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Post by 13thGeneral on Aug 18, 2014 15:12:43 GMT
Incomplete development, balance not final, work is ongoing. Sorry for the annoying stuff. Can we at least be given some idea(s) of how these incomplete pieces will fit into the final product; what is/are the unifying component(s), what's the goal?
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feanix
Suspected 22Cans staff
Posts: 73
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Post by feanix on Aug 18, 2014 15:23:17 GMT
Incomplete development, balance not final, work is ongoing. Sorry for the annoying stuff. Can we at least be given some idea(s) of how these incomplete pieces will fit into the final product; what is/are the unifying component(s), what's the goal? We're really feeling our way through this as well. There's no Grand Design Document that tells us whats going to be done over the next 6 months and exactly how it's going to be done. We have ideas, we implement those ideas, we then try to improve on those ideas. Its a short term cycle that happens over and over. I'm not saying "wow, we have some great stuff planned that will fix this all perfectly!". What I'm saying is we're tweaking what we have, seeing if it gets us closer to something amazing and then either going with it if the tweaks worked or taking a step back if it didn't. It's a sort of evolutionary process.
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Post by Danjal on Aug 18, 2014 15:41:46 GMT
As it stands right now - do you have *ANY* idea how some of these pieces fit together? Or are you still in the process of trying to create more pieces and then grab the whole box of blocks somewhere down the line and see how you can tetris it together?
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Post by 13thGeneral on Aug 18, 2014 16:26:54 GMT
Can we at least be given some idea(s) of how these incomplete pieces will fit into the final product; what is/are the unifying component(s), what's the goal? We're really feeling our way through this as well. There's no Grand Design Document that tells us whats going to be done over the next 6 months and exactly how it's going to be done. We have ideas, we implement those ideas, we then try to improve on those ideas. Its a short term cycle that happens over and over. I'm not saying "wow, we have some great stuff planned that will fix this all perfectly!". What I'm saying is we're tweaking what we have, seeing if it gets us closer to something amazing and then either going with it if the tweaks worked or taking a step back if it didn't. It's a sort of evolutionary process. As it stands right now - do you have *ANY* idea how some of these pieces fit together? Or are you still in the process of trying to create more pieces and then grab the whole box of blocks somewhere down the line and see how you can tetris it together? You don't even have a unifying end goal? As a designer (both graphic and engineering) I can tell you right now, this is usually a very terrible idea. I get being flexible in design, I understand trying things and iteration, I know sometimes great things come from freedom to explore; I've been around the block enough times in my 40 years to understand that great things can come from unexpected places, but also the potential faults and pitfalls of that methodology. As it stands, this game is deeply suffering because of this design philosophy. There has to be something holding it all together, on some fundamental level, otherwise it's just jumbled mess of incoherent, incompatible pieces. Did we learn nothing from "The Lego Movie"?
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Post by Gmr Leon on Aug 18, 2014 18:01:49 GMT
We're really feeling our way through this as well. There's no Grand Design Document that tells us whats going to be done over the next 6 months and exactly how it's going to be done. We have ideas, we implement those ideas, we then try to improve on those ideas. Its a short term cycle that happens over and over. I'm not saying "wow, we have some great stuff planned that will fix this all perfectly!". What I'm saying is we're tweaking what we have, seeing if it gets us closer to something amazing and then either going with it if the tweaks worked or taking a step back if it didn't. It's a sort of evolutionary process. As it stands right now - do you have *ANY* idea how some of these pieces fit together? Or are you still in the process of trying to create more pieces and then grab the whole box of blocks somewhere down the line and see how you can tetris it together? You don't even have a unifying end goal? As a designer (both graphic and engineering) I can tell you right now, this is usually a very terrible idea. I get being flexible in design, I understand trying things and iteration, I know sometimes great things come from freedom to explore; I've been around the block enough times in my 40 years to understand that great things can come from unexpected places, but also the potential faults and pitfalls of that methodology. As it stands, this game is deeply suffering because of this design philosophy. There has to be something holding it all together, on some fundamental level, otherwise it's just jumbled mess of incoherent, incompatible pieces. Did we learn nothing from "The Lego Movie"? The unifying end goal is clearly: "great game." However, largely arbitrary and abstract qualities such as that are highly amorphous and subject to observer-bias, which is fantastic because it means you can just make something that clicks with whomever and the goal is achieved. Everyone else hardly matters at that point because someone thinks it's great. I don't think they've ever said they were aiming to achieve objective greatness.
