Keybounce
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« on: June 25, 2011, 22:28 » |
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General, overall: It seems very slow to move up and down in auctions. Responsiveness seems poor -- it is hard to move one notch. Naturally, the AI has no such problems.
In this game, everyone (myself and 4 AI's) bid zero, so naturally, and confusingly, four AI's picked race before I did. It took me a couple of rounds to figure out that the picking is in player order -- so while I have not verified this yet, it seems that the amount you bid is just subtracted from starting money, giving last place to the high bidder.
Around mid-game, I wanted to switch over to crystite. So, I took Mechon (new ability: You choose first next time), so I would be able to take Packer (eat food from plots to gain development time).
I started with a full bar of food. I used up about 70%, and went to a food plot. I was there for over two seconds. My bar never went up.
So much for that strategy.
How is the packer supposed to work?
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Keybounce
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« Reply #1 on: June 25, 2011, 22:36 » |
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Three pirates? That was unexpected :-)
If you spend a long time at the character selection screen, the game will go much, much slower.
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Keybounce
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« Reply #2 on: June 25, 2011, 23:46 » |
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Artificial stupidity in land auction: Spending way more than anyone else had, let alone what anyone else was bidding
AI hording smithore above the 50 spoil mark. Oh, the smithore spike never came, and the AI never sold.
One AI was short of food, and made no attempt to do anything about it -- straight into the pub, leaving plots undeveloped, etc. Two food, I believe. Oh, next round, full food, same thing. No energy, and now nothing.
No graphic for pest attack -- which plot?
Auction: The AI will charge up towards the sellers, even if they are the only buyer. No attempt to wait for the sellers to come to them.
That same AI continues to buy food, and energy, and then sit and do nothing. (This continued the whole game.)
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Gohar
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« Reply #3 on: November 14, 2011, 19:37 » |
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As of November:
ORE - AI hoarding of ore above 50 still occurring, as pointed out by Keybounce above - I note that fire does not affect mules or ore in store, but only energy and water.
CRYSTAL - When meteor lands, the impact zone and the meteor disappear. Should stay on screen like in current mule. - I note that quake affects ore but not tite. Not a suggestion but just an observation worth pointing out.
FOOD - I have had no problem with stealing food from rival plots, and my timer does increase appropriately.
- I also agree that the graphic movement in auctions seems languid. Needs to be smoother, rather than feeling like I'm running through water. Makes game feel unnecessarily slow as a result.
DISPLAY - My biggest gripe with mule 2. There is an extra UNUSED column on either side of the map which is completely unnecessary, and also takes up screen space that I would prefer to have for my tite tracker : D - Please please remove this extra column. Just makes the map harder to understand.
LAND GRANT - The colour of the timer is yellow. THis can confuse yellow coloured player. Should the timer be changed to a neutral colour?
RACE ABILITY - I was initially a sceptic, but have been won over by this feature - There are characters for ore, tite, and food, but none for energy. Should there be a character who can steal unit of energy or give a unit of free energy to a plot of his choosing?
AI - I am glad to see they can be tempted by high prices, and are more willing to pay prices according to their own need (compare to current mule where they wont pay more than 25-50 bucks for food even if desperate) - Am glad to see they are more willing to pay higher prices for land
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AryuLimitless
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« Reply #4 on: December 30, 2011, 18:51 » |
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After playing a couple of games, I noticed that the "cards" used in MULE (the ones with the nifty sayings and hand-drawn graphics) are quite easy to read.
The messages near the bottom center of the map, when the AI wins in the Pub, these are all legible EXCEPT for the YELLOW player. The yellowish background of the planet interferes with the bright yellow of the messages. It also makes it even harder to read when YELLOW decides to place his plots along the center 5 on the map. (Makes it nearly impossible to read.)
The Messages along the bottom center of the map. Can you make an audible noise (like radio white noise), darken the entire center of the map, scroll the message into place, wait a couple of seconds, then continue the scroll to leave the screen and undarken the lower map border?
Also, there's no "Congratulations! You've found the Wampus, but he decides to pay you $XXX to let him go free." when you find the Wampus. All you're given is a floating "$XXX" dollar amount and the super-tiny Wampus head disappears for the rest of the entire game! (I collected $150 or $250 when I ran into his little head, then he was nowhere to be found for the rest of the game. (This was in Round 3.))
On another note: When you're playing with up to 4 AI opponents, you punch the MENU button and it comes up as expected. The whole issue is with this menu, it SHOULD pause your game when you're technically playing by yourself. I understand that there's no pause in a networked game, but you're playing against AI players-- on your computer-- and you have to answer the phone or get the door... How do you pause the game for that? In a networked game, there is no pause. The player just has to deal with the loss of action, etc. and deal with it (I've played Borderlands and Halo; I know about player loss due to player inaction.) Short of killing the game from the menu, there's no single-player pause...
Just my two cents... I hope these can get resolved, though not bugs, and everyone can get back to what they're doing!
~Aryu
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