MagicwillNZ MagicwillNZ

Are we ready for Beta 2?

Are we ready for Beta 2?

The question that the developers have posed to us is whether Elemental Beta 1Z is ready for Beta 2 or not, whether the game was playable and/or stable enough. This thread is where people can post their opinion on the subject. My own evaluation will be posted shortly.

24,757 views 51 replies
Reply #26 Top

Quoting Denryu, reply 25
So my guess is that since we are at 1Z (kind of implies the end of beta 1) that there will be no major gameplay changes to Beta 1 and all or almost all updates will be to get stability to the point that everyone (I mean 70%+ of everyone) can support moving to Beta 2. This is my guess, any comments on it's accuracy or lack thereof?
End of Denryu's quote

A couple.  I tend to agree for the most part, but it's not like they won't implement something if it's needed...  Though, that's common sense, so...  I guess I'm just saying the obvious there.

I think stability should be more like 90-95% too, but it is the Beta after all.

Stability also has to do with being able to finish a game, which I still cannot do.  I generally make it to something around 200 turns, barring anything especially wonky.  (Like trying to build a 4th city for instance.)  Again, stating the obvious...  I must not be in my right mind today.

Quoting DamnedChoir, reply 17
Definably not. Even without CTD's the game certainly still /feels/ too loose, too buggy, and in general less 'tight' than even previous releases.


Still needs some tinkering.
End of DamnedChoir's quote

I dunno what you're talking about...  This game feels plenty tight, just unstable, almost no graphics, and no intelligent AI to speak of.  And two out of three of those qualms are for the far future, so they don't even factor into this.  And despite only having had the Beta for 6 hours now, even Mechanics-wise, I can feel, literally feel everything beginning to mesh together.  I will agree that it definitely needs some tinkering though.  But Stardock is very good at tinkering.  =P

MagicwillNz's story there also brings up a point.  It sounds to me like the AI was retreating over and over again for fear of being squashed.  Even at this stage, it's probably necessary for the AI to know they should try to defend their cities...  So there's something to consider.

One more thing I think needs to be tweaked before Beta 2 is the broken Stack-Mechanics.  It's not entirely broken mind you, at least not in my experience, just whenever you try to exit a city with more than one unit selected.  Already put up a Bug Report for it with SS's, so hopefully that'll help.  But I feel like forcing players to move their army out one unit at a time is already tedious in SP, forget having to do it in MP...  For Multi-Player, that really is a game-breaker.

Edit:  One MORE thing, the frequency and uber-ness of Trolls.  Trolls make getting around the map annoying sometimes, nigh impossible other times.  Seeing Six Trolls across Four Stacks also tends to tell me that there are too many or that they're being created far too frequently.  They like to push your units back far too often, and really, without a small - medium sized army, or an Uber Sov/Hero-Party, taking them out is...  Well, quite literally impossible.

Reply #27 Top

No. still will not intialize display on  this dual monitor system .

with that said however  the game now actually runs on this computer (single display)  so at least there is progress on that front.

hopefully i will be able to play more .

 

Reply #28 Top

Quoting Denryu, reply 25
So my guess is that since we are at 1Z (kind of implies the end of beta 1) that there will be no major gameplay changes to Beta 1 and all or almost all updates will be to get stability to the point that everyone (I mean 70%+ of everyone) can support moving to Beta 2. This is my guess, any comments on it's accuracy or lack thereof?
End of Denryu's quote

The remainder of Beta 1 will be about stability.  Making game mechanic changes or making it "fun" isn't what beta 1 is about.  

The criteria we will be using to determine whether we believe it's ready to go to beta 2 would be:

1. Reasonable stability. Defined as the typical beta tester able to complete a full game (win or lose).

2. Robust saved games. Defined as saved games being capable of perfectly reproducing the game state (key for debugging in beta 2).

3. The ability to run a new game from within a new game.

4. Basic game mechanics in place. Defined as meaning that two people playing each other multiplayer can effectively start and complete a game.

Beta 1Z fails items 1 and 3.  Item 2 seems acceptable. Item 4 is acceptable.

Regarding the AI. There really isn't any AI yet (I haven't written any code yet).  The way the AI is developed is that I specify a series of APIs that the AI will need access to (example AIFindNearestEnemyUnit() ). Once there are enough of these worker functions implemented, I can start.  I don't expect to start coding the AI until Beta 3.

