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Post by banned on Jun 25, 2014 0:25:47 GMT
... 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? dude, seriously? Have I got too much respect for you? "A sticker is a metaphor for collection and accumulation of research/tech advancements." Please! Really?, it is a lame ass attempt to get away with "mobile code is good enough for you PC bitches!". I am sorry for not being a "diplomatic" individual, I am an asshole. I understand this and won't be offended if you find me such. I shall continue to hold you to a high standard. To do otherwise would require I write you off as a lost cause. Yes, I never fire people, but they leave often. I am never mean, just demanding. HR hates me none the less.
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Post by banned on Jun 25, 2014 0:28:04 GMT
I think the name "stickers" is somewhat juvenile too. I think of stickers and think of kids not a God game. I've sometimes wondered if there's an element of the issue that's based in semantics? I appreciate that the brunt of the concerns are to do with the sticker resource distribution as a game mechanic (more or less), but I occasionally wonder if calling it "stickers" might be what some are taking issue with. Just thinking out loud (ie, with my keyboard). it is not the name! It is the dumbed down replacement of resource collection and logistics by a toddler collectable that is the issue!
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Post by Gmr Leon on Jun 25, 2014 0:45:53 GMT
Areas for useful community feedbackConsider balance improvements, for example:- The cost of actions/activities
- The time it takes for actions/activities to happen or for you to progress
Feedback on usability, for example:- Homeworld level design
- Discoverability of items
- Clarity of mechanics
- The flow from one Age to the next
On costs (sculpting and leashing)Cost is problematic even disregarding balance, as CrumpySix has noted. Something else needs to give in terms of the resource involved, then again, it may be as simple as renaming it to mana is all that's needed. Aside from that, I don't think basic sculpting should cost anything at all, even with multiple layers. Although I do think the latter should be unlocked, I think if anything associated with sculpting should cost mana/belief, it should be large swaths of land instead of tiny chunks of it. Can you say land tidal waves? That's worthy of a cost, and would be hilarious in multiplayer. Similarly, overriding the will of your followers with leashing shouldn't cost nearly as much as it does now. I think it's currently around 100 belief in the opt-in (if not, it definitely is in the tutorial anyway) for each individual follower. That's nuts, considering distant construction projects require this to be used. At most it should be below 50, and its cost should cap out after a certain point. I'd have to say somewhere in the 3-15 range for individual followers, with it possibly varying for differing unit types. This may be a moot point altogether though, as leashing followers from settlements seems to be free, which makes some degree of sense (reinforced devotion through peer pressure? Ugly, but hey their call, not mine). Edit: Almost forgot, regarding the gem store: scrap all microtransactions related to the core resources, this is BS ugly nonsense that no one likes and negatively influences major design decisions no matter what may be said. These should only apply to purely cosmetic and uninfluential content packs. In these content packs should only ever be stuff like additional challenge maps for god battles or voyages, but whatever's gained from them shouldn't heavily impact progression or other balance related factors. It should just be something to spice things up a little. On time (belief generation and slight tangent)I also think that given the time it takes for belief to generate contributes to this sense of frustration more than anything, waiting so long to see it all exhausted with a few seemingly minor actions isn't exactly fun. Which may have something to do with the amount generated in the early stages as well, but I'm not entirely sure. I'd like it to take less time and require less gathering, with the current gathering implementation that is, that way most of what I'm doing isn't so much waiting and gathering, as it is building and expanding. That's the biggest kicker here, Civ and other 4x games require plenty of "waiting" in a sense, as it takes several turns for units to be trained, infrastructure or tech upgrades to complete, but they allow you to continue scouting out your surroundings and interact with it. Godus arbitrarily prohibits this scouting phase through a mixture of resource costs to provide traversable terrain to your followers as well as a limited area of influence. I'm not entirely sure what the point of this is, whether it's to give you that increasing sense of power, or to make you care about your earlier populated regions, but when there's so little to do with that early region, it makes no sense to me. Looking at it from two perspectives, that of a child in a corner as timeout, or a prisoner in a cell as punishment, neither the child nor the prisoner is any more inclined to like the corner or the cell simply because they're compelled to wait there longer. Add in a less negative perspective, a not so wealthy person that can't afford to travel, they'll make do with where they are, but they won't necessarily love it as a result of it providing a comfortable enough environ to inhabit, you know? As far as I'm concerned, humans are explorers by nature, and if there's no depth where they are or nothing stimulating, they're going to get anxious and want to go elsewhere. If we're going to be stuck in the same spot for awhile, the pacing for customizing that spot needs to be improved and more visible. Homeworld level design
