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Post by hardly on May 25, 2014 5:30:23 GMT
Before I get into some constructive suggestions for GODUS I want to mention the most recent video. Peter obviously is distressed by the level of community fury about the state of GODUS. Now there are some pretty strong views about the fairness of that. I don't want to get into the blame game in this thread but before I offer up some positive suggestions for GODUS let me say that 22Cans you don't have to implement changes to get us off your back, you just need to tell us about specific changes you are going to make that address our concerns. Once we have confidence that you are moving away from FTP on the PC we will calm down.
The current situation with GODUS is like a car going the wrong way down a one way street. 22Cans is the driver and the gaming community are the passengers. We are shouting at you to turn around and go the right way, 22Cans response has been to drive faster, we shout more and 22Cans say "well go faster I promise" in response. You need to hear us and do a 180 degree turn. Its not the progress that matters so much as the direction of travel. So if you want to cool things down a bit just make some promises that are broad (gives you room to move) but that clearly show the divergence between PC and Mobile that you will deliver. If both games keep moving in the same direction this wont end well for anyone involved.
Now my positive suggestions for mechanics. I've tried to work within the context of where GODUS is today.
•Priests, temples and such - I think priests collecting belief and taking it to a central building (church, temple, mosque, etc) that automatically beams that belief into space is great. I read it somewhere on the forums and its a good idea. This will be an automation of the belief collection that also adds variety to what your people do.
•Mountains are for mining - One of the reasons people flatten all the terrain is because (1) we have to hit population limits and (2) there is no benefit to mountains. Mountains should be for mining (low mountains for stone perhaps and high mountains for ore), you should only be able to mine at a certain altitude. This will encourage us to leave/build high points for mining. I'd consider starting the map of flat and incentivising the player to build mountains for their people. A mountain could also boost the belief/happiness of the nearby people e.g. Mount Fuji.
•Forests are for chopping - Same as with the mountains we strip the forests to clear land (probably the scarcest resource in GODUS) for expansion. We need to make forests cool. What if our people could be taught to sustainably harvest forests? What if forests were needed for building? What if we could grow forests with our powers? What if when we grew a forest it changed the way our followers worshiped us?
•Optimal altitudes - We want a varied map so we need all the terrain types to have their own purpose, if we can get say five different terrain types/heights that all interact with different resource collection mechanics that would really incentivise creating an interesting environment - sand/beach could be for fishing, plains for sheep, grass for grain, and higher terrain for mining.
•A real science system - One of the biggest complaints is about stickers. Stickers aren't actually that bad except for how we get them and how they are used. GODUS needs a science system. I suggest in the early ages priests also produce science which can be spent on "stickers" which can then be applied to different cards in the timeline. The timeline obviously needs to be reworked to make it less linear and to add choice but for now if you could get rid of the chests and make our followers build the stickers that would be a start.
•Great projects - In 1.3 it seems 22Cans felt we had too much belief, so to prevent us flattening the planet they reigned it back. If you want to soak up some belief then for a start make it so belief doesn't generate out of game, then give us some things to use it on other than expansion. I suggest great projects that look awesome and give us a small bonus somewhere but are more cosmetic than gameplay related. I'm thinking the great pyramids of giza, Notre Dame, the acropolis, the colossus of Rhodes type stuff. They would take a long time to complete but unlike some of our current timers there would be no limit on the amount of people dedicated to the task. So like 4 weeks of gameplay time with one person, but with 672 people it would take an hour. These projects would soak up manpower, resources and belief. There could be achievements for the people who build them first or build the biggest one in the case of a pyramid. Oh GODUS this is starting to sound a bit FTP. I just think that if you could look out and see some great works that have been constructed in your honour it would make you feel like a powerful god. Obviously there should be bonuses as well and these could carry over into some of the multiplayer games as well perhaps as long as it can be balanced. Belief is used in the construction of these because you need to inspire your people to build this symbol of your power.
