So we have three days before the final Open Beta Patch before they start the process of integrating it into the game, and unless it has massive sweeping changes I think it's safe to assume it will look mostly like what we see now. Zones are obviously a contentious issue, not just due to the broken nature of the Beta (As all Betas are), but as a concept. Some like the idea as it is, some dislike the idea entirely, some want to see the idea implemented in different ways. I mentioned in a previous Beta thread that I think part of the issue is the vagueness of what the Developers are attempting to do with the new system, and why they think it's better than the current version of the game at doing these things. The biggest point seemed to be customizing City Distrcits, so much so that they started implementing special names for each combination of Zones. A small part of the implementation seems to be to lean away from Buildings, and add restrictions to them to restricting them to certain Zones as well as Planet restrictions in general due to the limited nature of Zones. A lot of people joked originally that we're not in a Beta, we're in an Alpha. However today's build makes me feel like we're actually even further back and are actually in the Concept stage.
Ignoring number balance at the moment (As those can easily be adjusted) the new design starts working against their original ideas. Now part of this is due to listening to the community's feedback which is of course a good thing for those of us who were against the current design of Zones and those who are against them in the entirety. However it also is a bad thing from a bigger picture point of view as it feels like the entire project was not fully thought out and they're simply playing it by ear which does not work for such a big change and when it's being rushed out the door very soon.
3.996 goes against their stated design philosophies for what they intended Zones to be. The removal of 1/3 of the Zones makes the City District less customizable than before, which again is probably their most cited goal for the change. I also feel the addition of dual Zones like the Industrial Zone and the recently added Archives as well as the removal of things like the Amenities Zone also highlights how the heavily restrictive Zones simply were not working as a design decision. Now these again were asked for by the Community, so I'm not saying they're necessarily a bad change, but the fact that they felt the needed to add/remove them implies that they understand 2 to 3 Zones was simply not enough for the game to function well and/or be fun.
As for their other stated goal, Building restrictions, the Urban Zone (And now Capital Zone having 6 Building Slots) also implies they understand that Building Slots are an integral part of how the game plays and can not just easily be turned into "Passive Buff Slots" for the Zones. They also changed the base Buildings to only granting a pool of Jobs with no passive buffs and removed the Planet Limit that was originally there. This is because, as many of us pointed out, adding massive restrictions to Zone Buildings only hurt the game and removed people's abilities to fine tune things on the fly that they might actually need to succeed. Something the Developers listened to and the assumption would be agreed with.
In the past few weeks we've seen their core concept of how they want Districts/Zones/Buildings to work shift to no longer really being what they set out to do. They've had to constantly move the system back towards what we already have in 3.14 just to make it start working well and I think that speaks volumes about the system as a whole. It also speaks volumes about where this system must have been in development before we got our hands on it. We'll never actually know how much internal testing they did on Zones before they let us play around with it, but now that we can look back in hindsight about how it worked in 3.99 versus what we have now it feels like it was never out of the first stages of a Concept phase. It feels like the core ideas behind Zones were never given any thought to how the game would ACTUALLY play with the changes beyond "This is what we hope it will do". For me the biggest example of this was Amenities Zones being present in 3.99. I don't believe for a moment that a team of game developers who spent time diving into brainstorming sessions about how the whole system rework would miss that Amenities could not work as a Zone and that it needed Players to tell them this.
Eladrin said in another thread today that he believes they will be adding Zones for planetary features, civics and planetary decisions throughout the Summer. This to me again feels like a system that never went through a serious brainstorming stage if we're looking at months after launch for the entire system to be truly playable. Origins and Civics are a core feature of this game that are important to the identity of your Empire. Each and every one of them should be ready at launch, and by 4 weeks away should have already had serious consideration into what each of them would do with the new Zone system. Otherwise, I think it's fair to say that the system is simply not ready or working as originally intended. Players deserve better than to be shipped 75% of a rework and told that they'll get the other 25% later, especially for a system that was already working fine as is.
Ignoring number balance at the moment (As those can easily be adjusted) the new design starts working against their original ideas. Now part of this is due to listening to the community's feedback which is of course a good thing for those of us who were against the current design of Zones and those who are against them in the entirety. However it also is a bad thing from a bigger picture point of view as it feels like the entire project was not fully thought out and they're simply playing it by ear which does not work for such a big change and when it's being rushed out the door very soon.
3.996 goes against their stated design philosophies for what they intended Zones to be. The removal of 1/3 of the Zones makes the City District less customizable than before, which again is probably their most cited goal for the change. I also feel the addition of dual Zones like the Industrial Zone and the recently added Archives as well as the removal of things like the Amenities Zone also highlights how the heavily restrictive Zones simply were not working as a design decision. Now these again were asked for by the Community, so I'm not saying they're necessarily a bad change, but the fact that they felt the needed to add/remove them implies that they understand 2 to 3 Zones was simply not enough for the game to function well and/or be fun.
As for their other stated goal, Building restrictions, the Urban Zone (And now Capital Zone having 6 Building Slots) also implies they understand that Building Slots are an integral part of how the game plays and can not just easily be turned into "Passive Buff Slots" for the Zones. They also changed the base Buildings to only granting a pool of Jobs with no passive buffs and removed the Planet Limit that was originally there. This is because, as many of us pointed out, adding massive restrictions to Zone Buildings only hurt the game and removed people's abilities to fine tune things on the fly that they might actually need to succeed. Something the Developers listened to and the assumption would be agreed with.
In the past few weeks we've seen their core concept of how they want Districts/Zones/Buildings to work shift to no longer really being what they set out to do. They've had to constantly move the system back towards what we already have in 3.14 just to make it start working well and I think that speaks volumes about the system as a whole. It also speaks volumes about where this system must have been in development before we got our hands on it. We'll never actually know how much internal testing they did on Zones before they let us play around with it, but now that we can look back in hindsight about how it worked in 3.99 versus what we have now it feels like it was never out of the first stages of a Concept phase. It feels like the core ideas behind Zones were never given any thought to how the game would ACTUALLY play with the changes beyond "This is what we hope it will do". For me the biggest example of this was Amenities Zones being present in 3.99. I don't believe for a moment that a team of game developers who spent time diving into brainstorming sessions about how the whole system rework would miss that Amenities could not work as a Zone and that it needed Players to tell them this.
Eladrin said in another thread today that he believes they will be adding Zones for planetary features, civics and planetary decisions throughout the Summer. This to me again feels like a system that never went through a serious brainstorming stage if we're looking at months after launch for the entire system to be truly playable. Origins and Civics are a core feature of this game that are important to the identity of your Empire. Each and every one of them should be ready at launch, and by 4 weeks away should have already had serious consideration into what each of them would do with the new Zone system. Otherwise, I think it's fair to say that the system is simply not ready or working as originally intended. Players deserve better than to be shipped 75% of a rework and told that they'll get the other 25% later, especially for a system that was already working fine as is.
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