Thoughts on DW2 under 1.51
Posted: Thu Jun 30, 2022 9:19 pm
After playing DW2 for 175 hours I've come to the conclusion that despite all of the insane mechanics at play, there just isn't a spark of life that makes the game satisfying to play. This isn't a hate post or a bash the devs post: I've had relatively minor problems playing DW2 since launch and I really think that the bones of a really good game are in here.
I'm not sure the best way to organize these thoughts as DW2 encompasses so many different systems and provides a fairly varied set of options to customize each game so I'm going to try to keep this to recurring themes I've felt as I've played with different races, difficulties, and galaxy settings.
Economy
When I jumped into my first game and had to explore my starting system, I felt like I'd opened the windows to let in a spring breeze after being inside all winter. It was fun, it was different, it was intoxicating. Fast forward to now and many of the things that were exciting about the game in the early stages well… aren't anymore. I chalk this up to the resource scarcity that existed at the start of the game.
Needing to be careful with my resources until a good source was found made the game interesting and fun. The problem is that every game, once you hit that mid game point, much of what you do is click the button to build yet another mine in a system because it nets you a boost when your private econ builds ships and it's probably going to be useful for something, if only to keep the AI from taking it.
The abundance of resources has three more serious impacts on the game than the simple monotony that could be solved by automating the construction of mines. First of all, there is never a danger of being without any resources. This means that trading is mostly for more luxury items (the one thing I DO find scarce, though more due to every colony wanting some of every possible luxury than an overall shortage) than construction materials. This removes pressure on the player or AI to acquire access to a needed source by conquest.
Further, in war it's not really possible to impact an enemy empire by taking out their mining stations to hamper their efforts to produce ships seeing planets hold enough resources that you'll sooner conquer them than starve them out. Many times, it's detrimental to target mining stations because it can lead to another empire's influence claiming that space while you fight. Better to conquer the empire and get all the stations intact when the final planet falls.
Second, when all resources are plentiful, you don't have to consider your options when researching or constructing anything. Despite the ship designer handily telling me if I don't have access to a resource and what resources are needed to build a ship, it's exceptionally rare that it's ever an issue outside of a brand new colony that has yet to receive resource shipments. What resources I have access to should drive what techs I research and how I design my ships but it just doesn't really matter right now. I can pick whatever strikes my fancy and not worry.
Finally, the impact of individual resources, particularly luxury resources, is diminished. I can honestly say it's rare you see a luxury resource and think it's going to really help your colony. They are a lot like Pokemon: Gotta collect 'em all! These incremental +1% or +6% bonuses stack up over time, but individually they are pretty bland and the number of different types and sources means that the loss of one or a shortage of one really doesn't impact you. I understand that there's some balance issues at play because an inconsistent supply will end up causing some crazy income flux at the empire level, but still I'd rather see bigger bonuses and fewer luxury resources with a rotating selection each game rather than all of them.
This is one area I think might be a fairly simple fix of just reducing the percentage of planets that have resources and giving us a scarcity control in game options to dial in a preference for those who might like more plentiful resources.
Military
This area is a great disappointment to me. There is a plethora of options with multiple different weapons paths and systems that promise some very fun depth when it comes to combat, but despite this it really falls flat. I think that this is due to the lack of real difference with the performance of weapons. Some of the things that promise to make a weapon path unique like armor and shield bypass don't actually function well. As long as I keep a weapon path moving, it doesn't seem to matter if I use missiles, beams, blasters, or kinetic weapons: they all seem just about as effective. I'd really like to see these weapons honed a bit more so that what I pick in a fight actually matters.
Moving a bit farther into military operations, I'm also rather disappointed in the ship options. I understand that you want to provide variety and are using the expanded roles to provide some nudges for players to build ships to do certain things, but these nudges just never really seem to be that impactful. The biggest bonus is just the increased hull space for the expanded ship roles for a class. I feel like I'm unlocking hulls just for the sake of having an extra few research nodes than because it gives me better or more interesting options.
While different factions do have some nuance to the different hull roles when it comes to slots and weapons options, I'd really rather see factions getting just ONE of the upgrade hull types that matches more with their philosophy than giving me all of them because I don't feel it really pushes me to design that much differently with the different races.
Last of all, I want to mention firing arcs. This is one area the faction ships are fairly different but I want to point out that these differences are many times undermined entirely due to the flight mechanics for combat. A 180 arc is never going to have difficulty hitting a target because the ships tend to stop and pivot when attacking rather than make passes.
A ship with a 180 degree arc is going to rotate fast enough that even the fastest ships will have trouble moving fast enough to keep ahead of the weapon. They have to travel much farther on a larger circle to avoid the incoming fire than the firing ship does when pivoting. If you want firing arcs to have an impact in combat they need to be much smaller. Closer to 60 degrees for a ship with all forward weapons and a max of 120 for wider angle weapons you don’t want to be effectively 360 degrees. Keeping ships moving in combat would also be helpful.
Factions
The different races are pretty good and the bonuses help to make them a bit more unique when combined with different government types but it all feels very basic. There's a few unique techs thrown in and a veneer of a faction specific story along with some differing victory conditions. However, nothing really pushes you to play all that differently, especially once you start collecting independents to fill your species menagerie. There needs to be something different here like favoring particular weapons options or defenses or systems and maybe even making some of these options entirely out of reach for different races.
Final Thoughts
There are a few things that I know come up fairly often relating to automation, fleets, diplomacy, as well as some UI issues that I'm not mentioning here. Mostly that I can forgive, work around, and eventually get used to. My intention here is to highlight things that I believe are more critical to creating an engaging experience on top of the impressive living galaxy. I hope y'all find these thoughts interesting and perhaps worth consideration as you work to polish DW2.
