It’s been nearly a month since Act of Aggression was released, hence it is quite about time to have a look at all the community feedbacks and criticisms we have been processing since then. And how it will guide our hand in the weeks to come …
One of the most recurring topic for debates, disputes, rants, … was and remains … balance! According to some Historians, it could even have been one of the oldest topic on Earth, with cavemen debating about mammoths’ early rushes or the imbalance of their stone arrows.
This is actually a topic which matters greatly to us too, and for that reason we are closely monitoring both the forums and the servers’ statistics. After each patch, our game designers are reviewing the servers’ game stats, not just overall win ratios, but also very specific situations: in 1v1 or any other combination ; any length, under 10mn or over 30mn ; each faction pitted against any other individual one ; players with positive ELO only ; …
Taking all those parameters into consideration, we can make a pretty accurate picture of the game’s balance from patch to patch. Presently, the US Army & Cartel are in a pretty good spot, with only a few delicate changes to make to try to reach perfect balance. Chimera is lagging a bit behind, and may require some more testosterone injections to catch up with the other two. But with every patch, the gap between it and them is narrowing a bit more …
We intend to keep monitoring those stats in the weeks and months to come, and release balance patches every time we see some imbalance taking roots between the factions.
Another criticism we have been reading about in the players’ feedbacks is bearing on the economy, and more especially the three-resource system.
It has always been our intent to give the economy an important part in Act of Aggression. We knew it was a sensitive decision, hence the reason why so many questions from the VIP Beta’s survey were directed at that aspect. But for the disconnected resources networks, which we have therefore removed, more than two third of beta testers validated for the economy system.
Yet, there are many among the newcomers who feel that the economy is too complex, especially when it comes to managing and stockpiling three resources simultaneously. Others are complaining about the resources fields being depleted too fast and hence the games not lasting as long as they would like to.
To address those feedbacks, we will change the present “Starting resources” option into one allowing player to set the duration of resources fields. They won’t be infinite, but one should be able to extend the length of a game a good deal that way.
Going along that change, we will also increase the storage capacity of dedicated buildings, such as HQ, LEM, Outpost, …
The readability of infantry units has also drawn some flak. We agree that this is a problem, one which we have tried to avoid at the time of the “zoom-level debate”: by unlocking the zoom, which was originally tailored to fit with the units’ size, we have rendered the smallest units much harder to see.
The solution, as suggested by some among the community, will be to use different icons over each type: anti-tank, anti-aircraft, medic, sniper, riflemen, grenadier & mortar.
Finally, another thing we are planning to do is to propose an alternative “Grid Hotkey” binding to the existing one. We are also considering granting the ability to completely overwrite the existing key bindings with custom ones, but this option should be restricted to seasoned users, for they won’t be a dedicated interface for this.