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Post by Deth on Aug 13, 2014 10:48:20 GMT
So... I just spent 2 hours getting enough gems to fill a farm settlement - assuming that by "Fill" it would increase the number of residents, because I am in desperate need of farmers... and a four day timer is insane. Instead, it just fills the belief bubble. There is no info that states what "Fill" means. I am so frakin pissed at this fraggin game. Leash followers in from surrounding small abodes into the settlement. That will fill your breeders which will lower your timer till your next Farmer.
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Post by 13thGeneral on Aug 13, 2014 13:07:50 GMT
Thanks. I tried that but they just turn around and go back to thier huts. The settlement Breeders are capped at 99/99 while the farmers are stuck at 1/10
I'm too mentally drained every day after work invest any more time in it this week. Gonna have to wait until the weekend, I think.
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Post by Deth on Aug 13, 2014 13:23:31 GMT
OK Yea I found if your breeders are maxed you can not leash people in. But when my breeders was low my farmer timer was at like 7 hours. Leashing in people raised my breeder count and once full I was down to 30 min for a farmer.
I just wish I could leash homeless back into a house they had come from.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
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Post by Lord Ba'al on Aug 13, 2014 14:30:34 GMT
Sounds like those damn breeders are the problem. Why have breeders at all? The term makes it sound like they are sitting around all day trying to hatch their eggs. Breeders, workers, farmers, miners, bleeeegh! As if farmers and miners aren't working. As if workers, farmers and miners couldn't have kids. The whole division of tasks between followers in the game is simply moronic.
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Post by Qetesh on Aug 13, 2014 14:33:24 GMT
I think the term breeder is supposed to be a bit tongue and cheek. I just don't think the joke was worth what it cost in the game play factor.
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Post by Deth on Aug 13, 2014 14:47:10 GMT
Yea it would be just as good to call them follower till they have a "job", I.E. Farmer, Miner or what ever other jobs they create. Just chalk it up to an other bad label. I have no idea why he has to use such bad terms for everything.
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Post by Danjal on Aug 13, 2014 15:32:05 GMT
I do wonder how that is calculated.
Refilling settlements of breeders takes FOREVER, infact - any larger sized building has it take forever to refill. On the other hand smaller huts are much faster. And not even just for followers but also for belief. Time and time again I find that smaller buildings are FAR superior than the larger ones.
There is only a single instance where larger buildings are favorable. And that is when you play for 5~15 minutes and then go away for 4~8 hours. When you 'play' like that for 3~4 times a day and just leave it running the rest of the time (be it running in the background or just offline).
Even when looking at farms, a size 1 farm gives 1 to the wheat counter and 1 wheat per harvest every hour, a size 2 farm gives 1 wheat to the counter and 2 wheat per harvest every 1½~2 hours? Larger farms give 1 to the counter and more per harvest but at a longer duration per harvest. Belief works the same way, smaller huts only store so much, but can be collected much more often. Resulting in a far superior yield.
Now, I know where I've seen this before. Farmville and similar mobile/facebook games work the same way. You either build small collection structures and log in every 15 minutes to do a quick collection round. Or you build the larger buildings but only log in 3~4 times a day.
Taking a step back, looking at how the settlements refill. It takes 30 minutes for a farmer to be born and 60 minutes for a miner to be born. A reinforced lookout tower costs 20 ore, which means that at 6!!!! hours per mine, unless you make larger mines (and we've already established that the size to yield ratio makes that unfavorable in most cases) it'll take you 20 size 1 mines, or if you have less mines, it'll take you a multiple of 6 hours. 5 mines = 24 hours assuming you 'collect' right away.
Again reaffirming the conclusion that this game is made with the idea that you tend to it 3~4 times a day, but you never actually sit down and PLAY it. That is, unless you are throwing tons and tons of money at it to break through the timers. (or in our case, mass genocide)
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 13, 2014 15:43:20 GMT
I do wonder how that is calculated. Refilling settlements of breeders takes FOREVER, infact - any larger sized building has it take forever to refill. On the other hand smaller huts are much faster. And not even just for followers but also for belief. Time and time again I find that smaller buildings are FAR superior than the larger ones. There is only a single instance where larger buildings are favorable. And that is when you play for 5~15 minutes and then go away for 4~8 hours. When you 'play' like that for 3~4 times a day and just leave it running the rest of the time (be it running in the background or just offline). Even when looking at farms, a size 1 farm gives 1 to the wheat counter and 1 wheat per harvest every hour, a size 2 farm gives 1 wheat to the counter and 2 wheat per harvest every 1½~2 hours? Larger farms give 1 to the counter and more per harvest but at a longer duration per harvest. Belief works the same way, smaller huts only store so much, but can be collected much more often. Resulting in a far superior yield. Now, I know where I've seen this before. Farmville and similar mobile/facebook games work the same way. You either build small collection structures and log in every 15 minutes to do a quick collection round. Or you build the larger buildings but only log in 3~4 times a day. Taking a step back, looking at how the settlements refill. It takes 30 minutes for a farmer to be born and 60 minutes for a miner to be born. A reinforced lookout tower costs 20 ore, which means that at 6!!!! hours per mine, unless you make larger mines (and we've already established that the size to yield ratio makes that unfavorable in most cases) it'll take you 20 size 1 mines, or if you have less mines, it'll take you a multiple of 6 hours. 5 mines = 24 hours assuming you 'collect' right away. Again reaffirming the conclusion that this game is made with the idea that you tend to it 3~4 times a day, but you never actually sit down and PLAY it. That is, unless you are throwing tons and tons of money at it to break through the timers. (or in our case, mass genocide) and mining Settlements Need much longer iam now on 3 weeks for just one fucking miner this game is nothing else then an fraud with These timers
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Post by dozvati on Aug 13, 2014 15:44:29 GMT
20 ore isn't even the worst part, it takes 12 hours for the first Reinforced Beacon to get repaired (with max followers attached), 18 for the next, and a full day + 50 ore for the 3rd. And if you're unhappy at any point, you lose all the followers building beacons. It's like the Astari are a constant fail state.
