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Post by Monkeythumbz on Jun 23, 2014 18:44:47 GMT
The stickers are just an artificial limitation to keep me from getting the cards i EARNED through the actual purported purpose and activity of the game - making my civilization bigger and more civilized. Stickers and cards are more similar to, just for example, tiberium and the tech tree in C&C. Also, your post was fantastic (really not trying to be condescending, you have some terrific ideas there), however Ba'al did ask for me to provide the essential parameters in which your feedback would be the most valuable and easily acted upon, specifically in regard to cross-platform compatibility, which is what Jack and I sought to provide.
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Post by Deth on Jun 23, 2014 19:46:12 GMT
Stickers and cards are more similar to, just for example, tiberium and the tech tree in C&C. Also, your post was fantastic (really not trying to be condescending, you have some terrific ideas there), however Ba'al did ask for me to provide the essential parameters in which your feedback would be the most valuable and easily acted upon, specifically in regard to cross-platform compatibility, which is what Jack and I sought to provide. I could not disagree more. Yes the cards are a tech tree, but the stickers are no where near tiberium. To be tiberium stickers would have to be wood/stone/metals gathered by my people in the "background" not an item I as a god have to go and dig up and click on. Now if my people would go to the area and dig on there own that would be more tiberium like. Beyond the name I think most who complain about stickers feel it is un-god like to have to go out and gather this our selves. But I am sure you have heard that plenty.
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Post by Monkeythumbz on Jun 23, 2014 19:54:54 GMT
Stickers and cards are more similar to, just for example, tiberium and the tech tree in C&C. Also, your post was fantastic (really not trying to be condescending, you have some terrific ideas there), however Ba'al did ask for me to provide the essential parameters in which your feedback would be the most valuable and easily acted upon, specifically in regard to cross-platform compatibility, which is what Jack and I sought to provide. I could not disagree more. Yes the cards are a tech tree, but the stickers are no where near tiberium. To be tiberium stickers would have to be wood/stone/metals gathered by my people in the "background" not an item I as a god have to go and dig up and click on. Now if my people would go to the area and dig on there own that would be more tiberium like. Beyond the name I think most who complain about stickers feel it is un-god like to have to go out and gather this our selves. But I am sure you have heard that plenty. That is exactly the kind of feedback I'm looking for. I already have this note in our suggestion tracking spreadsheet: Archaeological followers (Followers): Players don't feel very godly having to go around and collect chests, having archaeological followers with the ability to dig for chest is a common choice.
Any other suggestions as to how to amplify the cards-as-tech-tree, stickers-as- unobtanium (i.e. the equivalent of tiberium/minerals/Vespine gas) metaphor/symbolism?
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Post by greay on Jun 23, 2014 21:34:20 GMT
Any other suggestions as to how to amplify the cards-as-tech-tree, stickers-as- unobtanium (i.e. the equivalent of tiberium/minerals/Vespine gas) metaphor/symbolism? Well it all still feels very linear, not like a tech tree at all. This is largely due to how it's presented (in a single line w/specific "ages"), but also due to the linear way you unlock them. Sure, you can put stickers on the cards in any order but it feels more like reading the chapters of a book slightly out-of-order than it feels like guiding how your civilization grows. It's still just choosing the order you unlock things (in a pretty constrained manner), rather than making any strategic decisions. - Cards should have other requirements other than just # of a specific resource. Some should require other cards to be unlocked first. Others should have... other requirements. Mix it up. Need 3 farmer settlements? Make this varied & it'd be a lot more interesting, I think.
- Yes, followers should gather resources. (stickers, if you must). The kinds & number of resources they gather should be different depending on how you grow your civilization
- Scrap the linear timeline. Or at least change how it's presented – a start would be "things you've completed" are in the past, and "things you've unlocked but haven't stickered" are in the middle, and "things you haven't unlocked" are on the right. This way, it's the timeline of your world, not some arbitrary timeline that you are more-or-less following. But that still doesn't convey "tech tree", unless you do some sort of "branching timeline" thing where stuff on the "future" side of the timeline actually does fan out into a tree. Which could be cool, but maybe not the greatest idea for this game.
