0.7.X.X Feedback Thread

#21

Here’s my feedback about the last few patches:

There have been some big features introduced lately. I will share some stuff in the order of how it comes to mind, trying to always mind what the newest version of the games state is (for instance the “speed reading clipping” got fixed last patch:

TAA is impressive but personally it does not work out for me.
I tried it on 4k, on 2k, on low and high quality but the tradeoff doesn’t work for me.
It is the right AA solution for Space Games it seems. With there not being enough information in a frame to solve the “flickering”.
But it really feels like I am taking off my glasses with the big amount of blur I see when using it. In a way it makes the game more beautiful as it allows for much more immersion with the flickering gone …
but for hectic flight it is not that usable for me.
Maybe there’s a way to configure it as such that it works for me … I seem to have enough performance for it.
I tried low setting because I thought it would take less frames to compare between but instead it just got much more blurry. Maybe there’s a way for it to take less frames as reference but crank up the “classical” AA aspect of it? Will keep trying but I think I will prefer AA off.
SMAA doesn’t seem to work well with the Aliasing found in I:B.

The latest patch (0.7.2.0) added A LOT of polish to the UI. The changes to the glow really make the UI feel much more professional then it did before. It’s subtle but it looks much nicer!
The tactical view looks excellent with heatmap on. I think this is the aesthetic I:B needs.
Of course, adjusting all the colours for the different colour modes helped too.

The tactical view is cool and slick and quick to use. Took me a while to bind it to something that works but after that it was quite intuitive. I have to play with it more to give any more feedback on it.

AMS thickness change is nice. I like them being more visible. As for the balancing, kind of early to judge. I always felt like the Cap Ship missiles where a bit too strong and overshadowed the big guns the ships had but I guess that is more personal taste then anything else.

I suggest adding a “Custom” profile. There should be something for people which device or combination of devices is not in the list of complete layout. I once suggested different “Generic” profiles but I see how those can be problematic to maintain, let alone find configs that work alright with most devices.
As such I suggest a completely empty profile. Here:
http://lomsor.com/inovae/Profiles/Custom.xml
The bindings menu is almost perfect now, really much better then many other games. I see it has a “reset to defaults” button now and all other kinds of jazz. Nice.


Bugs and such:

Big bug I discovered last patch:
I think there is a limit missing somewhere in the code for as many “navigation help” rectagles are drawn on the UI … or maybe some other issue … see the Framerate (I usually have it fixed to 80 FPS) It only happens when target is selected and while in warp. Gets worse when being farther away from target.




The “cancel/exit” event doesn’t really work in most situations. I have it bound but it almost never does something. Same for the “next/previous” and such. Maybe they are placeholders for later and I am glad they are there for people not wanting to use joystick or other devices beside M and KB to navigate menues.

Still have this bug. Tried to launch from Steam Directly or otherwise but I always got it since the ping values got introduced:

The tooltip from “spawn” button stays there when closing the tab menu.

The tooltips for the two new added tick options in the keybindings screen are worded wrongly (Inverted). Probably a remnant from a previous version where they were inverted.

The default profile has some inconsistent dead zone values here, I suggest making them all the same:

Summary
        <Joystick ID="0">
            <Descr>-unused-</Descr>
            <Identifier/>
            <NameFilter/>
            <ForceFeedback>false</ForceFeedback>
            <Axis ID="0" Type="Auto" Deadzone="0.07" Power="1.0"/>
            <Axis ID="1" Type="Auto" Deadzone="0.07" Power="1.0"/>
            <Axis ID="2" Type="Auto" Deadzone="0.0" Power="1.0"/>
            <Axis ID="3" Type="Auto" Deadzone="0.07" Power="1.0"/>
            <Axis ID="4" Type="Auto" Deadzone="0.07" Power="1.0"/>
            <Axis ID="5" Type="Auto" Deadzone="0.0" Power="1.0"/>
            <Axis ID="6" Type="Auto" Deadzone="0.0" Power="1.0"/>
            <Axis ID="7" Type="Auto" Deadzone="0.0" Power="1.0"/>
        </Joystick>
        <Joystick ID="1">
            <Descr>-unused-</Descr>
            <Identifier/>
            <NameFilter/>
            <ForceFeedback>false</ForceFeedback>
            <Axis ID="0" Type="Auto" Deadzone="0.07" Power="1.0"/>
            <Axis ID="1" Type="Auto" Deadzone="0.07" Power="1.0"/>
            <Axis ID="2" Type="Auto" Deadzone="0.0" Power="1.0"/>
            <Axis ID="3" Type="Auto" Deadzone="0.07" Power="1.0"/>
            <Axis ID="4" Type="Auto" Deadzone="0.07" Power="1.0"/>
            <Axis ID="5" Type="Auto" Deadzone="0.0" Power="1.0"/>
            <Axis ID="6" Type="Auto" Deadzone="0.0" Power="1.0"/>
            <Axis ID="7" Type="Auto" Deadzone="0.0" Power="1.0"/>
        </Joystick>
        <Joystick ID="2">
            <Descr>-unused-</Descr>
            <Identifier/>
            <NameFilter/>
            <ForceFeedback>false</ForceFeedback>
            <Axis ID="0" Type="Auto" Deadzone="0.075" Power="1.0"/>
            <Axis ID="1" Type="Auto" Deadzone="0.075" Power="1.0"/>
            <Axis ID="2" Type="Auto" Deadzone="0.0" Power="1.0"/>
            <Axis ID="3" Type="Auto" Deadzone="0.075" Power="1.0"/>
            <Axis ID="4" Type="Auto" Deadzone="0.075" Power="1.0"/>
            <Axis ID="5" Type="Auto" Deadzone="0.0" Power="1.0"/>
            <Axis ID="6" Type="Auto" Deadzone="0.0" Power="1.0"/>
            <Axis ID="7" Type="Auto" Deadzone="0.0" Power="1.0"/>
        </Joystick>
        <Joystick ID="3">
            <Descr>-unused-</Descr>
            <Identifier/>
            <NameFilter/>
            <ForceFeedback>false</ForceFeedback>
            <Axis ID="0" Type="Auto" Deadzone="0.075" Power="1.0"/>
            <Axis ID="1" Type="Auto" Deadzone="0.075" Power="1.0"/>
            <Axis ID="2" Type="Auto" Deadzone="0.0" Power="1.0"/>
            <Axis ID="3" Type="Auto" Deadzone="0.075" Power="1.0"/>
            <Axis ID="4" Type="Auto" Deadzone="0.075" Power="1.0"/>
            <Axis ID="5" Type="Auto" Deadzone="0.0" Power="1.0"/>
            <Axis ID="6" Type="Auto" Deadzone="0.0" Power="1.0"/>
            <Axis ID="7" Type="Auto" Deadzone="0.0" Power="1.0"/>