With that being said, this needs to be changed dramatically. It's not a terrible design right now, but it's dull seeing the same exact Homeworld over and over across the board. There needs to be something done to allow for differing Homeworld choices and/or randomized/procedurally generated Homeworlds. This might be planned for the full release, and may not be worth saying now, I just know that it's something that puts me off from playing the game alongside the unskippable tutorial and freeze on close. It's compounding repetition that's mindnumbing, if you will, similar to going through the exact same upgrade line and shrine repairs. Oh, and it may not be a problem if sculpting and its cost is adjusted, but mountains? Screw your mountains, to be blunt. Those things are an absolute chore to do anything with. Great for guiding where to move your followers, terrible for bothering to sculpt. This is even with basically infinite belief and the highest multilayer sculpting upgrade via GodusInspector. There is nothing fun about working with those right now, if you ask me. Strangely, they didn't seem as bad in previous versions, and I think this may have had something to do with them having more accessible ridges or plateaus to take advantage of, whereas the current ones strike me as somewhat more vertical in nature. Discoverability of items
This isn't too bad right now, albeit there is some difficulty in figuring out exactly how low some of the chests are. Given sculpting costs, this can be frustrating to figure out by trial and error. I think, alongside having followers gather them in general, in-between that happening, if followers were to notice them and somehow point out the estimated depth the chest is at, that would help in some ways to alleviate the tedium. You could decide to go after more surface chests first and later go after that, once you had more belief in hand. Shrines and other structures also aren't that difficult to spot, since they stand out greatly in the environment, in case they're thought of as "items." Although, some of them are kind of difficult to spot before you've expanded your area of influence to color the environment. Clarity of Mechanics
This is mostly stupidly obvious at the moment. The only things that have been unclear have been because of poor design decisions or somewhat misleading explanations (i.e. recent settlements). Some examples of poor design decisions in this regard are making the settlement tutorial encourage you to place farms within the settlement, rather than outside it, and introducing buffers before you have the ability to harness any of the belief bonus items/abilities. For instance, trees are supposed to increase the belief output of your abodes, right? And buffers would enhance this bonus, if I'm not mistaken? However, up to the point of settlements the pacing encourages the impatient to shred everything in their wake to keep sculpting regardless of whatever the costs may be, and then you still can't plant trees for quite some time. As such, farms and wheat make no sense and buffers seem pretty much entirely worthless. One of those is being addressed, and I'm not sure about the other. Buffers are a fine idea, in some ways, but there need to be other bonus producing abilities or items provided early on to make them of any worth whatsoever. Aside from these points most other stuff seems okay. Little icons to indicate a follower's status could be an easier way to convey their condition than clicking them to get info, but I think it would be just as well to do this through differing postures or animations, as it would look better. Icons, especially if small and short-lived, are easy to overlook and something of a design hand-me-down from the constraints of earlier hardware that we don't need to deal with as much anymore. Otherwise, you could go very inhuman and super pervasive omniscient deity and simply provide some other kind of all-encompassing status dashboard of your followers to sift through, which would be another option to go with and you could even toss in abode data such as type, capacity, belief generation, etc. That doesn't seem the direction you all want to go though, and honestly, I wouldn't find that too appealing either unless the UI was phenomenal. Age flow from one to the nextThis really needs to be improved. I don't get the sense of development very much at all right now. It may be that it's very, very gradual and that's why, but with the only visible advancements coming in the form of the structures your followers inhabit, I very much don't see it. I think in the above image I've found one of the potential issues, early on anyway. In general, having them so structurally similar (not complete texture swaps on the exact same model, though very close), makes it hard to perceive any major change from age to age. Look at the image above, I could have included a few more similar ones between the bronze and iron ages, but the point remains that having them remain the so similar structurally and only marginally change texturally does not lend itself to perceptible change. Add on to this that many of the differences