[Suggestion] Edge Scroll Delay off by Default and Continuity in City Building

I've encountered a lot of behavior in Elemental that strikes me as just plain odd.  One of my biggest gripes is that the game in general just feels unresponsive to my mouse clicks.  I'm not sure how else to explain the feeling of frustration I get when I click on an action and nothing happens until I click it again.  Anyway, I've picked a couple of these issues that I hadn't seen mentioned yet:

 

1. Edge scroll delay should be off by default.  It took me some time to find this option, and before shutting it off I was getting very annoyed with the delay when trying to scroll around the map.  Add this effect ontop of the occasional skipped frames that occur and the gameplay and immersion is broken completely.

 

2. City building - some buildings can be built from the build menu.  Others require you to click on the resource within your zone to build on them.  It should be one way or the other as it is not very intuitive right now.  I couldn't figure out why I couldn't find a farm on my city's build menu.  After all, I'd found and built several other buildings from there.  I should be able to select farm from the build menu and then the available locations in that cities zone of control that can support a farm should light up so I can click one to build on.  Instead, I have to click on the individual specialty tiles and see if I have the proper technology to build on them, and then tell it to build it.  It makes no sense to split these build functions into two different locations.

2,175 views 4 replies
Reply #1 Top

Also, because of the way external resource producing sites are set up, you don't seem to need the technology to build the improvement to access them.

Best regards,
Steven. 

Reply #2 Top

Others require you to click on the resource within your zone to build on them.
End of quote

 

I believe this only happens when the resource is not considered adjacent to the city (i.e. several tiles away from built structures..) If this is the case I do not find it a real issue.. I actually like that when i simply want to build on a resource i can skip clicking the city build button as this is one less click...

Reply #3 Top

I think a problem is, if you build an improvement by clicking on the special square, it doesn't count as if it is being built by the town.  For example, a Farm on Fertile Land, can either be built by the town, using up its production capacity, or built by clicking on the square its own, which doesn't use up the town's production capacity.  This is a bit weird and maybe analogous...  It seems you only need to worry about regular buildings to use a town's production capacity - any special squares can be build without taking up production capacity of the town.  The problem is, it can be built by the town, using up its production capacity, when it doesn't need to.

How is the OP's point about special squares and their improvements going to be handled in 3C and beyond?

Best regards,
Steven.

Reply #4 Top

Quoting Twohawks, reply 2

Others require you to click on the resource within your zone to build on them.
 

I believe this only happens when the resource is not considered adjacent to the city (i.e. several tiles away from built structures..) If this is the case I do not find it a real issue.. I actually like that when i simply want to build on a resource i can skip clicking the city build button as this is one less click...
End of Twohawks's quote

Perhaps this is true, as I did move my city an additional square away from the fertile land in order to be slightly closer to some nearby gold mines.  That doesn't address the issue I have with it though.  Why should some buildings be built within the build menu, while others require me to click on the square to build them?  As my zone of influence increases, does this mean I will have to manually scan the surrounding area and click on each individual mine/lost library/horse/forest etc. and hope I haven't missed one around any of my cities?  Shouldn't the build menu be automatically updated when my zone of influence increases and add any additional options for unused specialty tiles that I have the proper research for?

 

I think the zone of influence and building on any specialty tiles without having to be connected is a great idea, but it should be a bit easier to maintain.  You mention having to do one less click, yes, but I'd rather have one extra click then have to manually scan the map for specialty tiles.  All I'm asking for is to be able to use the city's build menu to perform all building construction within its particular zone of influence.

 

EDIT: Tested just now and they do show up in the build menu if you have something built in an adjacent square.  They do not show up in the menu if you do not.  I demolished a building next to a gold mine and the option for building the gold mine also disappeared from the city's build menu.  I had to click on the gold mine to build it instead.  I think this is a bug with the new zone of influence system.