Lord Ba'al
Supreme Deity
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Post by Lord Ba'al on Aug 11, 2014 15:55:34 GMT
Where is the proboards feature-request thread? Technically if you would read the whole 22Cans/Steam/ProBoards forums you would see that there were more feature requests that could ever be put in the game. However, since you sort of requested it, here is a feature request thread.
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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.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Aug 11, 2014 16:02:10 GMT
Allow me the honour to be the first one to ever make a feature request for godus.
Timers that have an actual time that is counting down are annoying. People don't like to wait and the fact that they're looking at a timer that is slowly ticking away just emphasizes that they continuously have to wait. The exact same mechanic of a timer could easily be implemented in a visually different way. A progress bar that's filling up is much less aggravating to look at than a timer ticking down.
Timer ticking down == waiting Progress bar filling up == making progress
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Post by Crumpy Six on Aug 11, 2014 16:07:27 GMT
Random event where a giant bear rampages through your civilisation and destroys everything, and then there's a new objective where you're looking after the bear and it's a cyber-pet game.
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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.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Aug 11, 2014 16:20:48 GMT
Second request. From the introduction that "guides" players through the first steps in godus I get that I should be nurturing my little people. There is however no nurturing to be done, at least it doesn't feel like it at all.
My suggestion is to not make it possible for a player to plop down houses. Instead the little people should figure out on their own when it's time to expand the civilization. The player has to create the circumstances that would allow the little people to thrive.
There is no fun to be had from watching a timer tick down until I am allowed to plop out a new follower. And then keep doing the same thing over and over again until the vermin populates the entire map, which is pretty much what we have now. If you can simply plop out a new follower then why would I give a crap about the follower?
If you have to use skills to create circumstances which allow your people to develop on their own it would feel much more like a game. Every new follower that is born would feel like a little triumph.
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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.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Aug 11, 2014 16:29:16 GMT
The settlements as they are now seem like a big improvement over the previous implementation, though I haven't gotten anywhere near placing settlements myself as I got too bored and put off with godus to "play" beyond the introduction of the pit of doom.
Same as with new houses being built by the followers themselves it would be much more fun if this happened with the settlements as well. So a player has to nurture the settlement and create the circumstances it needs in order to flourish. New people are being born inside the settlement. The player doesn't have to built houses around it and scrounge them up to increase the size of the settlement. (though admittedly this is in itself a pretty nifty and novel idea) If you can see your settlements grow over time it would give more satisfaction than if you have to do it manually.
Plopping out houses and gathering them up into settlements == no skill
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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.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Aug 11, 2014 16:38:47 GMT
My next suggestion would be to rethink the very creation of settlements. It doesn't quite feel right to click on a button and plop down a settlement. That is generally not how settlements come into existence in real life. (apart from a very tiny number of exceptions no doubt) There is a certain progression coming from loose houses here and there through small collections of houses here and there to settlements which form a coherent mass of houses. How could you implement this in a game?
Perhaps one could take into account the housing density per area. Once a certain amount of houses is reached within an area the followers could "construct" some kind of town centre, perhaps a square. This would be where they would meet to chat with each other and have food and drinks together and exchange goods with each other.
Over time more of these squares would develop and around each one more houses would be built so they would either grow out to settlements on their own or form conglomerates.
Eventually multiple settlements might come together as conglomerates as well and form cities.
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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.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Aug 11, 2014 16:44:26 GMT
In order for settlements/towns/cities to become appealing there would have to be other types of buildings besides plain housing. Naturally people need bars so they can get drunk and party. A market might be a good thing to have for people to sell and buy food at, which could be on the squares I mentioned in a previous post. People might want some kind of fire brigade in case of emergencies. A carpenter would be nice coz people like to sit on chairs and benches and have dinner at tables. How about a blacksmith? The more types of buildings there are the more interesting the towns would be to look at. Of course this would also require/inspire the creation of a proper resource system.