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Post by Crumpy Six on Jun 23, 2014 21:50:20 GMT
This thread on Steam has some points relevant to this thread: steamcommunity.com/app/232810/discussions/0/540744934755378527/Specifically this quote from George: (There's that word 'polished' again) I'm really surprised to hear that things like path-finding and trees are currently operating "in accordance with their design and within our technical limitations." Just how severe are the technical limitations? I assume this part of being dumbed down for the sake of the portable version of Godus? Anyway, to give more specific feedback of the nature you have requested... - The cost of actions/activities
The concept of spending something is fine as a mechanic, the problem in Godus is that it feels so forced and artificial. It's as if no one could think of a proper currency so they made one up - "belief", which is interchangeable with something like mana except mana would actually make more sense than belief. Why would your people believe in you LESS because you went and did a load of stuff? In Black and White, doing stuff that had a perceptible influence on your world and made people believe in you more and increased your power, which makes sense. Godus belief-dollars is a huge step back.
So the issue of having fake nonsense Monopoloy money to spend on stuff that should come naturally to a god is only compounded by the problem of how much everything costs, which makes it a waiting game. And waiting is further compounded by TIMERS. A watched pot never boils, right? Which is why we've got timers to watch. To make us spend Godus-dollars to speed it up, because watching a timer tick down is physchologically very irritating. Think "buffering...". Except we are playing the PC version, which everyone agrees is not going to have microtransactions, therefore having the psychological spend-money barriers is just annoying to the gamer. Instead of having a timer, why not make the timer invisible and give us a nice animation of the building being made or the building being improved as the followers prepare to start a family, or people worshipping and decorating their home to increase belief production. And it would also be nice to be able to influence that.
- If they are near a marble deposit, maybe they can build fancy ornaments to decorate their homes which increases belief - Nearby trees/wildlife/land level could affect the clothes they wear and their behaviour - maybe in nicer weather they go to communcal churches and street dancing and stuff which increases belief. - People build better if the environment is better suited to building, not because I deposited a monstrous Statue of Being a Faster Builder nearby. - People reproduce faster if the environment is better suited to having a family, etc.
Basically logical actions having logic consequences, not I peeled a celestial sticker out of a box and stuck it on my trading card and now I have a slightly better means of grinding towards getting my next card...
22Cans needs to understand this. It's not just cost and time. Every game kind of boils down to cost and time mechanics, they just don't present them straight-up as a timer and a number. I don't think I've diverted a million miles away from the mechanics of Godus with these suggestions. If you think so, maybe Peter should rename Godus "Timers and Stickers" if this is really what it's all about? The rest of it just seems to be getting in the way of his vision.
- The time it takes for actions/activities to happen or for you to progress
See above. Time isn't so much of a problem if it's logical and it's going to end in a reward. A reward that is Godus-dollars that I immediately spend entirely doing one trivial thing is not fun. A reward that is another identical house being built in my massive estate of identical little houses so that my little person number can go up is not fun. A reward of opening a land expansion is pretty good but it's not 5 hours good.
I recently bought Plague Inc on Steam. This game can also involve a lot of waiting, but I don't mind it because I know there's a simulation running in the background doing all kinds of calculations and random events and suchlike are going to change the outcome of what I'm waiting for. We don't get this in Godus. The outcome of the timer counting down is 100% assured, it is literally a case of waiting for it to tick down.
Do you mean the actual map we play with in the homeworld? I think it's fine. I have never unburied one of those monument things from under a mountain because they amount of time/Godus-dollars that would cost me is a piss-take. But the mountains and stuff, and the playability of the level design when you start up, and figuring out how to advance and learn through the tutorials etc all seems to be pretty good. I will say though that the tutorials take too long. I know having them skip-able is probably not going to happen at this point, but is it really necessary to make the user clear the ENTIRE circle for each stage of the sculpting tutorial? This is tedious. At the very least the circle could be smaller.