•Take off the limits on belief and sculpting - You need to make sculpting cheap so we can do more of it and you need to make it easier. Reduce the cost of sculpting or increase the rate of belief generation. Also to make sculpting easier add in the option of holding the mouse to raise land or lowering it. That way it will be easy for us to make mountains. Give us multilevel sculpting early in the game. The challenge shouldn't be to expand across the map (that is why you have limits at the moment), the challenge should be to make an awesome civilisation. If we have varied terrain, great works, farms, mines, more professions, fountains and heaps of stuff to balance along the way then you wont need to hold us back from levelling the whole map.
•Fountains (and other gifts) - fountains are actually a cool idea but the way they were suggested by 22Cans is crap. No clicking on fountains. If we build fountains with belief that is cool although a stone resource requirement would enhance it. Once its built it should be automated (this goes for pretty much everything in GODUS please never have click, wait, click, wait, click for anything) with follower visiting to get the water they need. You could keep the happiness mechanic or you could do something else (see below).
•Self upgrading dwellings - Caeser and SimCity both have the idea of self upgrading dwellings that evolve as the infrastructure around them improves and as people get access to desirable resources. With fountains, and other improvements you could go down the path of having dwellings improve as the population get access to improved resources and services. Its an idea that is done before but it is a good one.
Ok that is enough for now. It would be awesome if others could chip in with their thoughts.
Remember you don't have to implement the changes to get us off your back, just tell us about the changes at a high level and once we get the idea that your taking FTP mechanics out and moving away from mobile we'll be more patient and you'll be less stressed. It might take 2 years to make GODUS a good game off the backs of money spent by whales who play the mobile version but if that's what it takes lets get started now. One final point, Peter mentions minecraft a lot which is fine because it is a great game but the truth is minecraft looks like shit. So maybe some of the changes can be included and not animated that well. If you automate belief without priest collection and beams into the sky as an interim measure that is fine, just tell us your vision and give us a reprieve from FTP and well be grateful I promise.
Oh and you should bring your ideas to us early in the brainstorming process. You have hundreds of people here you can spitball with and I bet you'll get better results if you bring us Peter's earliest ideas and bounce them around on the forums for a week.
I'm cooking dinner so I'll come back and edit this later.
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Post by sidara on May 25, 2014 5:38:22 GMT
I'd be happy with an acknowledgement that the current game is too FTP-oriented, and that they're going to be 'turning the car around' in your analogy and splitting the mechanics of the game apart and making a proper PC game.
I'm happy for PM to exercise his prodigious imagination - in this direction.
I just wish I had more optimism that it would happen - but they've been at this for a year, and right from Alpha people have been making suggestions - some excellent - on how to make this an actual god game, but there's been nothing. About the only suggestions they caved to are to make belief collection marginally easier, to slightly remove the horrible clickiness of sculpting, and the camera angle - but these are hardly ground-breaking changes to the core mechanics of the game, which is what needs to happen.
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Post by 13thGeneral on May 25, 2014 5:52:28 GMT
I'd be happy with an acknowledgement that the current game is too FTP-oriented, and that they're going to be 'turning the car around' in your analogy and splitting the mechanics of the game apart and making a proper PC game. The problem with that is, sadly, at this point in development I don't believe they can separate the two games in the way we want; they are possibly far too interlocked in form and function, and doing so would break the whole "multi-hubworld' ideal they have built it all upon. We all boarded a passenger train, without a loop interchange or track switch, and there's a runaway locomotive coming at us full steam; there's probably no stopping the inevitable, disastrous collision. All we can do is hang on screaming, hoping and praying, or jump off. Bleh. There's very little positive choice at this juncture. Well, this is supposed to be about positive, constructive ideas. Hmmm... Exactly. I told myself I wouldn't give them any more suggestions or ideas, because I poured my best out back in September and the months following (prior to the blackout), and nothing seemingly ever came of it (well, except maybe the belief collection and planting trees, but even those aren't implemented as we'd hoped). However, in the spirit of the openness of this forum, I suppose I can give it a shot. I'll give it some thought and edit my post with something shortly. 22Cans: you don't have to implement changes to get us off your back, you just need to tell us about specific changes you are going to make that address our concerns. Yes, this. We've been asking for this since Day 1. Read it. Live it. Do it. Own it. The recent appeal for suggestions from 22Cans is frustrating and mystifying. 