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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.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Aug 11, 2014 16:50:29 GMT
To make settlements feel more organic and appealing it might be nice if they could actually change over time instead of simply growing larger and larger. Perhaps buildings would deteriorate over time so they'd have to be fixed up or replaced by more modern buildings. Perhaps certain areas might have different needs over time so new types of buildings would be built and other buildings might no longer be needed or wanted as much so they'd have to make place for new ones.
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Post by Danjal on Aug 11, 2014 16:51:42 GMT
Perhaps it is an idea to provide a more clear "boundary" from the cans, as to what they have planned and where they want to go. This should make it possible to provide feedback in a much more accurate fashion.
Its something that Matthew said he'd be working on way back when 2.0 released and I've yet to see it. A lot of feedback from our side has been provided in numerous sizes and shapes and seems to be totally ignored. So as to make it fit better - we'd need a thing or two to work with.
Some clearly defined "this wouldn't be possible" and "this would be possible" kinda limitations. Most notably regarding resources, choice/consequence, variety/versatility and adversity.
One request in particular from my side - Make it so all the 'temples' and structures we rebuild become movable or entirely buildable by the player.
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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.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Aug 11, 2014 17:00:26 GMT
Perhaps it is an idea to provide a more clear "boundary" from the cans, as to what they have planned and where they want to go. This should make it possible to provide feedback in a much more accurate fashion. Its something that Matthew said he'd be working on way back when 2.0 released and I've yet to see it. A lot of feedback from our side has been provided in numerous sizes and shapes and seems to be totally ignored. So as to make it fit better - we'd need a thing or two to work with. Some clearly defined "this wouldn't be possible" and "this would be possible" kinda limitations. Most notably regarding resources, choice/consequence, variety/versatility and adversity. This was sort of the whole point of the Work in Progress thread.
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Post by 13thGeneral on Aug 11, 2014 17:19:43 GMT
Allow me the honour to be the first one to ever make a feature request for godus. Timers that have an actual time that is counting down are annoying. People don't like to wait and the fact that they're looking at a timer that is slowly ticking away just emphasizes that they continuously have to wait. The exact same mechanic of a timer could easily be implemented in a visually different way. A progress bar that's filling up is much less aggravating to look at than a timer ticking down. Timer ticking down == waiting Progress bar filling up == making progress I think the countdown timers would be better left to the info screen and UI -as it currently is when clicking on the structure - and remove the "hovering" timers altogether; and/or make it an option to turn them on/off. If/when I get to making my feedback document, this is one of the suggestions I plan to outline. I already have 4 pages of notes... I just have to remove the cuss words
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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.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Aug 11, 2014 17:22:16 GMT
Raspofabs Since your profile states "I like: coding, high peat single malts, ... , yeah, that's about it.", how would you feel about trying to code an alternate version based upon suggestions that are made here in your spare time? I would be willing to put some effort into organizing a Kickstarter campaign for you that would provide you with all the scotch you would need to fulfill such a task.
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Post by Deth on Aug 11, 2014 17:42:00 GMT
Here are some of mine I can think off my head based off this release.
- Change the name of gems to something like Scared Relics or Prayers or something. - Allow the Astari to be absorbed into your people like the old bearded and redheaded people. - Remove the waving belief card every time you try to spend belief and not have it. - remove the sticker pack from the time line. If you have to have it put it somewhere else maybe under the god power section and call it something else. Maybe resource pack - Thinking about it re-think your whole F2P naming scheme, No gems or stickers and such. - If I try to use a belief power with not enough belief do not just use my gems to automatically buy a belief pack. - Reduce the cost of leashing. - Add a way to upgrade houses. I think later I can use finger of god to destroy houses but we run into the issue of homeless guys build right in the spot I just smited. From older builds. If that is true, followers should not build where I just smited. - As I said above I am not sure when Finger of god is added but that should be one of the first powers a god gets. Finger of god and beautify should be the first two powers a god gets. So a god could show is happiness or dissatisfaction with his followers. - Add a belief cost option to the gifts. So I can spend belief if I want and not gems. I am OK if they are high. - Add evil Gift options. I hope this will be added when you start on the moral part of the game. - I would also like to see a good version of the pit of doom. Maybe a Stairway to Heaven that a god god could send his people to and they go there for a time, limit the number that can do this, and when they come back they are supper happy them selves so work twice as hard or breed twice as fast fast. - Bring back the roads, but let the followers make them. - I have not gotten the new belief gathering shrine, but I would love to see my shaman/priest idea as a graphic part of it. Have someone that goes out and "gathers the belief from buildings and brings it back. Even if it is just a new follower walking around the are it covers would work for me. - Double the work radius of buildings. There are buildings I feel should be helping build new houses and such that do not because of the small radius buildings have.
