#IZ general feedback

1 messages · Page 1 of 1 (latest)

marble spoke
#

First of all, I very much like what i see in IZ so far. Art, features, info provided of Julien weekly and Johnny here and there is awesome. Even tho it is (was) the "mini" game, i feel like in iz we get the best look into what is going on by far. Thx guys, it is very much appreciated. Graphics are super nice already, can't wait for more vfx magic. I experienced no lag at all, nor did i have other back end struggle. The switch between the plots is fast and simple, i like it.

General Gameplay
It is way too clicky. Get rid of the lvl up pop up window completly. Maybe you could put up colorized edges at the lvl screen in the top left corner when i get lvl up, and if i click on it, i see kind of the latest history.
Zoom out function will be very wellcomed. The plot not only looks better if you see it completely, it would also save a lot of time while harvesting and make it easier to plan the layout for the plot.
Building rotation would be very much appreciated, and make the "tetris" part of the game more enjoyable, efficient and opens up more variations of your plot layout.
I would love to see like a planning mode, where i can put all buildings in a virtual storage, and rebuild the plot from scratch and hit apply if i'm done, it rearanges my whole plot. This would make changes way easier if your plot is already full or close to full with buildings. (maybe even let us save 2 different layouts to switch between).
In whatever pop up window i am, there should always be the possibility to close the window simply by clicking outside of the window.
Get rid of the center function when i click a building.(or make it optional in settings)

#

Converters
In my opinion converters are still too op. Infact they mess the whole production output ratio up between the different tiers. Originally there were ratios of production in place of 1:4:12:36 for T1:T2:T3:T4... I would recommend removing the passive generation, removing the efficiency mechanic, make it 1:1 and put a fee on the conversion process which gets reduced by lvling up the building.
pathing system
Would be nice if buildings go into a transparent mode when we are in the pathing build process, would make it a lot easier to place paths behind buildings.
If i am into the building paths process and hold left click for some 0.xxx seconds, there should not be a path built or removed, it should just build or remove with a fast click. I destroyed some paths without recognizing just seeing it days later.
I would also love to see paths actually needed for certain things, and not be just optional. Like you need a path to the powerstations to get the buildings efficiency up, or you need a path to the carbon storage to be able to let your crypton gate producing. i would also like if there are sometimes, little drones or illuvials walking arround on patchs, enjoying their free time.
power stations
Not totally happy with the system. If i wana run a fuel converter on high efficiency (i needed like 9 or 10 powerstations to bring a solon converter to 175%) it is often very hard to arrange the powerstations arround. With mines it's even worse, like if i have a mine in one corner without other stuff arround, its barely worth to build powerstations arround it just for 1 mine. I heared about an idea of a "power grid" and a "power transporting system" which sounds awesome to me.

#

Illuvial biodata screen
I think making the icons smaller, so it also fit more on 1 line would make it better to look at. maybe change completely to very small icons, just with important info and make the exact stuff pop up when we click the icon. Because it would be pop up, you could make it big so you could also add like a high res preview of how the skin would actually look like.
I would like to see a "sort by" filter in that menu or sort them after the number of the illuvials or their name or whatever by default, and not just get sorted by the sequence i found them. Right now, if i don't filter it looks kind of like a mess.
show screen
I would love to have the choice to click multiple options, like show stages and efficiency at the same time.
build->structures screen
Simple but good layout, i generally like it but I would love to have if I click on a building in this screen, theres a pop up which schows all stages and output/input/cost of them.

glass inlet
#

i would also like to add maybe an icon of the illuvial biodata ur researching

#

i often forget what i researched lol

drowsy dust
#

you clearly don't own a t1 to say to remove passive generation from converters, if that change is made t1 will be 99% slower than a t2.

marble spoke
split shadow
#

When the ratio issue comes up in ILV Z, people often ask about the source. I put the graphic below. The differences in sales price was almost identical to the differences in fuel production (fuel sites x production boost). These came in a graphic from ILV and showed up in all official ILV promos. People believed fuel production to be the chief mechanic behind land value, and still do. Lands get to supply 5% of the fuel used by the Overworld.