 

Reply #29 Top

Quoting Frogboy, reply 28

Quoting Denryu, reply 25So my guess is that since we are at 1Z (kind of implies the end of beta 1) that there will be no major gameplay changes to Beta 1 and all or almost all updates will be to get stability to the point that everyone (I mean 70%+ of everyone) can support moving to Beta 2. This is my guess, any comments on it's accuracy or lack thereof?
The remainder of Beta 1 will be about stability.  Making game mechanic changes or making it "fun" isn't what beta 1 is about.  

The criteria we will be using to determine whether we believe it's ready to go to beta 2 would be:

1. Reasonable stability. Defined as the typical beta tester able to complete a full game (win or lose).

2. Robust saved games. Defined as saved games being capable of perfectly reproducing the game state (key for debugging in beta 2).

3. The ability to run a new game from within a new game.

4. Basic game mechanics in place. Defined as meaning that two people playing each other multiplayer can effectively start and complete a game.

Beta 1Z fails items 1 and 3.  Item 2 seems acceptable. Item 4 is acceptable.

Regarding the AI. There really isn't any AI yet (I haven't written any code yet).  The way the AI is developed is that I specify a series of APIs that the AI will need access to (example AIFindNearestEnemyUnit() ). Once there are enough of these worker functions implemented, I can start.  I don't expect to start coding the AI until Beta 3.
End of Frogboy's quote

I have to disagree on item 2.  I've yet to successfully load a save, crashed game or no, it always locks up at the 'Creating World' screen.  However, I'm unsure of how to go about reporting that as a problem...  (Meaning, what Stardock needs to identify the problem, and what tag I should put it under in the Forums.  I'd assume [Crash], but even if I'm right, like I said, I don't know what data you guys need out of me to get it fixed.)

Reply #30 Top

Quoting Frogboy, reply 28



3. The ability to run a new game from within a new game.

Beta 1Z fails items 1 and 3.  Item 2 seems acceptable. Item 4 is acceptable.

Regarding the AI. There really isn't any AI yet (I haven't written any code yet).  The way the AI is developed is that I specify a series of APIs that the AI will need access to (example AIFindNearestEnemyUnit() ). Once there are enough of these worker functions implemented, I can start.  I don't expect to start coding the AI until Beta 3.

 
End of Frogboy's quote

3. Does that mean to start a game, exit that game, and start another game and have it run without exiting the Program? It sounds like that's what that means.

When it comes to the AI (I know it might be too early to theorize this) but, how will you handle the AI being able to raise and lower the land and the player being able to block them-selves off by creating a water barrier between themselves and the attacking AI?

I only ask because in a thread I made a while ago (Here) I blocked my-self off from the attacking AI and they couldn't get to me. Of course with no "AI" in place at the moment that's understandable. I'm curious to know how you'll solve this though. Will the AI be fully aware that it can raise and lower the land? And if so, won't it just be able to "cheaply" make a bee-line to where-ever it wants to attack? All the various spells and abilities and units in Elemental will give the AI a lot of options to use and if it's "too good" at it that might be considered "cheap". I think it will be very hard to balance the AI between being too smart and too stupid.

Note: Before anyone goes there, I'm perfectly aware there's no such thing as a Real "AI". If you think there is you've seen one too many Sci/Fi movies. We don't have the technology to make a computer that can actually think on it's own at anything higher then a insect's intelligence. Even that isn't real "thought" but rather it emulating instincts.

Reply #31 Top

Quoting RikazeMA, reply 29

 However, I'm unsure of how to go about reporting that as a problem...  (Meaning, what Stardock needs to identify the problem, and what tag I should put it under in the Forums.  I'd assume [Crash], but even if I'm right, like I said, I don't know what data you guys need out of me to get it fixed.)
End of RikazeMA's quote

Go Here my friend. All you'll need to know and how to do it are there.