As above, I think this element of the game is fairly intuitive. You find a thing, click on it, and if clicking doesn't do anything you try to get your followers to interact with it. You dig stuff up. I know that 22Cans is very focused on stuff like this, and I do understand why, because when you've got a F2P mobile game there's probably a very tiny window of opportunity in which the engage the attention of the person who's playing in order to get them to commit to it. But maybe this is why you aren't getting a great deal of useful, in-depth feedback from PC gamers relating to this very specific type of feature? PC gamers don't particularly look for this kind of quality, espeically when they already paid full price for the game. We paid for it so we are going to give it a fair shot, regardless of if it's instantly super-easy to figure out or if we have to poke around a bit.
As above. They are pretty obvious at first, though in my opinion it all goes downhill a bit with settlements. I know you guys are working on this. The whole idea of dividing my town of settlers in breeders, builders and 'buffers' (I don't know what that is supposed to mean) did not make sense. Now I think we just build a type of settle or something? I would rather the settlements are appropriate to the nearby environment and my followers figured it out for themselves. Right now Godus feels like Playmobil.
- The flow from one Age to the next
I think this is poor. My people kind of look and act the same regardless of what age they're in. The difference in ages seems to be whether you've got fields or coal mines. This massive over-simplification of the progression of humanity is pretty sad for the "regenesis of the genre". I would like to see more complexity and more gradual progression. I would like to get the sense of humanity progressing because of my people doing stuff on their own, and not because I unlocked a card that said "now your people can do this". That kind of abstraction is not fitting for a PC god game. I'm starting to feel like we're getting to the heart of the matter here. A lot of suggestions are not going to happen for two reasons: 1. Technical limitations which are enforced because of the need to keep Godus portable 2. Peter Molyneux refusing to change his mind about things. I think we're starting to touch upon the reality of this, and I think it's a massive shame.
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Post by nerdyvonnerdling on Jun 24, 2014 1:01:27 GMT
Not to be pedantic, but aren't those symbolic representations? Wouldn't it make more sense to refer to them as symbolism? Aren't metaphors literary devices? In design terms, they're metaphors. It's used as a technical term within videogames development ( example #1, example #2). To the best of my knowledge, it's used in all software development, ever since the days of the "desktop metaphor" to describe your PC's, well, desktop. Interesting, first link particularly. Seems so odd to me, mainly because I can't help but think 'symbolism' just more accurately describes what's being described.
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Post by nerdyvonnerdling on Jun 24, 2014 1:09:38 GMT
Basically logical actions having logic consequences, not I peeled a celestial sticker out of a box and stuck it on my trading card and now I have a slightly better means of grinding towards getting my next card... That's the big one, there. This is why so much vitriol for stickers, and you summed up why they're not going away, and why 22cans catches so much heat for FTP mechanics (dig up chests!). The best solve I've seen suggested all relate to tying sticker generation onto logical action/consequences instead of magically replenishing chests. Utilize followers, elaborate on what is already in place. Instead of just builder/breeder/buff, assign multiple rolls that generate the stickers in a sensible manner, and have these tasks advance and progress with the ages. A hunter generates meat and fur stickers, progressing to a herdsman who generates cheeses, leathers, felts, whatever.
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Lord Ba'al
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Post by Lord Ba'al on Jun 24, 2014 1:35:04 GMT
Woah! I'm not around for 1 day and suddenly there's serious discussion going on. I think I'll want to weigh in on this but not right now as it's 3:30am and it's been a looong day. The coming few days are going to keep me quite busy as well so it might be a while before I can. Please feel free to remind me if I forget.
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Post by banned on Jun 24, 2014 2:53:49 GMT
Not to be pedantic, but aren't those symbolic representations? Wouldn't it make more sense to refer to them as symbolism? Aren't metaphors literary devices? In design terms, they're metaphors. It's used as a technical term within videogames development ( example #1, example #2). To the best of my knowledge, it's used in all software development, ever since the days of the "desktop metaphor" to describe your PC's, well, desktop. Bullshit. They are a lame excuse for dumbing down the game to not scare casual mobile players. We have accepted 22cans is not going to fix this so if y'all admit it we can move on and perhaps save this travesty from total failure. But, I assure you that if 22cans continues to ignore the many, many, years of experience contained in the kickstarter backers and go full "to hell with reality" into this mobile design, then there is no hope. Farmville sucks not because it was a crap facebook game but because it was a crap "money first" design.