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Post by Danjal on Aug 13, 2014 15:51:47 GMT
20 ore isn't even the worst part, it takes 12 hours for the first Reinforced Beacon to get repaired (with max followers attached), 18 for the next, and a full day + 50 ore for the 3rd. And if you're unhappy at any point, you lose all the followers building beacons. It's like the Astari are a constant fail state. Actually, thats not true. The timers are very poorly programmed and they do not adjust for adding multiple people to it. The time it shows is the time it takes for a SINGLE builder to construct it if the builder would be constantly building it. As soon as you add in the wheat booster they build faster, but builders do not constantly build. They go back home to 'sleep' and they walk up and down. As soon as you add multiple builders, the timer will tick down faster - but it will not calculate ahead properly. (Kinda like how windows tells you it'll take 6 hours to copy/download something and it'll be done in a fraction of that time, or at other times after 5 hours it'll tell you that you still have 8 hours to go.) I'd love it if the cans fixed these timers. But the building timers aren't particularly reliable. I've never seen a building finish in the time it showed when the timer ran in hours or days.
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Post by Deth on Aug 13, 2014 16:35:04 GMT
And it is not like the timers are a PC balance issue. So that can not use that as an excuse. It comes down to them wanting us to buy and use gems on mobile so they can make more money. Now I do not know how much influence DeNA has, but every other DeNA game I have played has very very VERY heavily pushed their in-game currency. I feel they are very much a pay to win publisher. I will say most of the games I have played from them are more competitive then Godus is, all the games I have played from them have weekly events where you earn rewards based on your rank again other players.
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Post by Danjal on Aug 13, 2014 17:11:13 GMT
And it is not like the timers are a PC balance issue. So that can not use that as an excuse. It comes down to them wanting us to buy and use gems on mobile so they can make more money. Now I do not know how much influence DeNA has, but every other DeNA game I have played has very very VERY heavily pushed their in-game currency. I feel they are very much a pay to win publisher. I will say most of the games I have played from them are more competitive then Godus is, all the games I have played from them have weekly events where you earn rewards based on your rank again other players. Hmmm, I don't know if I know of any other DeNA mobile games. I've never been much for the platform and I tend to avoid it like the plague. But thats not a very positive thing to hear. Applying a business model that is normally applied to 'complete' games that have frequent events and are driven by a competative nature to a game that is everything BUT competative (the cans have specifically stated that they do not want to scare off potential customers with such competitions and will restrict it to only a handful of hubworlds) and on top of that a game that is heavily in development still... It makes you wonder whether the mobile version will also get world resets and what will happen to the gems that people have bought if and when that happens. Aswell as how people will respond to being forced to 'replay' their actions up to that point (knowing what we know from the PC version). Even IF they get their gems back (which I hope they will, otherwise all hell will break loose), I don't think many casual players are looking forward to such a thing happening and having to start over. Course the flipside is that I've just managed to pretty much 'finish' the current content available in Godus in a matter of days. Even a casual player only touching up on their world will run out of content quite rapidly.
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Post by Deth on Aug 13, 2014 17:29:57 GMT
With the other DeNA games, Transformers and the Dungeons and Dragons one. To be in the top 100 you have to spend money. For Transformers I have heard of people spending upwards of $1000 to get the number 1 slot. That is so they have the rewards, a set of the current best cards that might remain best for about a month, maybe more I never got close. That might let you not spend as much money the next week. That and/or play the game almost non-stop for the week to get in the top 500 maybe 100, but with out spending money no way are you getting in the top 10 unless you have spent money in the past.
Pardon me if my stronger hate for DeNA over flows my hate of 22Cans.