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Post by 13thGeneral on Aug 18, 2014 18:25:09 GMT
I'm not trying to pick on the devs here, or call them out as liers or hypocrites, and belittle them as terrible designers (or human beings). Since day one, after the success of the KS, since the release of Alpha, since moving intl "early access beta" on Steam, and now the iOS - ALL that I want, that we as a community implore 22cans to understand that we don't get is "how can you expect to have a functional game, if you don't even know how it's going to function; what holds it together and makes it something people want to play and enjoy playing? What is the fundamental driving force, the glue, binding it together?". There just doesn't seem to be anything here, even in it's understandably unfinished state, nothing tangibly close to what was alluded to in the pitch, other than the loose concept of "God game"... and that intangibility, that vagueness, seems to just be a scapegoat of an excuse to underdeliver. We've been asking, begging, pleading, cursing the high heavens, for 22cans to give us something more solid so that we can see what you're working towards - and in that, trust the vision. The statement that such a thing doesn't exist, and can't exist, is mindboggling; and expecting that we should blindly trust the dream just doesn't work in a reasonable world.
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Post by hardly on Aug 18, 2014 19:37:06 GMT
I've said it before this "no plan" development approach is crazy and you can see its fingerprints on all GODUS's mistakes. I completely understand the need to be flexible in the development but the throw mud against the wall approach just isnt cutting it. You are 18 months into the development of a game and you still don't have a view of what the finished game will look like. That is nuts.
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Post by 13thGeneral on Aug 18, 2014 19:58:12 GMT
Again, not trying to jump on any of you or dissuade developer input, feanix I do, to some degree, get what you're saying about the process; we're just more than a bit sceptical about the future, when what we have seems so far off target.
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Post by Qetesh on Aug 18, 2014 21:00:30 GMT
I have been killing the little fuckers as fast as I can find them. I put swamps all over their home and burnt down all their trees. They now seem to be hiding from me, and I go to their island it says they are having a festival but they are nowhere to be seen near their temple. Maybe because I put a swamp on their temple and settlement.
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Post by 13thGeneral on Aug 19, 2014 1:48:02 GMT
I have been killing the little fuckers as fast as I can find them. I put swamps all over their home and burnt down all their trees. They now seem to be hiding from me, and I go to their island it says they are having a festival but they are nowhere to be seen near their temple. Maybe because I put a swamp on their temple and settlement. Yup, same here. They're one the verge of extinction, but apparently that doesn't even phase the little demon spawn; they're still happier than you, despite being incorporeal.
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Post by 13thGeneral on Aug 19, 2014 2:36:53 GMT
Kill the infidel defectors!! METEOR STRIKE!!!! Hehehehehe-hahahahahahah. That was very satisfying and amused me to no end.
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Post by nikink on Aug 19, 2014 8:05:55 GMT
And they are STILL happier than your Followers... O.o
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Post by engarde on Aug 19, 2014 8:18:00 GMT
I had a blip when I had a set of 3 astari left and my 600 followers become unhappy for no good reason, that was not a very pleasant time. They seemed to get happy when I'd killed them off, my guys seemed to be saddened by it.
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Post by 13thGeneral on Aug 19, 2014 11:58:51 GMT
I had a blip when I had a set of 3 astari left and my 600 followers become unhappy for no good reason, that was not a very pleasant time. They seemed to get happy when I'd killed them off, my guys seemed to be saddened by it. I actually noticed that last night, too. I believe someone else on these boards mentioned it, but the way that happiness is calculated must be flawed; it seems the less followers there are the faster they recover happiness. Despite having eliminated most of the Astari (only 24 live in their settlement), I have been struggling to keep my happiness above theirs at the very top of the meter. I swamped their village, I meteored their homes, , I smooshed all the defectors and mockers, and they're still at about 90% happiness. The only reason they're at the mid-level in the last image is because they had won a couple hundred of my people overnight - raising their population - and when I logged in and saw them swimming away, I immediately killed them; so there was a sudden sharp drop in their happiness... but it only lasted about 30 min until their next festival. The whole thing needs serious balancing.