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splitterwind
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Post by splitterwind on Jun 24, 2014 4:12:13 GMT
I augur ill.
There is something wrong with the metaphor as gluing stickers on cards sounds too childish to feel godlike, but thats not the main problem.
The main problem is the gathering mechanic, what we as PC gamers want is resource management and resource gathering through our followers. It wouldn't even be a problem if resources and the tech tree would be depicted as cards. (for examples trees that get chopped down by our followers drop stickers that our followers collect...).
Keeping the mechanic and revising the metaphor (= artistic depiction of a abstract and non-logical gameplay mechanic) sounds like a deception to keep everything as it was. Like exchanging stickers with mannequins. Or rather a virtual deposit. It would solve the problem of stickers feeling too childish, but it wouldn't touch a core problem of godus PC version. (free 2 play mechanic that doesn't require any form of strategy and thinking and is nothing more than a timesink)
And afterwards its said that 22cans listened to our feedback while again purposefully misunderstanding the point. It would be nice if you guys were at least honest and open with us about that.
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Post by splitterwind on Jun 24, 2014 4:32:31 GMT
The stickers are just an artificial limitation to keep me from getting the cards i EARNED through the actual purported purpose and activity of the game - making my civilization bigger and more civilized. Stickers and cards are more similar to, just for example, tiberium and the tech tree in C&C. No, they're not comparable. Tiberium was more comparable to belief, but thats still quite a stretch. The main difference is that tiberium required strategic thinking and was well embedded in gameplay. There were different forms of tiberium and the more valuable was usually further away or in hot spots (more dangerous to collect). You had to protect your collectors and fields, had to think about how many collectors you want to use, which fields you want to harvest, how to disturb other players from gathering. Stickers on the other hand don't require any thinking or strategy at all. There is no cost/reward you have to evaluate. Just judging the metaphors, not the mechanics, tiberium also made sense in a scifi setting. Stickers don't make sense in a god game or fantasy setting. The C&C games I played didn't had a tech tree like in Godus or civilization, instead you advanced through buildings and upgrades. Also quite different from Godus. In my opinion you can't call whatever godus has a tech tree. Its rather a tech branch. Or tech timeline... A tree structure would mean it would be less linear and offer multiple choices. Actually I can't think of a PC game with a similar mechanic and metaphor as godus.
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Casinha
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Post by Casinha on Jun 24, 2014 8:52:55 GMT
The stickers are not a metaphor for the perseverance of the human spirit or some shit. They couldn't even possibly BE that, since YOU(god) are moving the earth to fish it out. Humans aren't doing anything in this equation. The stickers are just an artificial limitation to keep me from getting the cards i EARNED through the actual purported purpose and activity of the game - making my civilization bigger and more civilized. Don't you see that needing them makes the MAIN POINT of the game(or at least the early ages) superfluous? All we do is move land so they can build more houses and expand our population. Go forth and multiply. But getting enough population doesn't give you new abilities, it just gives you the privilege of LOOKING at the ability. Like, "Hi, i'm a cool new god power, you'd like to have me, wouldn't you? Well you can't because there aren't enough treasure chests in the WORLD for you to unlock me. Sad day for you." That entire mechanic was stupid in the first place. Here, i'll give you a better idea, that makes everybody happy, but it would require rewriting EXTENSIVE amounts of code, and replanning part of your monetization scheme: Naturally occurring and god power given resource deposits in the landscape. You use belief to "turn the land" to the type of resource which you want, and certain resources are better in certain altitudes(so the most valuable resource would be on the highest mountain top, requiring the most belief to turn the land or form a city near and around the resource due to the cost of sculpting a mountain to put a city on). Before a city is built near the resource, the villagers in homes near the resource mine it or work it, and occasionally a "sticker" or what have you would pop out above the resource. When you build a city near a resource, the "sticker" pops out more often, and the city takes on the appearance of a city dedicated to the collection of that