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Post by Deleted on Jun 19, 2015 21:20:49 GMT
steamcommunity.com/games/232810/announcements/detail/153467963877744999Discuss. It's nice to see an overview on the upcoming content, but part of me feels like it's more of a PR piece designed to manage our expectations and mellow them out before it hits release. Let me explain. Reading between the PR lines... it sure seems like combat has been "dumbed down" for mobile. They spend quite a bit of time explaining why things are the way they are, rather than how excited they are about it, and why we should be. I suppose time will tell. I'll wait to see the real thing, but I wonder if when they say that combat will function better on "smaller" worlds, what they really mean is it will function similarly to Voyages, where we will have these small, instanced battles on instanced "worlds". Any other impressions you guys had? Thanks!
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Post by 13thGeneral on Jun 19, 2015 21:48:42 GMT
steamcommunity.com/games/232810/announcements/detail/153467963877744999Discuss. It's nice to see an overview on the upcoming content, but part of me feels like it's more of a PR piece designed to manage our expectations and mellow them out before it hits release. Let me explain. Reading between the PR lines... it sure seems like combat been "dumbed down" for mobile. They spend quite a bit of time explaining why things are the way they are, rather than how excited they are about it, and why we should be. I suppose time will tell. I'll wait to see the real thing, but I wonder if when they say that combat will function better on "smaller" worlds, what they really mean is it will function similarly to Voyages, where we will have these small, instanced battles on instanced "worlds". Any other impressions you guys had? Thanks! I was kind of wondering the same thing.
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Post by Deleted on Jun 19, 2015 22:03:35 GMT
If 22Cans honestly expects us to believe that combat wasn't designed for mobile, I really don't know what to say. Just look at this thinly-veiled rubbish:
"We had to make some extensive changes to the control scheme and GUI to accommodate the needs of combat mechanics too. While leashing was a fine way of getting followers about in Homeworld, it proved too slow and imprecise for ordering troops about. We added controls for moving selected Warbands anywhere or having them attack any target with a single click, more akin to what players would expect from an RTS game."
Love that bit. "Attack any target with a single click". Definitely not a single "tap", mind you, a single "click". Shameless.
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Lord Ba'al
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Posts: 6,260
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I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
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Post by Lord Ba'al on Jun 19, 2015 22:07:00 GMT
Konrad looks a little more grown up. I think it's the facial hair.
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Post by Spiderweb on Jun 20, 2015 5:47:26 GMT
steamcommunity.com/games/232810/announcements/detail/153467963877744999Discuss. It's nice to see an overview on the upcoming content, but part of me feels like it's more of a PR piece designed to manage our expectations and mellow them out before it hits release. Let me explain. Reading between the PR lines... it sure seems like combat been "dumbed down" for mobile. They spend quite a bit of time explaining why things are the way they are, rather than how excited they are about it, and why we should be. I suppose time will tell. I'll wait to see the real thing, but I wonder if when they say that combat will function better on "smaller" worlds, what they really mean is it will function similarly to Voyages, where we will have these small, instanced battles on instanced "worlds". Any other impressions you guys had? Thanks! I was kind of wondering the same thing. I was hoping for a random (even from a few choices) map with 2 or more enemy base/start points. Not being forced to play it a certain way again (a la Homeworld/weyworld) which from the maps look a no go, Konrad said he doesn't want us to wait long for combat? Since when has waiting in Godus not been an integral part? I like a good chance to build up, then an initial meeting triggering a conflict (me building or exploring in their zone). I'm a little disappointed it requires a different mode to play the maps and realise from this, even modding our own non-random maps would therefore not going to be possible for combat. Much like the mini games weren't, imagine they'd got the community involve in creating the mini game content, or battle maps I'm looking forward to it (Just for the sake of something new) but am not currently over enthusiastic.
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Post by Gmr Leon on Jun 20, 2015 7:20:26 GMT
If 22Cans honestly expects us to believe that combat wasn't designed for mobile, I really don't know what to say. Just look at this thinly-veiled rubbish: "We had to make some extensive changes to the control scheme and GUI to accommodate the needs of combat mechanics too. While leashing was a fine way of getting followers about in Homeworld, it proved too slow and imprecise for ordering troops about. We added controls for moving selected Warbands anywhere or having them attack any target with a single click, more akin to what players would expect from an RTS game." Love that bit. "Attack any target with a single click". Definitely not a single "tap", mind you, a single "click". Shameless. ...Really? You generally right click (or left click, if you go back to some older games) to attack stuff in RTS games. Not that I don't also think this may come to mobile, but I think it's something of a leap to read that into it. Although, it is somewhat funny to read them basically saying, "We made mostly traditional RTS controls because the other crap would've been awful."
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Post by simon22cans on Jun 20, 2015 8:40:01 GMT
Konrad looks a little more grown up. I think it's the facial hair. Konrad has *amazing* hair, full stop.
