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Post by hardly on Aug 16, 2014 9:33:30 GMT
It's not so much that the pit of doom needs to be nerfed as the alternative strategies need to be buffed. I tried to keep my people happy and to not use the pit but that strategy was just too hard because I would get hit by the astari festivals while I was offline. I think when they balance the astari and reduce timers the pit of doom will be used a lot less.
They keep talking about analytics. I think we'd all enjoy seeing the analytics in a humorous way around the pit of doom. I must have executed over 1000 little GODUS people.
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Post by Qetesh on Aug 16, 2014 10:46:46 GMT
I fired it up last night and not too far into it yet but I will suggest a bit less "yammering" at me, I now have sound off.....now THAT's more zen. I don't like things flashing at me either, something more subtle would be better. Maybe flash once, then just change it to another color till clicked. I have not even opened the gem exchange but I also have not advanced much either.
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Post by Deth on Aug 16, 2014 11:36:38 GMT
What if there was something like the pit of doom that had uncertain results? I mean not just one possible outcome of marching somebody in there but several. For example, follower gets reincarnated into a hero or an angel or a priest or a fierce animal. Perhaps based on some hidden attributes in followers with a bit of random thrown in. Most would probably just die. But it would need to be made harder to march people in there so people couldn't just march a 1000 followers in and get all kinds of benefits at once. Perhaps a lengthy farewell ceremony for each person who is "chosen" to march to their end. You mean like the Founder Well that was promised to some backers? " an exclusive Godus Wishing Well, inspired by the Temple in Dungeon Keeper, for your Homeworld. Sacrificing the right items will gain you bonuses!" From the Kickstarter page.
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jpw
Master
Posts: 159
Pledge level: Patron+Acorn+Poster
I like: Populus
What I thought Godus was going to be...
I don't like: Waiting
Collecting belief
Stickers
Sculpting
Voyages
Managing settlements
Not being a god in a god game
Chests
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Post by jpw on Aug 16, 2014 11:53:00 GMT
Well there is still the magic acorn tree (£5! - wasn't it?), and a statue of ourselves...
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Post by dozvati on Aug 16, 2014 12:04:16 GMT
Short version: Less abode building. More reliance on an advanced food/material economy. More organic settlements. Reworked god powers.
Long version: We shouldn't get free shelter as soon as we complete the tutorial. That requires knocking down trees or squatting in a cave. Additionally, our followers need to eat. Wheat and farmers settlements are the building blocks, but they're not fleshed out. Instead of sculpting, I propose we have leashing as our initial god power. It's less "powerful" in my opinion, and it fits better into a long-term game scenario. Start with your least powerful tool, use it until you have a more powerful tool. If we start with animals as our early-game food income, we could leash wild animals into our followers reach, which they manage to dispatch. We leash predators away from our followers, they continue to not die. Eventually, their belief in us grows strong enough that we advance along the fire > cooking > concept of building > tools / shelter tech tree.
Building shelter requires materials. Our followers build tools to fend against predators, but also to secure lumber for building a cave away from cave. Instead of an arbitrary timer, we now have a visual indication of our followers chopping down trees and carrying wood to a central location. If followers can't find wood within their range, we may have to intervene with a new crop of trees thanks to a god power of "sow harvest".
Now our followers can fend against predators, but still require a hint of luck / divine intervention to continue finding food, and we have our first abode. Eventually, we breed more humans, and they need a place to live too.There's no reason we should have to inspire this, let them build a second hut automatically. Settlements can then arise organically, as the population grows, so does the settlement. But animals are not an infinite source of food. There are other sources of food, but not near our starting settlement. We leash a group of our favourite followers to a wealthy source of fruits and vegetables, they gather, they take back to the initial settlement. Through divine inspiration, we advance to agriculture.