resource(i'll leave it up to you to figure out the logistics of how proximity to multiple player formed resources changes the trappings of the city). Resources occasionally run dry, which necessitates reinvigorating the resource with god powers. Need lots of belief to keep drawing nutrients out of the same ground or mining the bottomless mine. You can monetize it by buying a single dose "reinvigorate resource" power that is some kind of a bargain on belief. So if it takes 200k belief to reinvigorate a resource, and 200k belief is something like 2 dollars in the store, then sell the reinvigorate for 1 dollar. It's not a shortcut which makes buying belief itself superfluous because belief powers lots of other things like god powers. Okay, and here's the catch. The player cannot remove the resource without hitting it with a destructive god power. The resource can go dry and become useless, but it cannot be removed, or its land pulled out from it, except by something like a meteor strike, an apocalyptic god power. That way, in the future ages when different kinds of resources are required, you as god need to hit them with something apocalyptic so that you can wipe the slate clean to build new cities with new resources. This system gives players greater control over the world they will shape, and adds to the prototypical god narrative and gives meaning to the seemingly senseless acts of destruction that have been wrought upon the world over time, adds to the impression that it is the progress of civlization ITSELF which furthers the endeavors of mankind, where god provides a helping hand by adjusting mankind's environment, it makes players feel more powerful and in control, and it removes the STUPID treasure chest from no where mechanic, and allows you guys to make a buck. There ya go. Good idea, but then you've just got a 3D version of Reus, not that I would mind that at all The mechanic works, just not sure how well it would go down.
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Post by Crumpy Six on Jun 24, 2014 9:09:41 GMT
Good idea, but then you've just got a 3D version of Reus, not that I would mind that at all The mechanic works, just not sure how well it would go down. Here lies another problem, I guess. A lot of suggestions people make are based on other games they've played that are cool. My suggestions are all in the direction of making Godus more like Black and White, because that was a really awesome game and I would love to see a game that builds on B&W with all the advantages of modern technology and optimisation and expanded ideas that would make into something truly epic. Frankly, it's a waste of time - Godus is simply not going to be the next Black and White. It's not trying to be. Did it initially pitch itself as such? I'd argue yes. But that's a topic we've already hashed out. I don't think Godus wants to be "if you liked X you'll love Godus", I think it wants to be something new and original and mould-breaking. So maybe this is why 22Cans is so stubbornly sticking to its guns over things like cards and stickers. These unique and brilliant concepts DEFINE Godus, they shouldn't be removed at the ill-conceived whim of nostalgic PC gamers. This is probably what Peter Molyneux is trying to express when he talks about us dumbass players simply not getting it and not playing the game properly. It's sad that Godus gained most of its funding through appealing to people's nostalgia for PM's older, greater titles, but has subsequently distanced itself from all the things that made those games so appealing.
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Post by hardly on Jun 24, 2014 9:56:22 GMT
I think buried in this thread is the revelation that GODUS's design is 90% fixed (at least for the content implemented). The later game may change and of course Hubworld will be different because its not there but the basic building blocks we see now will be in the final game if it is ever finished. I seriously doubt we will ever see a serious deviation from the mobile version which is itself a pile of poo at the moment (see my thread about how the game stole my progress when I bought a sticker pack). George is there any truth to the rumour that the sculpting mechanic was changed on the PC because the early PC mechanic where it destroyed houses would not work on mobile devices that lack the precision of the PC? It seems that if mobile players could destroy houses with sculpting they'd be doing it all the time by accident.
We can argue all we want about metaphors and symbolism but what we should be talking about is fun. Fun is normally subjective but in the case of GODUS there appears to be an almost universal consensus that the mechanics in GODUS are not fun. Therefore its in 22Cans best interests to change them. We can tell them what would work better and I think the community has come up with some brilliant suggestions that have been restated but unless 22Cans actually want to improve the game they will remain suggestions.