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Post by simon22cans on Jun 20, 2015 8:43:05 GMT
If 22Cans honestly expects us to believe that combat wasn't designed for mobile, I really don't know what to say. Just look at this thinly-veiled rubbish: "We had to make some extensive changes to the control scheme and GUI to accommodate the needs of combat mechanics too. While leashing was a fine way of getting followers about in Homeworld, it proved too slow and imprecise for ordering troops about. We added controls for moving selected Warbands anywhere or having them attack any target with a single click, more akin to what players would expect from an RTS game." Love that bit. "Attack any target with a single click". Definitely not a single "tap", mind you, a single "click". Shameless. We can add extra clicks in for you if you like? I can assure you that this is being developed for PC, whether you choose to believe that is up to you. I've said in a previous post that we'd never rule out moving it to mobile at some point, but right now the designers (and code + art) have the remit of making this for PC. Weekend well, Simon
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Post by simon22cans on Jun 20, 2015 8:48:52 GMT
If 22Cans honestly expects us to believe that combat wasn't designed for mobile, I really don't know what to say. Just look at this thinly-veiled rubbish: "We had to make some extensive changes to the control scheme and GUI to accommodate the needs of combat mechanics too. While leashing was a fine way of getting followers about in Homeworld, it proved too slow and imprecise for ordering troops about. We added controls for moving selected Warbands anywhere or having them attack any target with a single click, more akin to what players would expect from an RTS game." Love that bit. "Attack any target with a single click". Definitely not a single "tap", mind you, a single "click". Shameless. ...Really? You generally right click (or left click, if you go back to some older games) to attack stuff in RTS games. Not that I don't also think this may come to mobile, but I think it's something of a leap to read that into it. Although, it is somewhat funny to read them basically saying, "We made mostly traditional RTS controls because the other crap would've been awful." Konrad actually makes this sound a lot more trivial than it is. It was a pretty big mindset change to move away from the leashing controls that, imo, work so well for slower paced follower movement. Also, Gmr Leon - you don't have to refer to us in the third-person We're right here. Simon
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Post by Deleted on Jun 20, 2015 9:05:54 GMT
steamcommunity.com/games/232810/announcements/detail/153467963877744999Discuss. It's nice to see an overview on the upcoming content, but part of me feels like it's more of a PR piece designed to manage our expectations and mellow them out before it hits release. Let me explain. Reading between the PR lines... it sure seems like combat has been "dumbed down" for mobile. They spend quite a bit of time explaining why things are the way they are, rather than how excited they are about it, and why we should be. I suppose time will tell. I'll wait to see the real thing, but I wonder if when they say that combat will function better on "smaller" worlds, what they really mean is it will function similarly to Voyages, where we will have these small, instanced battles on instanced "worlds". Any other impressions you guys had? Thanks! About PR stuff, it's kind of hopeless to interpret something out of it... same thing for the game, we don't at all have all elements to see what it's gonna be. >_< It seems, to me, 22cans ll have to rethink about the general atmosfear of the game, about the sculpting part which originally took too much importance, compare to a dynamic gameplay (with combat(different warband), a bit of god power (I'm not fancy of receiving 10 meteors on my village in 1 second / god power should take time in its effects and being noticed by the one receiving it in its field ) . Scary it is indeed to see still mobile platform limiting all the possibilities that could be done on a PC... Anyway, I hope we'll see originality, fun and dynamism in Godus... (different races in that game ) Ok, thank to have have reported this update @overpromise I don't bother w/ Steam forums.
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Post by colin22cans on Jun 20, 2015 9:21:00 GMT
Ok, thank to have have reported this update @overpromise I don't bother w/ Steam forums. It was posted here at the same time. All our recent Godus announcements have been posted here within minutes of being on Steam. godus.boards.net/thread/1013/combat-design-progress-update-june(PS I think the pictures look nicer here, just look at Konrad's hair!)
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Jun 20, 2015 9:26:56 GMT
Ok, thank to have have reported this update @overpromise I don't bother w/ Steam forums. It was posted here at the same time. All our recent Godus announcements have been posted here within minutes of being on Steam. godus.boards.net/thread/1013/combat-design-progress-update-june(PS I think the pictures look nicer here, just look at Konrad's hair!) Do I detect a bromance?
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Post by Deleted on Jun 20, 2015 9:46:53 GMT
Ok, thank to have have reported this update @overpromise I don't bother w/ Steam forums. It was posted here at the same time. All our recent Godus announcements have been posted here within minutes of being on Steam. godus.boards.net/thread/1013/combat-design-progress-update-june(PS I think the pictures look nicer here, just look at Konrad's hair!) I noticed that after I posted (Sorry!) Feel free to merge this convo into the actual updated thread if you so desire Lord Ba'al. And again, pleasantly surprised to see 22cans noodling around, hope you have a great weekend.