Our followers now start planting food, and harvesting. Population booms. But now we have too many followers, and not enough food. There's even more food, but it is too far to travel frequently. So we spend our harvested belief to light a Beacon of Expansion, inspiring a group of followers to make a pilgrammage, and eventually make a new settlement. Our smartest followers invent the wheel, and eventually learn to start making basic paths and roads. Now our settlements can share or trade their goods (depending how we, the player, feel) with each other. Different locations have different resources, and thus we have the start of our basic resource economy.
Instead of just sculpting, our god powers can advance to basic / advanced terraforming. We sculpt out and beautify a location for our followers to settle, they become infatuated with us. We don't even have to leash or sculpt, our followers follow our beacons and advance as we see fit.
That's all I got for now. I could probably scope out the whole game if I wanted / had the time / was getting paid by Molyneux.
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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 16, 2014 13:07:09 GMT
I agree. If you take a cue from one of those survivor tv shows where people are put on an abandoned island with nothing but the clothes on their back (if even), the first thing they would do is gather some branches and some palm leaves and build a little shelter. Next things in line would be trying to find food and drinkable water and materials to build a fire. It would make sense for the game to mimic this and start out this way, since the first two followers are sort of shipwrecked and washed up on shore.
Once they're settled in with all the resources they need to survive they can start thinking about building something better than the makeshift shelter to live in, be it a wooden cabin or a clay hut or perhaps just a bigger and better shelter. Once the population starts expanding they'd form a little community of hunter/gatherers living in primitive shacks. Then, take a logical progression from there.
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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 16, 2014 13:58:51 GMT
What if there was something like the pit of doom that had uncertain results? I mean not just one possible outcome of marching somebody in there but several. For example, follower gets reincarnated into a hero or an angel or a priest or a fierce animal. Perhaps based on some hidden attributes in followers with a bit of random thrown in. Most would probably just die. But it would need to be made harder to march people in there so people couldn't just march a 1000 followers in and get all kinds of benefits at once. Perhaps a lengthy farewell ceremony for each person who is "chosen" to march to their end.
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Post by banned on Aug 16, 2014 15:07:46 GMT
What if there was something like the pit of doom that had uncertain results? I mean not just one possible outcome of marching somebody in there but several. For example, follower gets reincarnated into a hero or an angel or a priest or a fierce animal. Perhaps based on some hidden attributes in followers with a bit of random thrown in. Most would probably just die. But it would need to be made harder to march people in there so people couldn't just march a 1000 followers in and get all kinds of benefits at once. Perhaps a lengthy farewell ceremony for each person who is "chosen" to march to their end. brilliant. Make it so.
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Post by Danjal on Aug 16, 2014 15:29:23 GMT
It's not so much that the pit of doom needs to be nerfed as the alternative strategies need to be buffed. I tried to keep my people happy and to not use the pit but that strategy was just too hard because I would get hit by the astari festivals while I was offline. I think when they balance the astari and reduce timers the pit of doom will be used a lot less. They keep talking about analytics. I think we'd all enjoy seeing the analytics in a humorous way around the pit of doom. I must have executed over 1000 little GODUS people. The pit of doom isn't exactly overpowered, its just that the alternative grind is so tedious that people would rather spend hours sacking people into it to progress. If and when the game offered something interesting to do and the waiting times weren't so poorly set - the need for using the Pit of Doom as much would go away.
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jpw
Master
Posts: 159
Pledge level: Patron+Acorn+Poster
I like: Populus
What I thought Godus was going to be...
I don't like: Waiting
Collecting belief
Stickers
Sculpting
Voyages
Managing settlements
Not being a god in a god game
Chests
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Post by jpw on Aug 16, 2014 15:30:58 GMT
It's not so much that the pit of doom needs to be nerfed as the alternative strategies need to be buffed. I tried to keep my people happy and to not use the pit but that strategy was just too hard because I would get hit by the astari festivals while I was offline. I think when they balance the astari and reduce timers the pit of doom will be used a lot less. They keep talking about analytics. I think we'd all enjoy seeing the analytics in a humorous way around the pit of doom. I must have executed over 1000 little GODUS people. The pit of doom isn't exactly overpowered, its just that the alternative grind is so tedious that people would rather spend hours sacking people into it to progress. If and when the game offered something interesting to do and the waiting times weren't so poorly set - the need for using the Pit of Doom as much would go away. It's going quite slowly for me, to avoid killing my people, the only ones I have thrown in are the astari.