I agree with what a poster said above, its not that stickers/cards are the problem, its actually how they are gathered. If they came from a real science/resource gathering mechanic then we wouldn't mind but to find them in chests is just crap. The big problem with GODUS as stated repeatedly is the challenges are all wrong - belief is tied to time away from the game (that's a bad thing), expansion is tied to wrist wrecking levelling (a bad thing), advancement is tied to finding chests of which there aren't enough (a bad thing). If you look at C&C (RTS is actually a genre I mostly hate), CIV, Diablo, WoW, whatever you want to talk about they have interesting mechanics which draw the player in. GODUS doesn't have this and its not an early access problem. Minecraft was released in alpha and it was fun early on because the base mechanic was interesting. Peter missed the step where he needed to find a fun mechanic and ignored all the warning signs including alpha player revulsion.
Peter is a stubborn fool and I'm convinced this game will either go down in flames or be a somewhat success on mobile (but still a failure on PC). Whatever the case it will have no artistic or gaming merit. Even if it succeeds it will be the gaming equivalent of Final Destination 85 - a sad cash grab that traded on its predecessors good will. Im only here now to watch the fire burn.
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Post by Casinha on Jun 24, 2014 10:36:22 GMT
Fun is definitely what Godus lacks the most. At the moment I'm getting the feeling that it's trying to put itself out as some sort of bonsai tree to be trimmed and snipped with thought and care over a long period of time. After an age of playing the game you'll be able to look over the civilisation that you have cultivated with a light of pride in your eyes and say "I made that. It took time, but I made it." The issue is that I (and while I don't really want to speak for others I can't help but feel I'm just repeating what other people have said anyway) don't think a bonsai tree makes for a good video game. At all. I don't feel any sense of calm while I play the game, either, but maybe that's just me being terrible and accidentally clicking when I shouldn't which costs me belief.
Oh, if this is meant to be a feedback thread, I would just like to put out that I don't understand why destroying trees and rocks generates belief while shaping land doesn't. I can understand generating belief, sure (Oh my! That tree was just struck down by some almighty force! Oh gee! The rock was split asunder! The wrath of the gods is ever present, we should believe in their power!), but why would shaping land cost me belief? Yes I get that it gives purpose to the entire resource mechanic in that you need something put in place that forces you to gather it, but as far as actual fluff explanation goes I haven't read anything that explains it. I would expect it to generate belief more than anything (Oh look! A plateau has conveniently appeared overnight! Surely this is a sign from the gods that I ought to build upon it!)
Please forgive my ignorance if this has already been explained.
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Post by engarde on Jun 24, 2014 10:59:45 GMT
Actually I hate 3 days of real time to build an expansion site much more than I hate having stupid cards and stickers. Not that the times can tell time correctly anyway. Yes I know my next expansion will be 5 days but right now 2 days before the next notional update it's 3, and it has been 3 for 2 days of real time.
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splitterwind
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Post by splitterwind on Jun 24, 2014 11:06:45 GMT
I think it wants to be something new and original and mould-breaking. So maybe this is why 22Cans is so stubbornly sticking to its guns over things like cards and stickers. These unique and brilliant concepts DEFINE Godus, they shouldn't be removed at the ill-conceived whim of nostalgic PC gamers. This is probably what Peter Molyneux is trying to express when he talks about us dumbass players simply not getting it and not playing the game properly. It's sad that Godus gained most of its funding through appealing to people's nostalgia for PM's older, greater titles, but has subsequently distanced itself from all the things that made those games so appealing. It doesn't want to be something new, it wants to be a profitable cash cow that can be maintained with small effort. Of course they don't want to say that (because it sounds greedy and unethical) buts its obvious, isn't it? "So far, it's produced a freemium distraction that can't yet admit that's what it truly is, an iPad game that seems to only have landed on PC to soak up some extra funding, and a god game that, when I play it, makes me feel like I'm even less significant than I already am in the real world." - Eurogamer"The problem with Godus is that it feels like it’s a Free-To-Play without any of its benefits." - Gaminglives"Godus is more like Farmville". - Micromart"Where, then, is the struggle and the strategy?" - Rock, Paper, ShotgunIts not innovation, thats just a fancy word for peter to disguise his true intentions with godus. It simply sounds better than to say that they keep these mechanics because their statistic shows that they are quite profitable. I fear that the PC sprints will be of similar nature. Saying that they think about changing the metaphor but not the mechanic is just a fancy way to say that all they want to