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Post by Danjal on Aug 19, 2014 12:23:17 GMT
Yup, thats correct 13thGeneral - I've surmised as much before. Apparently the Astari gain happiness at a much faster rate (or atleast lose less) when their population goes low. I suspect it has to do with the statues. Statues supposedly give unhappiness to the followers within its radius. The Astari have 4 statues, but as their population drops, so do the number of Astari affected by these statues. Combine this with what I can only assume is a flat happiness increase on their part (countered with a constant happiness decrease for the player and only an active happiness increase) and there you have it. The larger your civilization, the harder it will be to combat the Astari. As you will be constantly dragged down by statues and other negative modifiers. I don't even think that trees give a flat happiness increase constantly. But only when you place them down (just like the gifts do when activated every 10 minutes and beautify when used on any plot, be it abode, mine, farm or settlement) There might be a flat happiness increase for the player aswell, but if there is that is insignificant when compared to the much larger size the player will become compared to the Astari. Flat values tend to scale poorly when confronted with large numbers going upwards. Alternately it is possible that trees DO give a flat happiness increase in their radius, but that due to their costs (and most players destroying the majority of the native trees), the number of trees required is so high that it doesn't compare to the happiness lost by followers affected through the various other negative modifiers. I don't know the exact values. But it appears that killing someone, using the finger of god, sacrificing someone etc give a flat negative instantly. Statues seem to give a flat negative overtime to their surroundings. Trees *might* give a flat positive overtime to their surroundings. Gifts and "good" godpowers give a flat positive when activated. It surprises me that beautified land does not give a flat positive to the people living there, but that might be a balance issue (and/or an oversight). With this all in mind I definitely thing that the Holy Forest power is most definitely far too expensive (,is misnamed...) and the cost scaling makes no sense - I suspect this has to do with the fact that Peter wants us to preserve existing trees rather than just removing them all to make space for houses. But as previously remarked, he gives us no incentive to maintain existing terrain and makes it exceedingly rewarding to flatten (the game is build around flattening...) Effectively what happens is that he gives us the tools to destroy and then says we'll get a cookie if we behave and not use them. An interesting psychological experiment, but not exactly an entertaining video game to play.
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Post by banned on Aug 20, 2014 2:05:12 GMT
Or it could be that the Astari are a stand in for the "but it isn't finished yet so all the F2P elements are not bad ideas." and given the appropriate "22cans happiness" blinders bonus. would fit right into the "lets make a game with no design doc." plan.
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Post by greay on Aug 20, 2014 2:19:24 GMT
Is it even possible (currently) to convert all the Astari, rather than kill them off?
I'm at about 130 converted / 130 remaining. I have not sacrificed anybody, and only used the FOG once to kill a small handful of Astari. Everything else has been by keeping my happiness up. My happiness is consistently at the very top (except when I don't play for a while, during which it plummets). But the Astari (who aren't as happy) get a huge boost when they hold their festival, so the last several times I haven't gained any more followers.
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Post by neonero on Aug 20, 2014 12:52:16 GMT
If they change the astari mechanism how will that effect the ios player? I mean they may have to restart their world and if they already payed for gems they may be quit pissed. Can you restart your world on ios?
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Post by 13thGeneral on Aug 20, 2014 12:56:39 GMT
And they are STILL happier than your Followers... O.o Right!? And that was only one sect of traitors; there were three more just like that, flaoting face down aflame in an ocean crater, nuked into oblivion. I believe the count was 124 followers defecting (I missed screengrabbing the info alert) when I logged in - despite the previous day having logged out with 500+ happy people, to thier despicable (but still somehow happy) 23 irritating cowards. About 10min after this photo I had my happiness topped out, and theirs dropped to about 1/3 of the guage... but about 20min later they were back near the top again. Hope it gets fixed soon, because that be some major bullshit.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 20, 2014 12:58:35 GMT
If they change the astari mechanism how will that effect the ios player? I mean they may have to restart their world and if they already payed for gems they may be quit pissed. Can you restart your world on ios? I've heard you can. Miserablesalmon confirmed that you can recover a save if you signed up to Mobage, but made absolutely no mention about "restoring purchases". I may be mistaken, but judging from some of the comments I've read over on the mobile scene, 22cans considers gem purchases on iOS some sort of non-permanent "commodity" purchase and therefore doesn't consider themselves required to restore any purchases in case of a device loss/save loss/restart etc. I don'y play the iOS version so I could be mistaken on all accounts, but the last ss I saw of the settings page on iOS included a "restore save" button but no "restore purchases" button. So if you find yourself in a "soft game over" state, you may be screwed.
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