may be hidden in the info tab and thus in minor stats, you have yet another problem at hand. Statistical and textural variation is not as important as structural variation. This is gear 101 from any gear dependent game, and considering our structures are essentially our gear in a game like this, it's incredibly important that they significantly diversify from age to age in every way: stats, textures, and especially models. It's understandable from the perspective of trying to represent gradual developmental progression, I get that, but with different materials comes different structural developments. Personally, I'd have mudbrick dwellings be more urban-style mud buildings, as we've seen traces of in some of the artwork, then a progression to what can be seen in the bronze and iron ages. As to the followers themselves, I'd have them stick with loincloths and the like up until the bronze ages then shift to robes, then in the iron age shift to something coming close to tunics, maybe. I can't honestly remember the age progression that much off the top of my head, but I do know of what I've seen, it's easy to get by without remembering because it's so utterly imperceptible at the moment. For the most part, I agree with CrumpySix on this, but I disagree with making it more gradual. I think as it stands, in terms of structural development, it's too gradual. In terms of farms and mines and the like, I might agree that it's sort of a leap, but mostly I would only have to agree that it should be more dependent on the circumstances in which the settlements emerge, e.g. open plains lend themselves to farming, near to forests lends itself to logging, foraging, and hunting, near to mountains lends itself to mining, foraging, and hunting/herding. I also think settlements should emerge naturally based on the concentration of abodes of a certain size within a certain area. So say 6 or 10 top capacity abodes are next to each other, they transform into a settlement, with some of the nearer low capacity abodes emptying to migrate into the higher capacity settlement, and because I really want some tumult in the Homeworld, the more distant abodes begin to go somewhat rogue, trying to harm the new settlements in some way by migrating into the abandoned abodes and stirring up trouble unless you clear them out for appropriate workshop structures, e.g. farming houses/mining posts/lumber mills, etc. That being said, hopefully this is of some use in some way. I went into this game with a very...Unique perspective. I'd read the criticisms, and I'd only played a minimal amount of Populous: The Beginning, with a fair amount more of Black & White 2, but I'd most recently been coming from playing Empire Earth 1, which while not a god game, has the unique position of being one of the rare RTS/divine hybrid games I'm aware of. I had hopes this might be something more of an Empire Earth-esque game with the divine side turned up way higher, with it unfortunately falling short of either the RTS complexity or the godly power found in it.
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Post by 13thGeneral on Jun 25, 2014 4:11:57 GMT
Or maybe simple "prayer" pictures? Like a wheat sheaf for requesting food or an abode for a house. Just a little simple picture in a bubble of what the follower is "praying" for. It does not have to be anything they need just something representing a prayer that might be put in that age. In the Space age it my be a $ or a follower face for love. An interesting prospect. Perhaps the things they pray for fill the card that would provide that thing they want; i.e. Abode upgrade, better crops, roads, etc. And then, as has been suggested many times before, that the things the followers do - work, play, hunt, breed, and so on - eventually can generate {things} that are represented by stickers. The stickers then enhance said cards abilities with additive attributes. Belief can still be used to then activate the card (e.g. grant the miracle/gift) once it has gained enough "prayers" (or wishes, demands, pleas, requests, dreams.. the term matters not, just the "metaphor"). I'd get into it more (and maybe hunt down my long post about the enhancing thing on Steam from back in March), but it's late and I have work in the morning. Plus, I got burned out making suggestions for this game a long time ago, because it's just not enjoyable anymore.
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Post by Monkeythumbz on Jun 25, 2014 15:07:00 GMT
That being said, hopefully this is of some use in some way.
Some use? Are you kidding, that post was excellent! the term matters not, just the "metaphor". Bingo. Would you mind expanding on how you envisage the prayer mechanic working, when you have a chance? I'm a bit hazy on how you visualise it functioning.
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Post by nerdyvonnerdling on Jun 25, 2014 15:50:01 GMT
I think the name "stickers" is somewhat juvenile too. I think of stickers and think of kids not a God game. I've sometimes wondered if there's an element of the issue that's based in semantics? I appreciate that the brunt of the concerns are to do with the sticker resource distribution as a game mechanic (more or less), but I occasionally wonder if calling it "stickers" might be what some are taking issue with. Just thinking out loud (ie, with my keyboard). That might be a small part of the issue, but I don't think the name matters so much - it's the way they're implemented that gets the bulk of the complaints.
