Log in Page Discussion History Go to the site toolbox

GC: bugs

From BluWiki

>==Bugs==

1- Capsule lab accepts wasting of turns or money - this is annoying.

2- ship research used with not enough turns will not set itself to 9 turns like infrastructure research does (as per player preference). It might even go to zero, which is by definition useless without annoying correction!

3- "Reward population": not clear to all english dialects. Perhaps substitute "propaganda" or "social program" or "give gifts" or "improve morale" or something.

4- House rules: if it's not fair to attack more than twice in a row, why not have the code prevent it at all (UW being the exception?)

5- Mission rewards: it says you have a reward, but actually the reward is given only when we see the text of the next mission!

6- Mission rewards: smart people avoid some rewards like the plague because it slows down their infrastructure research style. Why not turn the +2 housing to "+2 on your highest infrastructure level"?

7- Aspha miner Missions: smart people avoid them like the plague if it doesn't fit their income style. Especially the fact you end up with +5 mining with +5 industry (it goes against specialization and against the tax miner)

8- PR: PR can be inexact and lead to newbies logging off at 5001 and feeling devastated at the results. This occurs too often to count and the logout-login fix is unconvenient and server ressources wasteful at best. In the RT, a logout-login with 5001 PR is about 30% chance of being attacked!

9- Player $ not updated after some of his market stuff was sold, forcing logoff-login. Horror stories of newbies starving their pop as a result of not knowing they could afford food are occasionally seen.

10- Price appearing in the market for sell tend to be "1, 200" style rather than "1200"; this is annoying as it is unusable without player correction (and the bottom box shows "NaN").

11- Already researched tech menu, click a tech: why should we see how much turns left to get the tech we already have? Or cancel the tech we're researching for one we already have??

12- chat (right of screen kind at least) intermittently cuts off the last few characters, that may have to do with going over the limit and deleting the extra then about 2 characters may get lost.

13- Some empire names use swearwords; Please apply swear filter to empire names and and add "screw" and "balls" and a list of drug-related words to the list. As well as (o)(o) and (.)(.) those are "breasts" to the teenage males in the channel! (-;

14- The swearword alteration code may result in cutted off words when the substitute is longer than the word intended. Think cockroach -> chickenroach

15- When running out of raw materials or food for the first time in a while, have a line mention this to the player *please*. Or perhaps one turn before it expected to happen.

16- Housing can be razed leaving planets without not enough population still being fully productive. This looks harmless, but planets transfered to a housing level 90 empire can be purposely boosted with 9% more non-housing infrastructure than the original owner could on his own. Just cutting production by the worker shortage percentage would stop both the small cheat and the big one.

17- the % of exploration already done needs to be rounded down. Otherwise I get this:

18- Pop reduction does not reduce PR; this may have singlehandedly caused the final fall of freedomnow's UW attempt. See GC: freedomnow interview.

Ships in fleet 1

Scanning power	 40

Planets	 31
Exploration points	 1,186,880
Exploration completed	 100.00 %
Turns required*	 1

which is confusing.

Would look or feel much better: -It should always be possible to put 1 housing and 1 pop on planets with zero housing. Zero population homeworlds are permanently "broken" (and it's a common error - I've done it).

-Clickable federation names instead of "more info" under it. (intelligence screen)

-An option to set the right-screen chat to only people playing GC and possibly only the server the chatter is on... it stops the right-screen chat from being confusing. I recently followed advice meant for UC for my GC game. Again. *DOH*

-A "next update at #:##" in the market, so player know when their stuff will be available.

-When buying or posting stuff for sale, perhaps show the market screen instead of having to deal with the back button.

-Market price caps do not reflect perceived values of some goods on some servers (many players would gladly pay triple). Perhaps a slowly adjusting, daily calculated price cap adjust based on median player prices (NOT averages) would help?

-Clustering colonies (and using gordos on your own empire): some players scream bloody murder at not being able to do it to planets of their choice because of the colony list order. A few newbies leave the game outright, a few other people accept it only after an initial shock. Perhaps warn better about it in the tech so you won't make an occasional newbie quit on the spot(as I almost did), or allow choice (perhaps allow choice to paying members only!)

-Chat client: When I see the "GC chat" button I'm still unsure if that means I'm in "GC chat" or I have to click it to get to GC chat. Perhaps substitute "Go to xxx chat".

-List quantity of each artifact available in fusing menu

-Get the "plunder colony" button a few rows lower than anything else, it's too close to artifact digs thus errors-prone... especially at 6:30 PM where people are itching to click fast without thinking!!!

-There are weekly rumors of an X.U.something planet going around, unclusterable and unplunderable and useless due to lack of housing. I can't confirm if this is true but it seems some people had this planet 8 times from fights. What is the X planet type good for anyway?? Perhaps have a black hole eat your outermost colony instead so it's annoying but not permanent and going around.


Game ideas:

-Ability to edit, preview, or delete my own posts in federation discussion (outdated info and typos accumulates to no end!); or for long term federation leader (72+ hours) to delete posts from members.

-Have a notice boards visible only to federation members and a separate public one. This is much needed when preparing a conspiracy against another federation.

-Have certain artifact reveal exact game formulas (i.e. the +% to didding artifacts on ocean planets) and give other one-line advice taken from a large random list. This can be both humorous and useful to new players if well done.

-A few artifact ship designs: upkeep is paid in nonrivial amounts of artifacts per turn. Really expensive and really cool - the stuff reserved for crisis.

-The ability to reserve one turn for "get out of catastrophe" situations; it won't be used unless the player uses some specific button to libarate the turn. This ability can be recharged at the cost of 2 turns but doesn't influence maxturns.

-Add an article about GC in wikipedia; it's allowed, appreciated, and free publicity (viral marketing style) if done within wikipedia communauty standards. Players will expand the article to a whole GC encyclopedia over time with no additional effort on your part.

-Rotate artifact dig hours monthly (in a predictable pattern) so people from certain countries aren't permanently locked out of the rare digs, which is one of the reasons we get much more gamers from certain countries/regions than others; an unfair advantage is present.



This Page Is Currently Under Construction And Will Be Available Shortly, Please Visit Reserve Copy Page


CLICK HERE


Site Toolbox:

Personal tools
GNU Free Documentation License 1.2
This page was last modified on 18 November 2010, at 06:53.
Disclaimers - About BluWiki