do is to give godus a new taint, a new wallpaper instead of removing the asbestos that underlies. Fancy words to disguise the true intention. It seems like all we will get is a new animation for our followers instead of real strategy and simulation. Using fancy words to disguise the true intention and actions (making money, ignoring our complains) isn't new for 22cans. Just like iterative design (How many features can you list that they have dumped because they didn't worked?) "we just want to test that new mechanic that nobody likes and maaaaaybeeeee we dump it later if it doesn't work out..." is just a way to silence concerns while saving their face at the same time. Or pretending to not know what we want (its not like there have been hundreds of posts and threads or collections and summarizations by danjal. Its like faking incompetence to not be judged.), purposefully misunderstanding us (you don't want to click so much? Okay we now implemented dragging...) and pretending to not have time for us because they work soooo hard. And at the same time pretending that we asked some questions just a week ago instead of a year ago. Its all pretending and disguising in a fancy way. Believing that peter just wants to test some mechanics or wants to be innovative is naive at this point. So is believing that the PC sprints will be more than a new taint or not just a way to develop buildings that can later be sold on the mobile version. Why should they care about the PC version after 1,5 years were most of their players are already gone and their reputation is already ruined? Why haven't they said early on that they intend to focus on PC at a later stage of development? (reviews by players and especially the press had been more forgiving if they had said so.) Probably because they never intended to. Do you remember when peter said that we can see the design documents, he just needs a week to remove all the cuss words? Do you think that the design documents were truly filled with a lot of cuss words? Or were he supposedly choose a "random" page of his documents? (it just took him 5 minutes to find the right "random" page...). Or where he hold them up in the camera and said "you want them? You can have them!". Afaik we still don't have them. We just have a rather incomplete road map so far. Something that should be standard is a huge improvement for 22cans standards even if its done poorly. Or claiming that they entirely focused on the PC version so far and just recently started to focus on the mobile version. Claiming that after almost every online magazine titled godus as mobile game beside all the user reviews is so pathetic and dishonest. 22cans isn't the type of company that will invest months to drastically change and improve the PC version for a small userbase, their actions so far show clearly that they don't care much about customer retention or reputation or keeping up their words.
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Post by Deth on Jun 24, 2014 12:21:39 GMT
Sounds like it is to late for this suggestion but I assume it was made already. My self I would have preferred that people gather "stickers"/resources and that we were about to find new cards in the chest. Have a limited number of free cards or even keep all the cards you have now and let us find advanced cards.
Thinking about it and to keep the same basic thing that is going on now, what if instead of stickers from the chest we found advanced cards we could plug into the existing cards. I.E. A advanced card that we attach to an abode card that upgrades the abode to hold more people or have it produce more belief or builders that build faster. If you really wanted to keep the sticker think have stickers upgrade the effect of the advanced card. I.E. The advanced card gives +1% build speed and each sticker adds +1% to a max of 10%.
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Post by Deth on Jun 24, 2014 12:25:55 GMT
T The cost of actions/activities
The concept of spending something is fine as a mechanic, the problem in Godus is that it feels so forced and artificial. It's as if no one could think of a proper currency so they made one up - "belief", which is interchangeable with something like mana except mana would actually make more sense than belief. Why would your people believe in you LESS because you went and did a load of stuff? In Black and White, doing stuff that had a perceptible influence on your world and made people believe in you more and increased your power, which makes sense. Godus belief-dollars is a huge step back.
So the issue of having fake nonsense Monopoloy money to spend on stuff that should come naturally to a god is only compounded by the problem of how much everything costs, which makes it a waiting game. And waiting is further compounded by TIMERS. A watched pot never boils, right? Which is why we've got timers to watch. To make us spend Godus-dollars to speed it up, because watching a timer tick down is physchologically very irritating. Think "buffering...". Except we are playing the PC version, which everyone agrees is not going to have microtransactions, therefore having the psychological spend-money barriers is just annoying to the gamer. Instead of having a timer, why not make the timer invisible and give us a nice animation of the building being made or the building being improved as the followers prepare to start a family, or people worshipping and decorating their home to increase belief production. And it would also be nice to be able to influence that.
