Humankind's Lucy OpenDev | A Critique to the Devs | Constructive Criticism Encouraged



Welcome back to a continuing series called A Critique to the Devs, this time with Humankind’s Lucy OpenDev. In this series I take a build I’ve played of a game …

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6 thoughts on “Humankind's Lucy OpenDev | A Critique to the Devs | Constructive Criticism Encouraged”

  1. Hey there everyone! Welcome back to the "A Critique to the Devs" series with Humankind's Lucy OpenDev. I honestly had a blast playing this build over the last two weeks, but there's no denying that there were some areas of improvement. As this is designed for constructive criticism and feedback, PLEASE let me (and the devs) know what you thought about the OpenDev, whether it's commentary of my own critiques or those of your own. Just remember, be constructive about it as I moderate these comments heavily!
    Check out the timestamps in the description for a more detailed breakdown 🙂

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  2. Difficulty selection was bugged, unfortunately. It would revert from serious to casual sometimes. Selection casual, normal and then serious meant that you would get the proper serious every time.

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  3. Great analysis, completely agree across the board. My 3 biggest QoL issues were: (1) campaign map movement speed – maybe I missed it but everything was so slow really affects overall pacing, (2) WASD keyboard map scrolling speed, (3) map modes and zone coloring.

    WRT Huns/Mongols and unit balancing, I went back to try it after watching Spiff's playthrough. Was pretty fun and raiding to multiply units is definitely broken. That said, I went Huns and then skipped Mongols because I wanted to start using influence to integrate my territories (you can built units but cannot attach with unique outposts). So I had mass horse archers from the previous era fighting current-era enemies and they did struggle. Even with some high ground advantage, my archers were only doing 10-15 HP a shot so actually made for some interesting tactical battles.

    Elevation modifiers and just the overall power scaling could use some work. Small differences in numbers seem to have a big effect. And high ground advantages need to be tweaked in the early game (number of turn 2 restarts I saw were hilarious and the level of mammoth aggression seem to depend on the weather). More info via tooltips could also help with this. I want to be able to create reliable strategies by understanding the power difference and terrain advantages rather then be constantly experimenting, just very unpredictable.

    Unit veterancy and promotions also seem like a missed opportunity. I never had any units feel so unique and powerful that I didn't want to risk losing them. Also, could not upgrade into unique units even though they were just a better version of the base unit.

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  4. The district spamming and how cities can grow in something that don't make sense annoyed me a lot. The predefined territory shape also were just unbelievable without using natural barriers as borders.

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