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Post by Gmr Leon on Jun 25, 2014 20:10:58 GMT
That being said, hopefully this is of some use in some way.
Some use? Are you kidding, that post was excellent! Or maybe simple "prayer" pictures? Like a wheat sheaf for requesting food or an abode for a house. Just a little simple picture in a bubble of what the follower is "praying" for. It does not have to be anything they need just something representing a prayer that might be put in that age. In the Space age it my be a $ or a follower face for love. An interesting prospect. Perhaps the things they pray for fill the card that would provide that thing they want; i.e. Abode upgrade, better crops, roads, etc. And then, as has been suggested many times before, that the things the followers do - work, play, hunt, breed, and so on - eventually can generate {things} that are represented by stickers. The stickers then enhance said cards abilities with additive attributes. Belief can still be used to then activate the card (e.g. grant the miracle/gift) once it has gained enough "prayers" (or wishes, demands, pleas, requests, dreams.. the term matters not, just the "metaphor"). Bingo. Would you mind expanding on how you envisage the prayer mechanic working, when you have a chance? I'm a bit hazy on how you visualise it functioning. Glad to see that. As to 13thGeneral's idea, while I have no idea if I'm on point about this, I get the sense it may operate something along one of these lines (sorry if I've misinterpreted you 13thGeneral): - Belief serves a twofold purpose: actual divine power and resource generation. Prayers are the narrowed down vision of the followers' desire, and may be represented simply through the five major resource icons (faith, settlement, social, tech, or voyage).
- These prayers replace the need to manually unlock cards through applying stickers, but as 13thGeneral notes, belief may still be needed to actualize the card's effects in your Homeworld.
- Applicable stickers are modified and changed to give more customization options, making them more in line with counters in trading card games as I mentioned in another thread, and act precisely as 13thGeneral notes, boosting the improvement generated by the card. I would speculate that his thinking may have been something along the lines of where a vanilla card would have a couple set attributes, it would apply another attribute (e.g. Wooden Cottage only does +belief & +followers, with a counter/sticker may also have +3 or 5% Job Skill or other chosen attribute).
If I'm not mistaken in this interpretation of 13thGeneral's ideas, it would allow for significantly more flexibility, and a sort of micro-branching of the tech line as it is. Not a bad thing, and actually pretty distinct from other tech trees that come to mind.
Elaborating on this idea, I'd throw in that if prayers generated the five major resources, it'd make sense to try to make these aligned with their circumstances.
- Settlement prayers for densely populated areas (way of saying they want to come together as a proper town/community, not disparate houses).
- Faith prayers for places with monuments/statues and frequently modified/interacted with places (e.g. if in proximity to statue, not only receive its bonus, receive faith prayer generation as memories of your influence to try to draw you back in, if heavily sculpted to allow certain layouts or simply in general for their settlement, similar notion).
- Social prayers generated as mostly constant based on similar properties to settlement prayers and by the breeders that eventually wander about to chat away with other followers (e.g. if recently socialized, generates more prayers, less if hasn't done so, but balanced out by if in high capacity populated area, this would also be balanced out by the possibility of buffers moved out to entertain followers for happiness and as social events).
- Tech prayers generated based on proximity to stone, trees, coasts, and by being in lower elevations. This would encourage preservation of trees/stones, and makes sense as they want to learn how to mine/log/sail, or in the case of lower elevations, simply improve either way. If building/mining settlements remain, these would greatly increase these prayers as they desire better tools.
- Voyage prayers generated based on higher elevations (can see more, want to explore more), proximity to coasts and possibly to shrines of expansion? Otherwise, I'd say it constantly generates (in lesser amounts) in long settled areas, as some desire to get away.
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Post by 13thGeneral on Jun 26, 2014 1:06:24 GMT
Some use? Are you kidding, that post was excellent! Bingo. Would you mind expanding on how you envisage the prayer mechanic working, when you have a chance? I'm a bit hazy on how you visualise it functioning. Glad to see that. As to 13thGeneral's idea, while I have no idea if I'm on point about this, I get the sense it may operate something along one of these lines (sorry if I've misinterpreted you 13thGeneral): - Belief serves a twofold purpose: actual divine power and resource generation. Prayers are the narrowed down vision of the followers' desire, and may be represented simply through the five major resource icons (faith, settlement, social, tech, or voyage).
