest units and buildings first then you either upgrade your resource gathering ability or start the intial armies all while scouting the surrounding area. Dom II's polish is in the details. Every time you try a different type of Pretender with any given theme/nation you have to reconfigure the way you play the game to a certain extent. Ulm with the Iron Faith theme and an Astral 10 Pretender plays completely differently from Standard Ulm with a Rainbow Pretender. The polish shows in how many different VALID ways there are to play. Yes. There IS a learning curve, and it IS severe. But the basic complaint should have been that the game was too complex, not that the interface is bad or that the game is unpolished. Though to be fair, I suppose that may be the benefit of having survived the initial part of the learning curve speaking and that there is no way to perceive the difference until one has done so. ~Aldin |
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Comparing any real strategy game to filth like Warcraft is just plain silly... Warcraft is not a strategy game.
I see that you missed the post where I mentioned that this was from playing Dominions 1 demo, not Dominions 2... It is entirely possible to see past a learning curve... that is what makes people try to get past it in the first place, because they see something worthwhile. |
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Do you mean to retract your complaint that the game is unpolished and has a poor interface? I didn't understand that from your post that you'd been playing the Dom 1 demo rather than that of Dom 2. If so, my post is moot. If not, my comments about WC3 are legitimate because they address the two issues you were complaining about, not because they served any comparison within the realm of "strategy games".
~Aldin |
Re: Move Along, Nothing to See Here
I had edited it to mention Dominions 1 instead at the top quite some time before you made your post... My statements still stand about Dominions 1.
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A good example of polish in a fairly complex real-time strategy game is Rise of Nations. The designers there anticipated almost everything a player might want to do in a game, and gave him or her a simple way to do it (not in terms of strategy, but simply interface mechanics). In Dom2, you can also do most of what you want to do, but it's a much bigger pain. I think Dom2 is the best strategy game I've ever played. However, I do understand when people complain about its lack of polish. I think that the game is so rewarding that this lack of polish is forgivable. I disagree with those who claim the game should cost less because the lack of polish doesn't justify a $50 price - I think that's crazy when you consider how many hundreds of hours of total enjoyment you'll probably get out of the game. But as to the simple claim that the game is unpolished, I have to agree. |
Re: Move Along, Nothing to See Here
Fyron, tell us when you get into dom II demo. as a pillar of the Shrapnel forums, your opinion is rather interesting to hear.
It would be the first time (truely!) that I hear from a grognard strategy gamer that he dont appreciates dominions. Perhaps you will be such person, but I hope you will be as engrossed as us by the richness beyond belief of this game. Happy playing. |
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I would be interested in your opinion of the Dom2 demo. That is if you dont mind feeling like your in the wrong bar of the wrong town talking about the wrong team. http://forum.shrapnelgames.com/images/icons/icon12.gif [ January 07, 2004, 13:41: Message edited by: Gandalf Parker ] |
Re: Move Along, Nothing to See Here
In time. There is this meddlesome school...
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[ January 08, 2004, 04:27: Message edited by: Imperator Fyron ] |
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But there is no noise in outer space... http://forum.shrapnelgames.com/images/icons/icon6.gif
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Space vessels in outer space make a lot of noise moving around, plus, when they get hit by something, you get those spectacular explosions - even outside of all atmosphere. Everything's possible in high-tech universes http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Erm... in reality, sound waves have 0 chance of every travelling in a vacuum. Explosions would be very muffled. The only combustible gas is that which comes from inside the ships, which is far too limited to create the massive explosions seen in most science fictions movies/shows. High-tech does not eliminate the basic laws of the universe.
[ January 09, 2004, 01:12: Message edited by: Imperator Fyron ] |
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Black hole makes deepest-ever note Quote:
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You know, there was once a Star Trek episode where Data reported an explosion with a volume of someething like 4x10^23 decibels... forgetting not only that sound doesn't travel in space, but that decibels are already a logarithmic scale... http://forum.shrapnelgames.com/images/icons/shock.gif
Though I suppose it would be possible for a sound that loud to travel through space... remember, space isn't REALLY empty, there's the minute amount of interstellar hydrogen, as well as the constant quantum fluctuations of matter and antimatter being created and destroyed out of nothingness... so if you hit a molecule of hydrogen REALLY hard and it shot over a few kilometers and hit the next molecule of hydrogen, which just happened to hit another molecule of hydrogen, I guess you could call that a "sound wave" http://forum.shrapnelgames.com/images/icons/tongue.gif Actually, I suppose a sound of any volume would travel through space, because there's no friction to stop the hydrogen molecules from moving until they hit something... the sound would just travel VERY slowly! http://forum.shrapnelgames.com/images/icons/icon10.gif |
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Of course there is noice in the universe! God has a big band playing harps and horns and stuff. If that isn't noicy nothing is. http://forum.shrapnelgames.com/images/icons/icon7.gif
He also speaks to some of us http://forum.shrapnelgames.com/images/icons/icon12.gif |
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The "no sound in space" argument seems a bit silly to me in many cases. Where there are living humanoids, they tend to have air around them, so they will hear when their ship gets hit, etc. It seems quite reasonable artistic license for sci-fi film-makers to be able to place microphones all over the scene - even contact microphones on torpedoes, etc. http://forum.shrapnelgames.com/images/icons/icon12.gif
That Data example is hilarious. TNG bleh... PvK |
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[ January 09, 2004, 08:17: Message edited by: General Tacticus ] |
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