Reply #32 Top

@Rishkith

Thoughts after crashing out of my third game:

  • Lots of little tweaks, many not for the better.
  • It is too easy to miss that a town completed building something unlike the old pop-up scroll. I don't like wasting turns on empty build queues because I couldn't find the notice.
  • My Sov is able to get her rear handed to her by spiders and bandits 8C , even after finding a special weapon and combat speed ugprade. Getting to level 2 is tougher, but  maybe too much so.
  • What do I have to do to make spell research progress?
  • Aggressive AI!!!! Do they really have to declare war before they have an army a couple turns after meeting me? How do they even know what I have in defense?
  • Can't train anything but peasants, but nothing tells me why....
  • Still not seeing any quests even after researching the tech. Maybe I'm just not getting far enough in-game.
  • Building goes real fast, though right now every building feels like a roadblock because there is so much game functionality I can't have till I've built a building. Really I can't even train peasants without a command post? Who ever thought making a farm hand fight for his own life would be so difficult.
  • Towns might have been a bit snaky sometimes before, but now it seems they're ALWAYS VERY SQUARE. I'd take sometimes snaky over always square.
  • The early game seems to involve a lot more micromanagement now. I don't mind, but it should be made more fun.
  • Not seeing the fun of a global economy yet. Though I'm crashing too soon for my economy to get very large.
End of quote

Agree with the city updates : the icons onthe right aren't different enough from one another. Or some of them should be flashing the round they are created

Disagree about spider : create a custom sovereign like that : best equipment, 20 in dexterity and strength. Dex and str will get you double bonus from weapons and armor. At the moment, armor is way more important than attack, because you can be invincible against a lot of enemies that strikes for 1 or 2 or 3 points of damage.

AI isn't looked at at the moment.

Disagree about training : when you try to build a unit you can't, you'll see in red the resources needed.

I got quests. Even without researching the techs. But it can come from the fact I used a workaround to make them work in 1G.

Disagree and agree with limited abilities from buildings : being unable to train peasants or pioneer without a command center is a good idea: you'll be able to create cities without them, without workshops etc. Those cities will be big cities, with lots of population, or research cities, whatever suits your strategies. So we have choices. But ! Each city should be able to train at least some kind of milicia and the pioneer, even without a command center.

Square Towns : Remember you can create chokepoints. If you build a non-square city you can deny access to some area of the map. Frogboy showed it in it's beta 1Z walkthrough. What I don't like about the square towns is that i can't build in a straight line. I have to wait the first building to be built to sart the second.

If I want something like : ABCDEFG, I have to wait A to be finished to start B, etc. And that's a lot of micromanaging, and a lot of lost turns (because you didn't notice A was finished). I hope we'll be able to easily plan buildings that are not adjacent to already existing buildings, but that are adjacent to planned buildings.

I can't say at the moment about global economy, it's too early to give a solid opinion. I can just say that it's both more interesting that before, and that some things already annoys me. Only time will tell.

Reply #33 Top

Quoting Tridus, reply 18

Quoting SuperTimo, reply 14Hello, a new beta tester and pre-orderer here! First of all I have to say that the game seems very promising indeed! But the longest I've so far played without crashing has been 15 minutes in this beta released now So definitely a lot of work to be done before moving on. Hopefully I can help!

Head over to the beta forum and submit those crash logs!
End of Tridus's quote

 

Did that immediately when they happened :)

Reply #34 Top

Quoting Raven, reply 31

Quoting RikazeMA, reply 29
 However, I'm unsure of how to go about reporting that as a problem...  (Meaning, what Stardock needs to identify the problem, and what tag I should put it under in the Forums.  I'd assume [Crash], but even if I'm right, like I said, I don't know what data you guys need out of me to get it fixed.)

Go Here my friend. All you'll need to know and how to do it are there.
End of Raven's quote

Then I assume they'd want the same data as if you were reporting just a normal crash, else you wouldn't point me to that.

I asked because I checked that thread, I've actually used it in the formulation of two threads today...  It just wasn't made clear if that's the data they need for failing to load...  Got my answer now though, thanks Raven.  ^^

Reply #35 Top

Quoting Frogboy, reply 2
NO.

Beta 1Z is not adequate.
End of Frogboy's quote

 

I agree

Reply #36 Top

Quoting Frogboy, reply 19
Looks like there's ANOTHER update. Half the issues we're running into have to do with getting all the new data files properly checked in.
End of Frogboy's quote

Nice! :)

Reply #37 Top

I was about to say, "No way is it ready for beta 2," but the developers beat me to it!

 

It really isn't ready though: if I crash roughly every 100 turns, and someone else crashes once every 100 turns, then the probability of one of us crashing in a multiplayer game is 1/100, we'll probably crash before turn 50. If there are three players, turn 33. 4 players: turn 25.