I am sure I can come up with more but these I believe are the bid ones for me.
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Post by Danjal on Aug 11, 2014 17:48:03 GMT
Deth - those are pretty much the basic conflicts yes... Once those basics are worked out, the game would probably be a lot better already. And a big one remains balancing. Don't just shove it off till a later version. Test things now, try to get it working now. As many have pointed out, it feels like nobody in the office sat down and actually played the game for a longer stretch of time.
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Post by rubgish on Aug 11, 2014 17:49:31 GMT
Dinosaurs.
I'll also probably make a big serious suggestion post later, with varying levels of feasability and silliness. I had a few (what I personally consider to be) cool ideas about settlements recently.
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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.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Aug 11, 2014 18:28:21 GMT
Dinosaurs. I'll also probably make a big serious suggestion post later, with varying levels of feasability and silliness. I had a few (what I personally consider to be) cool ideas about settlements recently. Dinosaurs with opposable thumbs.
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Post by morsealworth on Aug 11, 2014 19:28:04 GMT
I propose slaughter. I propose to slaughter. Slaughter is now reproducing.
I propose slaughter as a method of reproduction. Of laughter. And totally unrelated domestic violence of kids against their kittens. Or was it mittens?
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Raspofabs
Former 22Cans staff
Posts: 227
I like: coding, high peat single malts, ... , yeah, that's about it.
I don't like: object oriented design, and liver.
Steam: raspofabs
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Post by Raspofabs on Aug 11, 2014 19:47:31 GMT
Getting rid of destroying trees and rocks by poking them: only allow them to be "mined" or "felled" by the people. Sculpting can carry on cropping the vegetation, but it means your followers then lack trees. God trees are extra lumber. Make stones by zapping people with lightning bolts, turning them into statues that can be mined. (ok, that's a bit sick)
Sick of the event map reinforcement timer? Leash your followers to the event harbour to reinforce directly.
Feel like the homeworld is too easy and there is nothing to worry about? Expansion beacons are guarded by champions later on, win them over with god powers, or destroy them by raining down fire.
Feel like your world is just like everyone else's? after the tutorial section, (which on PC should be much shorter and less hand holdy, or better yet, skippable), once you have unlocked the main game elements, the rest of the land is procedurally generated from your game play style. If you have left the trees and rocks alone, your land will be full of resources, have you rapidly expanded? The distance between beacons will be bigger. Did you sacrifice a lot of people getting here? Your land will be full of swamps and other nasties.
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Raspofabs
Former 22Cans staff
Posts: 227
I like: coding, high peat single malts, ... , yeah, that's about it.
I don't like: object oriented design, and liver.
Steam: raspofabs
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Post by Raspofabs on Aug 11, 2014 19:50:14 GMT
Dinosaurs. I'll also probably make a big serious suggestion post later, with varying levels of feasability and silliness. I had a few (what I personally consider to be) cool ideas about settlements recently. Adding tank tracks and a cannon, and invading other lands?
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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.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Aug 11, 2014 20:02:39 GMT
Suggestion for the tutorial. Make a mini map that has all the elements for the tutorial in it. At the end of the tutorial your little peeps find a little abandoned rowboat or a raft that they will use to cast off in search of unknown lands. Wherever they will land will be a procedurally generated map that is unique for every one.
And of course make it skippable for Christ's sake.
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