Again I have to wonder if after they ignored the alpha feedback and had to go back to start over, if they did not have to get in bed with the devil to make the game. I have read on several sites how mismanaging Kickstarter physical rewards, through no fault of your thier own, just not knowing or thinking how much it will cost to full fill them, can really eat through your case. I heard that Steve Jackson Studios took a huge hit on the Ogre Kisckstarter, I think they ended up 100k or more in the hole after shipping the game and rewards to just the backers. So much so that I think they are not going to do the CarWars Kickstater they talked about. With how 22cans cheapened out on their physical rewards I think the same think happened to them.
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Post by rubgish on Aug 13, 2014 17:44:09 GMT
DeNA could get Godus to implement the Pay-to-win competitive aspect you talk about with the release of Hubworld, because then you have player-player interaction & assuming they stick to what they've said in the past (heh dat assumption), then only 1 out of 4 players will move up from each realm. That means that at the top-level hubworlds, you'll get a bunch of good players vying to reach the higher level, and that's a perfect opportunity for them to drop a bunch of gems on paying their way to the top of the hubworld ladder.
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Post by Deth on Aug 13, 2014 18:07:19 GMT
Very true. I never thought about that at all. And people would drop some money hoping to get to be god of gods and make it back from others trying to knock them off as your suppose to remain god of gods for at least 6 months I think. Figure if you invest a couple thousand to get god of gods and then sit back for the next 6 months as say a thousand others spend the same amount. Even at 1% going to the god of gods you should make more then you spend when you take into account all the others spending $5 or $10 here or there.
Wow I think you have a point and that may be their idea to milk the whales.
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Post by Crumpy Six on Aug 13, 2014 18:47:44 GMT
DeNA could get Godus to implement the Pay-to-win competitive aspect you talk about with the release of Hubworld, because then you have player-player interaction & assuming they stick to what they've said in the past (heh dat assumption), then only 1 out of 4 players will move up from each realm. That means that at the top-level hubworlds, you'll get a bunch of good players vying to reach the higher level, and that's a perfect opportunity for them to drop a bunch of gems on paying their way to the top of the hubworld ladder. I really think you're on to something here! I hope you're wrong, but it does seem to be what everything in mobile-Godus is leading up to. I can honestly see no way in which the Hubworld tiering concept can be balanced between the PC and mobile platforms, with mobile users paying for gems and PC users 'earning' gems through the current mechanisms (eg. sacrificing followers). PC users will be at an enormous disadvantage to mobile user whales who can simply pay up for a shitload of gems and blitz though whatever challenges await (no doubt involving timers). This is all assuming that PC users and mobile users access the same Hubworld. Otherwise, the mobile Hubworld will be ruled by whales and the PC Hubworld will only have to contend with cheats. Edit: Remember back in late 2013 when there were speculations about the nature of microtransactions in Godus, and the then-community team (I think it was Muir and Sam) kept insisting that microtransactions would only ever provide aesthetic improvements? I'm guessing DeNA put a stop to that.
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Post by Danjal on Aug 13, 2014 19:35:02 GMT
You're forgetting something there, PC users will also have a massive advantage as they can just sacrifice tons and tons of followers to gain hundreds or even thousands of gems in a matter of hours. A persistant PC player will easily 'earn' hundreds of dollars worth of gems.
I think that in about 1 hour's worth of sacrificing people and being annoyed at the horrid pathfinding system having to 'correct' the path of some followers that insisted that they got stuck. I gained almost a thousand gems.
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Post by rubgish on Aug 13, 2014 21:00:09 GMT
I maintain that if they don't split mobile and PC for hubworld then that's the most idiotic decision they could make. It just won't work, ever. Full stop.
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Post by Gmr Leon on Aug 13, 2014 21:05:42 GMT
You're forgetting something there, PC users will also have a massive advantage as they can just sacrifice tons and tons of followers to gain hundreds or even thousands of gems in a matter of hours. A persistant PC player will easily 'earn' hundreds of dollars worth of gems. I think that in about 1 hour's worth of sacrificing people and being annoyed at the horrid pathfinding system having to 'correct' the path of some followers that insisted that they got stuck. I gained almost a thousand gems. Slightly unrelated but whose bright idea was it to make a pyramid with only one stairway to death? Talk about inefficient malevolence.
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Post by Danjal on Aug 13, 2014 22:46:41 GMT
You're forgetting something there, PC users will also have a massive advantage as they can just sacrifice tons and tons of followers to gain hundreds or even thousands of gems in a matter of hours. A persistant PC player will easily 'earn' hundreds of dollars worth of gems. I think that in about 1 hour's worth of sacrificing people and being annoyed at the horrid pathfinding system having to 'correct' the path of some followers that insisted that they got stuck. I gained almost a thousand gems. Slightly unrelated but whose bright idea was it to make a pyramid with only one stairway to death? Talk about inefficient malevolence. I don't know... It kinda makes sense. If you're gonna make someones life a living hell, why end it quickly. Have then stand in line and wait untill they have to throw themselves into the pit. We all know there is little more hellish than standing in a queue.
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