In other words there's no point in doing multiplayer until the crashing issue is worked out.

Reply #38 Top

I take back the statement of "almost ready". I'm still crashing in the early game, even with the patch just released. This must be maddening for you guys.

Reply #39 Top

Basically, we're going to stay in beta 1 as long as it takes for the game to be reasonably stable.

There is no point whatsoever in having a multiplayer beta if single player is unstable.

That said, I was able to play completely through today without any problems with Saturday's update. YMMV.

Reply #40 Top

Good for you Frogboy. I am having random lock-ups [I've started 3 games so far -> 1 CTD & 2 lock-ups] after ending turns in 0.299

I had no probs like this in 0.298

Here is the topic btw https://forums.elementalgame.com/379934

Reply #41 Top

I actually like this version but on the older one *last version* i was able to reach turn 759! and on the new 1Z even with all the updates currently available i cannot reach turn 120.

 

Which while it's still nice is just abit too buggy.

 

I'm not going to complain i know it's beta but i wanted to add my input.

Reply #42 Top

I'm still getting the crash when invading enemy cities :'(

Reply #43 Top

I get a funky issue that turns my soverign into a city. No joke: one second he's there, then the next second he can't be found on the map, but he still has an icon in the upper left. You click on it and it selects the city where you can build stuff. He's not *in* the city, either: there's no unit to pull out. He just straight out becomes the city and you can even use the cursor that selects where to move, but obviously you're a city now and can't move.

Either his unit is getting deleted or he's falling into the stack for cities.

Reply #44 Top

Did they disable marriage and dynasties for this release or is it just me?

Reply #45 Top

Marriage is in. Males with the Damsel in distress (if you make the quest work) and females with the Knight (same as damsel...). Children are too.

Reply #46 Top

Well well, I haven't had time to play Elemental with my new job :grin: , so I loaded up 1v4 and damn! I was impressed. Two games I played 500+ turns that were completely stable! I'm very happy with the work, and in my opinion 100% playable, even if the game is a little... uh... dull... right now... :X

I'm ready for Beta 2! What about you guys!

Reply #47 Top

Quoting Frogboy, reply 28

Quoting Denryu, reply 25So my guess is that since we are at 1Z (kind of implies the end of beta 1) that there will be no major gameplay changes to Beta 1 and all or almost all updates will be to get stability to the point that everyone (I mean 70%+ of everyone) can support moving to Beta 2. This is my guess, any comments on it's accuracy or lack thereof?
The remainder of Beta 1 will be about stability.  Making game mechanic changes or making it "fun" isn't what beta 1 is about.  

The criteria we will be using to determine whether we believe it's ready to go to beta 2 would be:

1. Reasonable stability. Defined as the typical beta tester able to complete a full game (win or lose).

2. Robust saved games. Defined as saved games being capable of perfectly reproducing the game state (key for debugging in beta 2).

3. The ability to run a new game from within a new game.

4. Basic game mechanics in place. Defined as meaning that two people playing each other multiplayer can effectively start and complete a game.

Beta 1Z fails items 1 and 3.  Item 2 seems acceptable. Item 4 is acceptable.

Regarding the AI. There really isn't any AI yet (I haven't written any code yet).  The way the AI is developed is that I specify a series of APIs that the AI will need access to (example AIFindNearestEnemyUnit() ). Once there are enough of these worker functions implemented, I can start.  I don't expect to start coding the AI until Beta 3.

 
End of Frogboy's quote

 

We need to get this stickied!

Reply #48 Top

Just wondering are we going to need random maps to move to b2?

Reply #49 Top

Quoting kapeman, reply 47

We need to get this stickied!
End of kapeman's quote

It has been for a while.o_O And Beta 2 being problaby this week (maybe next), not that it'll matter much.

Quoting Jam3, reply 48
Just wondering are we going to need random maps to move to b2?
End of Jam3's quote

I'd vote for a single tiny map for Beta 2. If it's just about connecitvity and all that, one map is more than enough. Maybe?

Reply #50 Top

Quoting Wintersong, reply 49

I'd vote for a single tiny map for Beta 2. If it's just about connecitvity and all that, one map is more than enough. Maybe?
End of Wintersong's quote

Agreed.