#

These ratios have been destroyed by converter mechanics. The current gameplay requires spamming the map with converters to achieve optimal production. Not only do they produce fuel by converting (the desired fuel is given at a higher rate than 1:1 = production) they also passively produce. Amount of fuel sites doesn't matter. Empty space matters. Everything people paid for is really hacked away by the "spam the map with converters" optimal play. In fact, fuel and elemental sites become a BURDEN because they block areas of land that could be used for converters and power stations. People who paid extra for more fuel and ele sites will not be happy when they realize that gameplay mechanics for PRODUCTION favor the empty land of a t1. Doesn't make much sense, and it alienates people who paid for their land based on the assumption that fuel/ele sites would be the source of production (they aren't. Everyone uses converters not to convert, but to PRODUCE. T4 lands are forced to spam the map with converters, the end result being a 1:4 fuel prod ratio t1:t4, the only benefit a t4 has is the Prod Boost. The fuel sites are trivial.)

#

Fuel sites are still used, but converters as the base means of production doesn't seem right. They are a necessary building, since not every plot has all fuel/ele sites. A land with no way to get crypton or carbon needs to be able to get it, and the marketplace isn't enough. However, the passive production's effect on the fuel prod ratio is a big deal. Passive ele production makes sense. No one wants to be clicking a carbon mine 24 hours a day. But fuel production is different; the sites only take one click every 24/hrs. Passive fuel production doesn't help the feel of the game at all/doesn't save any clicking. Eliminating PASSIVE FUEL production from converters would solve a lot of issues. (Vana has a good point about t1:t4 ratio being closer to 1:10 than 1:4 and I'll let her make it rather than spam this any further.)

split shadow
#

To put this into context for more people, a T2 has 2:1 production vs a t1 (See vana's spreadsheet in ILV Z chat). That is very different from the advertised 6:1 ratio. Totally understand the speculation argument and that auction buyers shouldn't necessarily assume real game mechanics will equal early advertisement, but this was all people had to go on and was put out by ILV team, talked about multiple times before and after the sale.. Those ratios need to be respected.. people need to get what they paid for.

#

Doing a complete nerf to converters and not making other adjustments will crush t1's This is not acceptable either. The game should be balanced around t1's since they have the widest playerbase. Whatever change happens to converters needs to keep t1's playability consistent with how it is now. The game is in a good place play-wise, which is probably why this was overlooked. But it's a major issue.. and honestly it doesn't make any sense for converters to be the chief means of production rather than the mines themselves.

still mirage
hexed sparrow
#

Yes - less clicking

ideas:

hard mode - no confirmation clicks
Pop-ups - if you can't claim a resource or something just give a corner pop up saying you can't do that

austere osprey
#

NO to remove/reduce pasive generation from converters.
I understand that you have multiple plots, but majority (also me) I have only 1 land is it’s hard to build everything to maximum the building also to play owerworld and maybe to sell on the market…think also to the little…if you are “big” you don’t care about the smaller players…. I see a lot of decision for the “big players” if you want to be a game only for the wells (only big players) tell me, I well sell everything I will find another game…(web2 or web 3) it’s a lot of games….

#

On land level 1 you maximize all the building?

#

Some of us like the game, first want to play, enjoy the game, and second if is possible to make profits

tepid heron
#

2 suggestions.

  1. Balloon indicator above building will block another building at indicator location. This makes it extremely difficult to click the covered building
  2. After finishing one plot, I go to plot page to select another plot. But it does not indicate which plot I am currently at. For those with many plots like me, this often cause me confusion as to which plot I just came out from.

Overall, enjoyable game, but can become a bit tedious especially for multi land holders

rancid dragon
tepid heron
#

Would be great if next version can support the larger aspect ratio of the samsung fold or other similar phones

worthy mantle
#

Great ideas. I like all of them except for nerfing the converters. I really like having passive and the ability to wash resources through converters at 150% to help boost my plots.