I'm not sure the best way to organize these thoughts as DW2 encompasses so many different systems and provides a fairly varied set of options to customize each game so I'm going to try to keep this to recurring themes I've felt as I've played with different races, difficulties, and galaxy settings.
Economy
When I jumped into my first game and had to explore my starting system, I felt like I'd opened the windows to let in a spring breeze after being inside all winter. It was fun, it was different, it was intoxicating. Fast forward to now and many of the things that were exciting about the game in the early stages well… aren't anymore. I chalk this up to the resource scarcity that existed at the start of the game.
Needing to be careful with my resources until a good source was found made the game interesting and fun. The problem is that every game, once you hit that mid game point, much of what you do is click the button to build yet another mine in a system because it nets you a boost when your private econ builds ships and it's probably going to be useful for something, if only to keep the AI from taking it.
The abundance of resources has three more serious impacts on the game than the simple monotony that could be solved by automating the construction of mines. First of all, there is never a danger of being without any resources. This means that trading is mostly for more luxury items (the one thing I DO find scarce, though more due to every colony wanting some of every possible luxury than an overall shortage) than construction materials. This removes pressure on the player or AI to acquire access to a needed source by conquest.
Further, in war it's not really possible to impact an enemy empire by taking out their mining stations to hamper their efforts to produce ships seeing planets hold enough resources that you'll sooner conquer them than starve them out. Many times, it's detrimental to target mining stations because it can lead to another empire's influence claiming that space while you fight. Better to conquer the empire and get all the stations intact when the final planet falls.
Second, when all resources are plentiful, you don't have to consider your options when researching or constructing anything. Despite the ship designer handily telling me if I don't have access to a resource and what resources are needed to build a ship, it's exceptionally rare that it's ever an issue outside of a brand new colony that has yet to receive resource shipments. What resources I have access to should drive what techs I research and how I design my ships but it just doesn't really matter right now. I can pick whatever strikes my fancy and not worry.
Finally, the impact of individual resources, particularly luxury resources, is diminished. I can honestly say it's rare you see a luxury resource and think it's going to really help your colony. They are a lot like Pokemon: Gotta collect 'em all! These incremental +1% or +6% bonuses stack up over time, but individually they are pretty bland and the number of different types and sources means that the loss of one or a shortage of one really doesn't impact you. I understand that there's some balance issues at play because an inconsistent supply will end up causing some crazy income flux at the empire level, but still I'd rather see bigger bonuses and fewer luxury resources with a rotating selection each game rather than all of them.
This is one area I think might be a fairly simple fix of just reducing the percentage of planets that have resources and giving us a scarcity control in game options to dial in a preference for those who might like more plentiful resources.
Military
This area is a great disappointment to me. There is a plethora of options with multiple different weapons paths and systems that promise some very fun depth when it comes to combat, but despite this it really falls flat. I think that this is due to the lack of real difference with the performance of weapons. Some of the things that promise to make a weapon path unique like armor and shield bypass don't actually function well. As long as I keep a weapon path moving, it doesn't seem to matter if I use missiles, beams, blasters, or kinetic weapons: they all seem just about as effective. I'd really like to see these weapons honed a bit more so that what I pick in a fight actually matters.
Moving a bit farther into military operations, I'm also rather disappointed in the ship options. I understand that you want to provide variety and are using the expanded roles to provide some nudges for players to build ships to do certain things, but these nudges just never really seem to be that impactful. The biggest bonus is just the increased hull space for the expanded ship roles for a class. I feel like I'm unlocking hulls just for the sake of having an extra few research nodes than because it gives me better or more interesting options.
While different factions do have some nuance to the different hull roles when it comes to slots and weapons options, I'd really rather see factions getting just ONE of the upgrade hull types that matches more with their philosophy than giving me all of them because I don't feel it really pushes me to design that much differently with the different races.
Last of all, I want to mention firing arcs. This is one area the faction ships are fairly different but I want to point out that these differences are many times undermined entirely due to the flight mechanics for combat. A 180 arc is never going to have difficulty hitting a target because the ships tend to stop and pivot when attacking rather than make passes.
A ship with a 180 degree arc is going to rotate fast enough that even the fastest ships will have trouble moving fast enough to keep ahead of the weapon. They have to travel much farther on a larger circle to avoid the incoming fire than the firing ship does when pivoting. If you want firing arcs to have an impact in combat they need to be much smaller. Closer to 60 degrees for a ship with all forward weapons and a max of 120 for wider angle weapons you don’t want to be effectively 360 degrees. Keeping ships moving in combat would also be helpful.
Factions
The different races are pretty good and the bonuses help to make them a bit more unique when combined with different government types but it all feels very basic. There's a few unique techs thrown in and a veneer of a faction specific story along with some differing victory conditions. However, nothing really pushes you to play all that differently, especially once you start collecting independents to fill your species menagerie. There needs to be something different here like favoring particular weapons options or defenses or systems and maybe even making some of these options entirely out of reach for different races.
Final Thoughts
There are a few things that I know come up fairly often relating to automation, fleets, diplomacy, as well as some UI issues that I'm not mentioning here. Mostly that I can forgive, work around, and eventually get used to. My intention here is to highlight things that I believe are more critical to creating an engaging experience on top of the impressive living galaxy. I hope y'all find these thoughts interesting and perhaps worth consideration as you work to polish DW2.