- These prayers replace the need to manually unlock cards through applying stickers, but as 13thGeneral notes, belief may still be needed to actualize the card's effects in your Homeworld.
- Applicable stickers are modified and changed to give more customization options, making them more in line with counters in trading card games as I mentioned in another thread, and act precisely as 13thGeneral notes, boosting the improvement generated by the card. I would speculate that his thinking may have been something along the lines of where a vanilla card would have a couple set attributes, it would apply another attribute (e.g. Wooden Cottage only does +belief & +followers, with a counter/sticker may also have +3 or 5% Job Skill or other chosen attribute).
If I'm not mistaken in this interpretation of 13thGeneral's ideas, it would allow for significantly more flexibility, and a sort of micro-branching of the tech line as it is. Not a bad thing, and actually pretty distinct from other tech trees that come to mind.
Elaborating on this idea, I'd throw in that if prayers generated the five major resources, it'd make sense to try to make these aligned with their circumstances.
- Settlement prayers for densely populated areas (way of saying they want to come together as a proper town/community, not disparate houses).
- Faith prayers for places with monuments/statues and frequently modified/interacted with places (e.g. if in proximity to statue, not only receive its bonus, receive faith prayer generation as memories of your influence to try to draw you back in, if heavily sculpted to allow certain layouts or simply in general for their settlement, similar notion).
- Social prayers generated as mostly constant based on similar properties to settlement prayers and by the breeders that eventually wander about to chat away with other followers (e.g. if recently socialized, generates more prayers, less if hasn't done so, but balanced out by if in high capacity populated area, this would also be balanced out by the possibility of buffers moved out to entertain followers for happiness and as social events).
- Tech prayers generated based on proximity to stone, trees, coasts, and by being in lower elevations. This would encourage preservation of trees/stones, and makes sense as they want to learn how to mine/log/sail, or in the case of lower elevations, simply improve either way. If building/mining settlements remain, these would greatly increase these prayers as they desire better tools.
- Voyage prayers generated based on higher elevations (can see more, want to explore more), proximity to coasts and possibly to shrines of expansion? Otherwise, I'd say it constantly generates (in lesser amounts) in long settled areas, as some desire to get away.
Exactly! Yes, that is very close to what I was thinking. Sorry, my job is very mentally draining and requires a lot of computer work, so when I get home the last thing I feel like doing is thinking hard and typing more. lol. There had actually been a very long and detailed discussion about this subject a long time back (Feb/March?) - either in the Steam forum, or the backer forums, or both (can't recall which) - and I had brought up the additive enhancement option which seemed to gain favor from many. Alas, nothing ever came of it.
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Post by Qetesh on Jun 26, 2014 22:06:43 GMT
I've sometimes wondered if there's an element of the issue that's based in semantics? I appreciate that the brunt of the concerns are to do with the sticker resource distribution as a game mechanic (more or less), but I occasionally wonder if calling it "stickers" might be what some are taking issue with. Just thinking out loud (ie, with my keyboard). That might be a small part of the issue, but I don't think the name matters so much - it's the way they're implemented that gets the bulk of the complaints. I think that it lends itself to the conceptual problem of Godus not being geared enough towards the adults overall. As I said, mass clicking and little thought would be leaning more towards a child's game. I'm not looking for Risk but something closer to Civilization or Populous would be more along the lines of a game that would make me happy.
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Post by hardly on Jun 26, 2014 22:53:23 GMT
A childish exterior can disguise a sophisticated and challenging game (i feel like examples of childish but amazing games should spring to mind). Our issue with GODUS is that it is as shallow as a puddle strategically. There are no decisions to be made that will meaningfully change the course of the game. Having said that I agree with Qetesh in so far as the childish metaphors do make the games lack of sophistication more obvious but you have to go back to design and ask where is the game in this experience. At the moment you have a really bad landscaping simulator. The solution is to not make belief poo brown or to shorten timers so much as to ask why do we have timers like this in the first place. This is the problem with making a game without any design document you still to this day can't say why this game is fun. The best that can be said of GODUS is that some people find it zen. Think about what people say about civ and compare it. Deep strategic choices, constant but evolving challenge, an experience spanning millennia, multiple paths to victory. If GODUS had a design document that said "how we give players meaningful choices" and "how players can win in different ways" and "how the UI will always put the player first" it would not describe GODUS. GODUS punishes the player and it has no interesting game developments. I believe you can iterate for 10 years and you will never stumble on a fun version of GODUS. Let's find out.