22Cans have been provided with constructive feedback and PC-oriented suggestions (in amongst the vitriol) since the very first alpha release, and ever since then we've been repeatedly assured that this feedback has been compiled into reports by Muir/Sam/Matthew/DrPink/whoever and discussed by devs. There should be no need for any additional "what do you think should change" posts, and the fact that there are makes me think the real question is "what do you think should change APART from all that stuff you said earlier?" I believe they are only interested in tiny, easily-implemented changes that work within the very limited game we have in front of us. And since that doesn't even remotely address the problem, they aren't going to hear what they want. Hence, why I have been hesitant to provide any further feedback. Where is all the if we supplied over the last year? It's all just as relevant now as it was back in Sept 2013. For instance, I actually liked the collection book for what it was; a way to differentiate the achievements through out your civilization, in a collected "History Book" of sorts (e.g. "Your people have moved on to another chapter in history!"). The whole timeline concept we all wanted was suppose to supplement that as a way to quickly visualize progression, and I think they misinterpreted/misunderstood our feedback completely. This is when they went silent for a few months, and redesigned everything without communicating what they were doing - and now we're kind of stuck with this weird card/sticker/timeline thing that doesn't quite feel right; it gives a false sense of progression through the eras, because there is [currently] no single event or achievement that activates or informs of that shift in epochs. They got this suggestion so wrong, and instead erroneously supplemented one for of card collection display for another, and mysteriously added yet another ridiculous mechanic on top of it. Unfortunately I think we're stuck with cards and stickers, and no amount of feedback will change that; but maybe it'll help them understand WHY they need to change HOW the mechanic works. EDIT: Added some positive(ish) constructive feedback.
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Post by Crumpy Six on May 25, 2014 9:14:20 GMT
The recent appeal for suggestions from 22Cans is frustrating and mystifying. 22Cans have been provided with constructive feedback and PC-oriented suggestions (in amongst the vitriol) since the very first alpha release, and ever since then we've been repeatedly assured that this feedback has been compiled into reports by Muir/Sam/Matthew/DrPink/whoever and discussed by devs. There should be no need for any additional "what do you think should change" posts, and the fact that there are makes me think the real question is "what do you think should change APART from all that stuff you said earlier?"
I believe they are only interested in tiny, easily-implemented changes that work within the very limited game we have in front of us. And since that doesn't even remotely address the problem, they aren't going to hear what they want.
EDIT: Just realised this is meant to be a thread with minimal negativity towards 22Cans, so here's something that I think would be a MASSIVE improvement and it's also based on my first impressions of the game, which would mean it probably strikes other players when they play the game for the first time and is worth consideration.
I flatten some land, a bunch of plots appear, and my followers start building. This is a cool moment of anticipation: what are they gonna build?? Oh. They're building little huts. Every single plot is a little hut. Each additional plot I create, they make an identical little hut. This isn't fun. What would be cool would be if they would build some other structures. This is the primitive age, all houses aren't going to look exactly the same. Why don't they ever make other buildings, like food stores or a village centre? The followers should have free will to do these things. Yes, it might piss me off as a God if my own Godly objectives require them to make houses and they're actually dicking around making taverns, but then I should probably have to use some kind of godly influence to encourage them to make houses and build up population. My absolutely favourite thing is the concept of artifical life - Petz, Creatures, TechnoSphere. Let's have a god game where our people have concepts of artificial life and independence.
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Post by greay on May 25, 2014 10:31:55 GMT
I flatten some land, a bunch of plots appear, and my followers start building. This is a cool moment of anticipation: what are they gonna build?? Oh. They're building little huts. Every single plot is a little hut. Each additional plot I create, they make an identical little hut. This isn't fun. What would be cool would be if they would build some other structures. This is the primitive age, all houses aren't going to look exactly the same. Why don't they ever make other buildings, like food stores or a village centre? The followers should have free will to do these things. Yes, it might piss me off as a God if my own Godly objectives require them to make houses and they're actually dicking around making taverns, but then I should probably have to use some kind of godly influence to encourage them to make houses and build up population. My absolutely favourite thing is the concept of artifical life - Petz, Creatures, TechnoSphere. Let's have a god game where our people have concepts of artificial life and independence. This x1000.