Bonus Shots:

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#22

I added debug info to the log file this patch to try to figure it out. Can you send me your log file ?

#23

Reminded me - I’ve had that ping bug for quite a long time too. Except I didn’t know it was a bug - just assumed they were virtual servers all in the same location or something… :sweat_smile:

Where are the logs?

#26

Pah. @pictbrige quite bizarre as we are used to. Ha. Just look out a bit to not overdoo it. Maybe use this thread more: The Random Thread
Also… I am still not German. :sweat_smile:

The logs are under “Documents/I-Novae studios/ Infinity Battlescape/Logs”.
I sent mine trough discord because I could just upload them directly there.

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#28

Some feedback for Patch 0.7.5.0.

Thanks for the update team. I jumped in and tried to check out most of the changes.

First thing that came to my attention is that the colours get a bit wonky now with every change to the UI system. That’s a thing for polish later for sure, I am no designer but I feel like there are too many different and not pallet matched colours on the UI.
The HUD doesn’t irk me as much as the UI as that primarily needs to be functional and more colour helps discerning things.

Just feel that the colours on the mission screen are clashing a bit too much.


Otherwise, it looks pretty rad. It’s cool to see HVK Adexandor before jumping into battle. Exciting.

I like the thread indicators. Wanted to do some light skirmish and found a lone destroyer near a factory when spawning at a yellow dot factory.

What annoyed me there was that I wanted to keep going after the destroyer but after I died the game jumped to select a station instead … hmm.


New warp counters are nice. :+1:


Another thing for polish here. It’s kind of nice that the “Stand By” Rectangle goes over the deploy selection rectangle, but it’s weird it doesn’t cover it completly.

I don’t like the deploy selection area at the bottom not so much anyway though. I repeadetly accidentaly pressed “instant action” because the buttons look the same and honestly after just dying the information in that area is a bit too dense.
Maybe if I played the game more tactically I would take the few seconds to really pause and use all the tools there to think about my next deployment but how I play the game currently I just want to be thrown into the battle again (as it doesn’t really matter where you fight the big blob … :man_shrugging:)

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#29

Thanks for the feedback. Yep, it still needs some polish. I notice that you’re playing with the orange color theme and I suspect some of the colors aren’t well suited to it. Give a try to the blue color theme for example and let us know if you still feel the colors are clashing.

I know Jan’s been working on some alternate “instant action” deploy buttons, to differenciate the two buttons a bit more. In theory, the idea is that you don’t have to spend too much time thinking, after dying in a battle, you just hit the instant action button and there you go. Unless there are no carriers and no AI bot available for your ship class, in which case it becomes more complicated, with the button getting disabled / re-enabled depending on the availability of the ship classes in battle.

We are having our own doubts about the visual complexity of the new deployment panel. I’ve been adamant at keeping it as simple as possible ( only the two deploy buttons ), while others in the dev team do like the shortcuts to select the ship class or the top 3 missions, without having to go to the dedicated screens. They’re just a click away anyways, so it’s possible that we’ll eventually decide to simplify that deployment panel. More feedback from players there is welcome.

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#30

Tug of war impressions

Definitely a step in the right direction!
I managed to play one match till the very end (although not from the very beginning). With the changes the match progression feels more engaging and ultimately more fun. Now there is a sense of achievement when a battle is won. It’s also clear what happens after a battle has been lost.

I have encountered one particular issue that may need rethinking. At the very end of the match, the score was about 150:2000 and our team was winning. However, the last few battles dragged on for very long. Specifically, because when our AI commander attacked an enemy facility, the attacking fleet was very small, despite the huge difference in the score. Clearly, there was no chance for the other team to have a comeback having such a 10 times disadvantage. I think, the attacking/defending fleets should be equal in strength only when the scores are approximately even and/or when the number of “alive” facilities is approx. equal. So basically in the scenario that I have experienced, the last few battles were supposed to be all-in on both sides, to have a spectacular final battle.

Another suggestion, comes from the following observation. After any battle, which I was able to survive in a capital ship, my vessel was always pretty damaged and low on ammunition. It’s not a problem for AI, which simply despawns and reappears fully loaded. However, for a player, there is a considerable downtime – having to fly back to a station, while “rich” players would simply self-destruct. It would be more logical, to spawn a repair platform/ship in the orbit close to the battlefield. Either have it spawned only after a successful battle or during the battle, so that the players could rearm/repair much quicker.

Looking forward to seeing improvements to the tug of war mechanics.

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