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Post by Gmr Leon on Jun 26, 2014 23:24:53 GMT
That might be a small part of the issue, but I don't think the name matters so much - it's the way they're implemented that gets the bulk of the complaints. I think that it lends itself to the conceptual problem of Godus not being geared enough towards the adults overall. As I said, mass clicking and little thought would be leaning more towards a child's game. I'm not looking for Risk but something closer to Civilization or Populous would be more along the lines of a game that would make me happy. I'm inclined to think they may have found themselves caught up in the idea of Populous' main view, where you're panning across a dynamic board game map. Then they forgot the other core parts of the game somewhere in the process.
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Deleted
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Post by Deleted on Jun 28, 2014 9:03:30 GMT
The easiest thing to add in this game and then it feels a little bit as an pc game is short cuts and some poeple like to mod for games
then get ride of the Stickers and use resource mechanic like woodcutter , mining= coal, iron ect and some buildings like hunterslodge, tailor ,iron smelter ect
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Post by 13thGeneral on Jun 28, 2014 20:42:26 GMT
So... as with most discussions about really good ideas, this one seems to have died.
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Post by banned on Jun 29, 2014 13:55:30 GMT
So... as with most discussions about really good ideas, this one seems to have died. Sadly the reality appears that this along with the other "22cans's listening this time! Please believe me!" are pure lip service. A "engage them until their energy runs out." tactic. I may be wrong and hope I am but there is nothing to date which supports anything otherwise.
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Post by Deth on Jun 29, 2014 15:56:01 GMT
Well in their defense they have said they are working on mobile right now and not PC and all our ideas are for the PC game. No once the PC stuff starts coming out and we do not still see any changes then I agree.
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splitterwind
Master
Posts: 149
I don't like: Ignoring a unpleasant question or answering with something that is only loosely related or way to vague to actually answer something. Mods that Cherry-pick in discussions. Banning people for minor offenses.
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Post by splitterwind on Jun 29, 2014 17:37:45 GMT
But they also claim that their focus has been entirely on Pc until the last two months or so. Not just mostly, but entirely on PC!
The complains about belief collection, stickers/cards, timers and lack of strategy dates back to the earliest alpha release of Godus. No, even further. The first skepticism about these mechanics had been expressed when they published the first screenshots...
If thats what they understand by entirely focusing on PC ...
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Post by Danjal on Jun 30, 2014 1:39:36 GMT
Glad to see that. As to 13thGeneral's idea, while I have no idea if I'm on point about this, I get the sense it may operate something along one of these lines (sorry if I've misinterpreted you 13thGeneral): - Belief serves a twofold purpose: actual divine power and resource generation. Prayers are the narrowed down vision of the followers' desire, and may be represented simply through the five major resource icons (faith, settlement, social, tech, or voyage).
- These prayers replace the need to manually unlock cards through applying stickers, but as 13thGeneral notes, belief may still be needed to actualize the card's effects in your Homeworld.
- Applicable stickers are modified and changed to give more customization options, making them more in line with counters in trading card games as I mentioned in another thread, and act precisely as 13thGeneral notes, boosting the improvement generated by the card. I would speculate that his thinking may have been something along the lines of where a vanilla card would have a couple set attributes, it would apply another attribute (e.g. Wooden Cottage only does +belief & +followers, with a counter/sticker may also have +3 or 5% Job Skill or other chosen attribute).
If I'm not mistaken in this interpretation of 13thGeneral's ideas, it would allow for significantly more flexibility, and a sort of micro-branching of the tech line as it is. Not a bad thing, and actually pretty distinct from other tech trees that come to mind.
Elaborating on this idea, I'd throw in that if prayers generated the five major resources, it'd make sense to try to make these aligned with their circumstances.
- Settlement prayers for densely populated areas (way of saying they want to come together as a proper town/community, not disparate houses).