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Post by totallytim on Jun 20, 2015 13:02:55 GMT
"Great care had been taken to create a peaceful Zen like atmosphere in Godus. Everything from the pacing, the visuals and the music and sound effect had been tailored towards this goal. And now these bloodthirsty warriors were ruining it all." WOW! Yet another disappointment. What's the point of the "main part" of the "game" if there's no failure state. Make a "Zenbox" mode where there's no combat on your home map, but don't dumb down the game any further. This is just lemmings 2.0 and couldn't be further away from what was promised in the KS if you scrapped it all and made a racing game instead. This isn't remotely close to what I wanted when I got the game on SEA Can you please learn something from indie devs and offer refunds to those who won't be able to enjoy this game?
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Post by eskaton23 on Jun 20, 2015 15:14:10 GMT
^^ What he said.....I have no interest in any outcome with this game. Even if it finally materialises as the best ever reincarnation of the God Game Genre that has ever been seen I will never play it! All I want is my money back.
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Post by simon22cans on Jun 20, 2015 18:40:18 GMT
"Great care had been taken to create a peaceful Zen like atmosphere in Godus. Everything from the pacing, the visuals and the music and sound effect had been tailored towards this goal. And now these bloodthirsty warriors were ruining it all." WOW! Yet another disappointment. What's the point of the "main part" of the "game" if there's no failure state. Make a "Zenbox" mode where there's no combat on your home map, but don't dumb down the game any further. This is just lemmings 2.0 and couldn't be further away from what was promised in the KS if you scrapped it all and made a racing game instead. This isn't remotely close to what I wanted when I got the game on SEA Can you please learn something from indie devs and offer refunds to those who won't be able to enjoy this game? Hello again totallytim, Interesting point, what do you think the failure state should be in that case? i.e. you should have your homeworld destroyed? something to protect? I don't quite follow the dumb down bit? can you elaborate? I'm sorry that this isn't something to what you wanted when you got it on SEA, slightly the nature of the beast of early access, however, at least you'll get to tryout what gets delivered with the new combat modes if you want. Sorry, Simon ps. we are an indie dev?
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Jun 20, 2015 19:03:58 GMT
simon22cans, perhaps you should think about changing your avatar. Has the art department not sculpted you yet?
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Post by simon22cans on Jun 20, 2015 19:13:58 GMT
simon22cans, perhaps you should think about changing your avatar. Has the art department not sculpted you yet? Ha, yes, I should really. They have indeed 'done' me, I just haven't found the time to change it. I shall make it my mission!! BTW. WTF is the default avatar?
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Jun 20, 2015 19:22:29 GMT
simon22cans, perhaps you should think about changing your avatar. Has the art department not sculpted you yet? Ha, yes, I should really. They have indeed 'done' me, I just haven't found the time to change it. I shall make it my mission!! BTW. WTF is the default avatar? I think it's a baby Cthulhu. I used to have shiny rainbow ponies that I chose specifically so people would be inspired to replace them with something of their own choosing, but then someone came up with the Cthulhu one so we went with it.
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Post by totallytim on Jun 20, 2015 23:21:14 GMT
i.e. you should have your homeworld destroyed? something to protect? I find it surprising that this isn't obvious. We were promised a mix between B&W, Populous and DK, but so far it seems like we're getting a settlement builder based on f2p timer mechanics with no actual end goal or challenge beside a minor annoyance or two. And as a bonus you're able to participate in battles that seem like they are partly replacing the lemmings minigame and don't have any real effect on your home. So we and up with a sandbox mode that isn't very enjoyable on its own and an rts mode which was based on the sandbox mode but isn't a part of it. Perhaps dumbing down isn't the right word. Combat was supposed to enhance the core gameplay experience not just add to the sum of its parts. The main allure of the idea named Godus was the meaningful combination of elements which made the previously mentioned games enjoyable. I don't find building in games very enjoyable unless there's a real risk of losing it all due a series of reasons (including violence) and I don't care much for rts games unless I fight for something I really care about (except when the mechanics are on the level of eSports titles). An implied connection between the two isn't good enough for me (for example: text saying these guys will destroy your homeworld if I don't fight them on this remote island). Even if combat is top notch, it's still just a glorified minigame and not even close to what I wanted when I bought Godus on SEA. Combat maps are fine for scenario battles (multiplayer or just vs the AI), but combat needs to be an integral part of the god game experience. Currently it just has too many similarities with existing mobile timewaster titles like Clash of Clans for example. Now if the feel of combat is really as good as you say it is and if you pretty much scrap the f2p ("zen") idea of homeworld and redo it on top of these new and hopefully good combat mechanics, then there's still a chance of saving this boat. But I don't see this happening since it doesn't make a lot of sense from a business standpoint. And about the 'indie' part. I was referring to a quote from an indie dev concerning the new refund policy on Steam: That's a pro consumer attitude I can respect. Not the arm twisting hostage situation we found ourselves in. Sure, we're getting a consolation prize, but it's pretty much useless to me since it looks like it's not even part of the genre I enjoy (something one would usually encounter on a mobile device). Also, PM said he went to KS because he wanted to make a game without publisher influence. Sounds pretty independent to me... well, until he made a deal with dena. But that's beside the point.
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