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Deleted
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Post by Deleted on May 25, 2014 21:12:24 GMT
I flatten some land, a bunch of plots appear, and my followers start building. This is a cool moment of anticipation: what are they gonna build?? Oh. They're building little huts. Every single plot is a little hut. Each additional plot I create, they make an identical little hut. This isn't fun. What would be cool would be if they would build some other structures. This is the primitive age, all houses aren't going to look exactly the same. Why don't they ever make other buildings, like food stores or a village centre? The followers should have free will to do these things. Yes, it might piss me off as a God if my own Godly objectives require them to make houses and they're actually dicking around making taverns, but then I should probably have to use some kind of godly influence to encourage them to make houses and build up population. My absolutely favourite thing is the concept of artifical life - Petz, Creatures, TechnoSphere. Let's have a god game where our people have concepts of artificial life and independence. This x1000. I am the god of identical abodes. Later on in the game, with the right sticker on the hand, i will be the god of identical row houses ... and stubpid people sitting in their mud hud waiting for the world been flattend to build another identical abode. The world should be ful of identical abodes ... and flat. And full of strange stickers.
EDIT: oh, it should be a positive thread? How many have we seen since alpha? Repeating the same things ever and ever. I can remember having read the priest suggestion collecting belief almost 1000 times. Any changes? No. Great idea by the way. Better than clicking on houses. But it's not the kind of game they want to make. I think you have to face it.
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Post by hardly on May 25, 2014 21:28:35 GMT
Just to say I don't mind you guys being cynical even in my attempted positive constructive thread. You've suffered through 9+ months of cynical game development where even future ideas e.g. Fountains are sad FTP mechanics. I've joined with you spouting vitriol about 22cans and Peters transgressions against us but for me I just wanted to do a positive post to show I could also be constructive.
How good would it be though if M/G put all the design ideas up for discussion before they started implementing them. I'm sure we could help, after all there are some very smart people on these forums with a surprising amount of software development knowledge it seems. So I think 300 minds would be better than 22.
Of course this all assumes 22cans don't want to develop a FTP monstrosity. If you do 22cans please tell us we can focus our efforts on figuratively crucifying you on these forums.
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arondc
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Post by arondc on May 27, 2014 9:28:35 GMT
Of course this all assumes 22cans don't want to develop a FTP monstrosity. And there your assumption already fails. It was there plan from the whole beginning. Even if it wasn't, it is now! I'm so tired of repeating all those ideas I have/had for Godus and just dont want to write them down again and again and again and again
There are soooo many great ideas (and they are already written down in a very descriptive way) in several threads in the steam forums but I really don't think we will ever see even one of it making it into the game. Even though I appreciate your enthusiasm and your believe you could actually change anything with it.
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Post by Monkeythumbz on Jun 4, 2014 16:34:04 GMT
The recent appeal for suggestions from 22Cans is frustrating and mystifying. 22Cans have been provided with constructive feedback and PC-oriented suggestions (in amongst the vitriol) since the very first alpha release, and ever since then we've been repeatedly assured that this feedback has been compiled into reports by Muir/Sam/Matthew/DrPink/whoever and discussed by devs. There should be no need for any additional "what do you think should change" posts, and the fact that there are makes me think the real question is "what do you think should change APART from all that stuff you said earlier?" That's a totes legit question. Basically, different designers work on different aspects of the game and this was a new request. Matthew and I were asked to collate people's top 3s by one of the designers so he could tally what suggestions are most frequently put forward (with number of specific instances included), as well as grouping the suggestions that fall into the same category by type.
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Post by Qetesh on Jun 5, 2014 2:48:22 GMT
My best constructive thing to say is to make the Voyagers more interesting. They feel like a required chore and not a fun thing to do. Games are supposed to be fun, each and every part of them or why play? Put some mind puzzles in the Voyagers and please for the love of God, take out the aspect of timed clicking.
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