- Faith prayers for places with monuments/statues and frequently modified/interacted with places (e.g. if in proximity to statue, not only receive its bonus, receive faith prayer generation as memories of your influence to try to draw you back in, if heavily sculpted to allow certain layouts or simply in general for their settlement, similar notion).
- Social prayers generated as mostly constant based on similar properties to settlement prayers and by the breeders that eventually wander about to chat away with other followers (e.g. if recently socialized, generates more prayers, less if hasn't done so, but balanced out by if in high capacity populated area, this would also be balanced out by the possibility of buffers moved out to entertain followers for happiness and as social events).
- Tech prayers generated based on proximity to stone, trees, coasts, and by being in lower elevations. This would encourage preservation of trees/stones, and makes sense as they want to learn how to mine/log/sail, or in the case of lower elevations, simply improve either way. If building/mining settlements remain, these would greatly increase these prayers as they desire better tools.
- Voyage prayers generated based on higher elevations (can see more, want to explore more), proximity to coasts and possibly to shrines of expansion? Otherwise, I'd say it constantly generates (in lesser amounts) in long settled areas, as some desire to get away.
Dare I make a throwback to my own Inspiration/overhaul suggestion from the steam boards? Cause that prayer suggestion does appear to be very similar to that Also - hi =P
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Post by banned on Jun 30, 2014 2:03:46 GMT
Please note; this has never happened. exact opposite in fact.
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Post by hardly on Jun 30, 2014 2:16:23 GMT
But they also claim that their focus has been entirely on Pc until the last two months or so. Not just mostly, but entirely on PC! The complains about belief collection, stickers/cards, timers and lack of strategy dates back to the earliest alpha release of Godus. No, even further. The first skepticism about these mechanics had been expressed when they published the first screenshots... If thats what they understand by entirely focusing on PC ... To claim they have been working exclusively on PC at any point after October 2013 would be disingenuous. Yes they were working on the PC version since then but the changes clearly served two purposes. On one hand they were a token effort to address some of the complaints about the control issues with version 1.3 but the primary motivation appears to have been to get GODUS ready for mobile. The mobile and PC games are effectively the same game from a design point of view. There may be small changes and tweaks and obviously the major difference is the shop but putting those aside they are the same game. GODUS mobile and PC are like two people handcuffed. Yes technically they are two separate people but when it comes to where they are going it will be the same place. What id like to know is when PC will be unshackled from mobile and what practical changes will be evidence of that unshackling. From what I understand they haven't even talked about this from a design point of view let alone dreamed of coding it so prepare yourselves for a long wait!
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Post by 13thGeneral on Jun 30, 2014 2:39:22 GMT
Here's one thread on the Official forums where I mentioned the sticker idea as stated above; Although, unfortunately, I think the place where I talked about it most in detail - among other ideas - was in the original 22Cans Zendesk support/suggestion site; which inconveniently happens to inaccessible at this time. If I'm not mistaken, it was in a thread started by either Sam or Matt that asked for suggestions. I'll keep digging, but it was essentially very much similar to what Gmr Leon described above. What id like to know is when PC will be unshackled from mobile and what practical changes will be evidence of that unshackling. From what I understand they haven't even talked about this from a design point of view let alone dreamed of coding it so prepare yourselves for a long wait! You are right. This has been a question for quite a long time, and they have yet to clearly define or succinctly explain how they plan to do this, or even outline what the differences will be, to any degree of satisfaction. At least insofar as I can recall. Maybe that will change in the oft-promised future date when they "switch focus" to the PC - but based on the history of this project, that remains to be seen. I even remember a very lengthy and passionate suggestion discussion thread about trees - yeah, frickin' trees - and their use in game. So many great ideas, and what we got was an oversimplified application of it that was severely broken; and it took them about 4 months to implement. Here we are, slowly creeping up on more than half a year later, and I can't really see where all that time went into design. Unless you count all the unnecessary changes they made, that neither met nor addressed any of the majority of suggested ideas or concerns in a way that felt congruent to the original idea. Voyages came from left field, leashing was interesting but flawed, belief collection was simplified but didn't address the basic problem or mechanic, Settlements were inexplicably altered and given dynamics that seemed misinterpreted and half-thoughtout, and the list goes on. Sadly, at this point I think we're all use to, and extremely tired of the long wait. We're jaded early adopters, and that's never a good thing for business.
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