It's a nightmare trying to get settlements, belief etc all up and running this way.
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Post by dozvati on Aug 16, 2014 15:33:19 GMT
It's going quite slowly for me, to avoid killing my people, the only ones I have thrown in are the astari.
It's a nightmare trying to get settlements, belief etc all up and running this way.
i don't even need settlements, i get all my belief through constant sacrifice
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Post by Danjal on Aug 16, 2014 15:37:36 GMT
What will happen now is the same that happened with sculpting. "Oh no, the players are sacrificing FAR too much, we need to make it harder for them to do so!"
Lets put a bandaid solution on the symptom rather than looking for and curing the cause. The cause that has been there since the start of game development and has been ignored even though its the massively obvious elephant in the room.
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Post by engarde on Aug 16, 2014 15:47:28 GMT
I've no sacrifices thus far nor any settlements aside from mining to unlock the ore beacons. If ore had not been needed for the beacons I'd have a gazillion individual abodes. Seems to me their frozen lumps linked to farms contain too many future feature related items - having stagnated at 300+ pop on the first run through I know rain of purify, builder settlements are all uncovered in the frozen farm area - gee guess what farms are not currently mandatory so hey not unlocked. The ore mining levelling up unlocks a load of farming and building related capabilities and not much else for someone has their thinking wound on back to front. If I do A a lot what is the point of increasing B and C, surely doing more A makes me more effective on A. I'd like the new settlement feature just to be able to group houses with no special farm/mine/building side-effect, if only for less boring housing graphics.
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Post by Danjal on Aug 16, 2014 16:37:54 GMT
Question engarde - what size abodes do you use? The smallest ones, the larger ones or just whatever the game makes available?
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Post by engarde on Aug 16, 2014 16:48:16 GMT
I've got all sizes across the board. I build as big as I can for the layer and positioning. Thus far 2600/3000 pop, 118/150 mines and 0/2 farm, I've not FoG any aside from those waste of space initial beach huts.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 17, 2014 7:36:38 GMT
Beards. Swords. Backpacks.
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Post by Qetesh on Aug 17, 2014 17:16:23 GMT
Beards. Swords. Backpacks. Beards of multi-color?
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 17, 2014 19:57:03 GMT
Beards. Swords. Backpacks. Beards of multi-color? As long as you aren't required to use that dim-witted Pavlovian freemium currency to unlock them, absolutely.
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Post by Danjal on Aug 19, 2014 13:24:30 GMT
Here's a request I just came up with when making a type.
We already have the leash. Lets introduce the lash!
Much like the Dungeon Keeper slapping, it could be used to give our followers incentive to work harder at the cost of happiness or their health/endurance for a time. An evil god using this method often will find that his followers become more durable and eventually the lash will have diminishing returns on its effect when overused, but your followers become much more durable.
Potential side-effects not officially acknowledged are: rioting, uprisings/revolts, cult worship of different deities and other similar behaviour.
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Post by 13thGeneral on Aug 19, 2014 14:05:49 GMT
Here's a request I just came up with when making a type. We already have the leash. Lets introduce the lash! Much like the Dungeon Keeper slapping, it could be used to give our followers incentive to work harder at the cost of happiness or their health/endurance for a time. An evil god using this method often will find that his followers become more durable and eventually the lash will have diminishing returns on its effect when overused, but your followers become much more durable. Potential side-effects not officially acknowledged are: rioting, uprisings/revolts, cult worship of different deities and other similar behaviour.Sounds appropriate and probably not too hard to implement. They could easily use some existing follower animations. I guess it'd have to be a power, like FoG, instead of an alternate to leash - unless they made use if an key combo like 'alt-rmb'.
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