- If they are near a marble deposit, maybe they can build fancy ornaments to decorate their homes which increases belief - Nearby trees/wildlife/land level could affect the clothes they wear and their behaviour - maybe in nicer weather they go to communcal churches and street dancing and stuff which increases belief. - People build better if the environment is better suited to building, not because I deposited a monstrous Statue of Being a Faster Builder nearby. - People reproduce faster if the environment is better suited to having a family, etc.
Basically logical actions having logic consequences, not I peeled a celestial sticker out of a box and stuck it on my trading card and now I have a slightly better means of grinding towards getting my next card...
22Cans needs to understand this. It's not just cost and time. Every game kind of boils down to cost and time mechanics, they just don't present them straight-up as a timer and a number. I don't think I've diverted a million miles away from the mechanics of Godus with these suggestions. If you think so, maybe Peter should rename Godus "Timers and Stickers" if this is really what it's all about? The rest of it just seems to be getting in the way of his vision.
I could also see that as you use belief, belief generation increases and as you do nothing, when you are not playing the game, it decreases. So when you first start playing the game you have little belief and must use it carefully, but the longer you play the more your belief rate increases and the more you can do. That could lead to having statues that"remind" your followers that you are there even if you are not actively doing things to keep your belief generation at a set level when you are logged off.
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Post by Monkeythumbz on Jun 24, 2014 13:24:15 GMT
Instead of having a timer, why not make the timer invisible and give us a nice animation of the building being made or the building being improved as the followers prepare to start a family, or people worshipping and decorating their home to increase belief production. And it would also be nice to be able to influence that.
- If they are near a marble deposit, maybe they can build fancy ornaments to decorate their homes which increases belief - Nearby trees/wildlife/land level could affect the clothes they wear and their behaviour - maybe in nicer weather they go to communcal churches and street dancing and stuff which increases belief. - People build better if the environment is better suited to building, not because I deposited a monstrous Statue of Being a Faster Builder nearby. - People reproduce faster if the environment is better suited to having a family, etc.
Basically logical actions having logic consequences, not I peeled a celestial sticker out of a box and stuck it on my trading card and now I have a slightly better means of grinding towards getting my next card...
More involving anims instead of timers is a good suggestion, as is contextually sensitive follower behaviour/activities. I've made a note of both. The best solve I've seen suggested all relate to tying sticker generation onto logical action/consequences instead of magically replenishing chests. Utilize followers, elaborate on what is already in place. Instead of just builder/breeder/buff, assign multiple rolls that generate the stickers in a sensible manner, and have these tasks advance and progress with the ages. A hunter generates meat and fur stickers, progressing to a herdsman who generates cheeses, leathers, felts, whatever. Followers generating stickers (or seals or whatever) by their actions is a good idea, I've made a note. Bullshit. They are a lame excuse for dumbing down the game to not scare casual mobile players. I'm genuinely sorry, but I'm not sure if I understand you correctly - are you saying that the term "design metaphor" as a technical term within software development is bullshit? In my opinion you can't call whatever godus has a tech tree. Its rather a tech branch. Or tech timeline... Yes, I should have said tech timeline, my mistake. Sounds like it is to late for this suggestion but I assume it was made already. My self I would have preferred that people gather "stickers"/resources and that we were about to find new cards in the chest. Have a limited number of free cards or even keep all the cards you have now and let us find advanced cards. Thinking about it and to keep the same basic thing that is going on now, what if instead of stickers from the chest we found advanced cards we could plug into the existing cards. I.E. A advanced card that we attach to an abode card that upgrades the abode to hold more people or have it produce more belief or builders that build faster. If you really wanted to keep the sticker think have stickers upgrade the effect of the advanced card. I.E. The advanced card gives +1% build speed and each sticker adds +1% to a max of 10%. Okay, don't Shrines already have the same effect as the advanced cards you mention? Also, wouldn't special stickers that fully upgrade a card all in one go some way to providing a solution? As for Followers collecting stickers/resources, as I mentioned in another post in this thread I've already made a note of the Archaeological Follower suggestion.
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