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Post by curiosityscatbastet on Sept 18, 2014 17:34:41 GMT
I am new to GODUS (having discovered it yesterday thanks to APPSGONEFREE), I 'discovered' the ship today (hence, began voyaging). I went sailing along and then switched over screens, etc. Anyways, when I returned and 'rejoined (aka reconnected to the system), and I was prompted that my followers discovered a 'new' to me 'old land' previously colonized or some such, and would I like to basically 'load' that land or did I wish to continue and return to my own homeland?.
QUESTION: What the HECK? I'm at a loss in what to choose (Pro's vs Con's one way or another), as I haven't exactly found...ummm...ANY information regarding this option (is this new?). I found this Forum while looking up instructions/information, so I can make the best choice (Again, pretty much a Newb, so maybe I missed something, but, so far I do not recall reading anything about this & I have to make a choice one way (New Land vs Old Land, before continuing?)
Also, I would like to add that I agree about the more independent 'followers' & desire for 'God-like' powers, versus playing a build a civilization (otherwise, the name should be 'build a civilization'..or umm, from what I've read 'Populous' or whatever it is called (no offense)).
I would also like to add that it is rather frustrating to build up or buy belief only to loss those points on swiping...A) Where you do NOT want to swipe while trying to navigate/move your screen view; B) Deleting the wrong area (somewhere other than where you are trying to swipe); C) Deleting too much if where you are trying to swipe (other layers getting included and costing points because of it). SOLUTION: allow the User to Zoom in better, Highlight area to swipe (to ensure it is the correct layer), Allow User to dedicate how many points to that area swipe (10, 20, 100, etc) and then deleting or adding that much.
Thanks for your assistance!
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Post by Deth on Sept 18, 2014 18:07:38 GMT
I think this might be the new save (recovery) system they have added. I think the Old lands are your save game. But I can not be sure as I have not played much under the latest update as I was having phone issues and had to restore my original world my self.
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Post by curiosityscatbastet on Sept 18, 2014 18:41:48 GMT
I think this might be the new save (recovery) system they have added. I think the Old lands are your save game. But I can not be sure as I have not played much under the latest update as I was having phone issues and had to restore my original world my self. As either the forum or my connection won't let me 'like' to express my, thanks for your feedback..."Thank you!" *smiles* Anyone that knows, I'd love clarification of this is a correct belief, or not, so I can continue on. Thanks!
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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 Sept 18, 2014 19:41:00 GMT
This is the first time I'm hearing about this. Thanks for bringing it up by the way.
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Post by curiosityscatbastet on Sept 18, 2014 23:40:10 GMT
Looks like it was a 'SAVED' version issue, as it is now GONE! This time (yeah, 5hrs waiting to figure it out was well over my patience limit, so I clicked back over to the game), when I switched back & 'joined' (aka logged in/connected), the system took me straight to my "Homeland". I wonder what happened to the voyage I was previously in the middle of..*sighs*.,kind of bites that your voyage goes away (HELLO, I'm on a PHONE!, Duh! A good assumption would be that I will have interruptions!! oh well..*shrugs*..*rolls eyes*)
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Deleted
Deleted Member
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Post by Deleted on Sept 19, 2014 1:05:34 GMT
I wonder if this new feature is also somewhat meant to addresses the overpopulation issue Rasbofabs was talking about.
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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 Sept 19, 2014 4:50:53 GMT
I wonder if this new feature is also somewhat meant to addresses the overpopulation issue Rasbofabs was talking about. By overpopulation issue, do you mean too many people playing godus?
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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 Sept 19, 2014 8:02:55 GMT
I wonder if this new feature is also somewhat meant to addresses the overpopulation issue Rasbofabs was talking about. hah, no. This sounds like the save got bugged out and tried to recover itself. Better losing voyage progress than lose all your progress in homeworld, which is what some people have had happen. We're trying to release the update that (hopefully) fixes all these save related issues sooner rather than later.
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Post by Danjal on Sept 19, 2014 9:29:42 GMT
I wonder if this new feature is also somewhat meant to addresses the overpopulation issue Rasbofabs was talking about. hah, no. This sounds like the save got bugged out and tried to recover itself. Better losing voyage progress than lose all your progress in homeworld, which is what some people have had happen. We're trying to release the update that (hopefully) fixes all these save related issues sooner rather than later. What, you're giving us direct management over our saves? Cause that wuold solve all these issues pretty much instantly. As any gamer could tell you. If you constantly hold on to a single save and it goes wrong you're boned, rather than if keeping some redundancy with 3 backlogged auto-saves and the ability to manually save aswell - cause then you have rollback options.
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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 Sept 19, 2014 14:41:59 GMT
hah, no. This sounds like the save got bugged out and tried to recover itself. Better losing voyage progress than lose all your progress in homeworld, which is what some people have had happen. We're trying to release the update that (hopefully) fixes all these save related issues sooner rather than later. What, you're giving us direct management over our saves? Cause that wuold solve all these issues pretty much instantly. As any gamer could tell you. If you constantly hold on to a single save and it goes wrong you're boned, rather than if keeping some redundancy with 3 backlogged auto-saves and the ability to manually save aswell - cause then you have rollback options. That's certainly a great way of solving things for desktop, but most mobile users would be confused by it. (at least I think they would; they're not as tech-savvy as the PC master race)
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Post by Danjal on Sept 19, 2014 15:31:40 GMT
From a purely functional standpoint I disagree.
Look at it like this. IF a mobile user decides to play with multiple users on the device (which is less likely than on PC, but lets say you want to show the game to a friend and have them play for a bit), the odds are that you're going to be somewhat tech-savvy. If on the other hand you are NOT tech-savvy, then you're not going to be using multiple save slots so nothing would change for you.
In a sense you're adding a layer around the current system that allows the "switching" of save focus. Now as for treating mobile players like vegetables (no intellectual capacity) - dare I say that many older style games from NES/SNES, and handhelds all provide 3 or more save slots and nobody ever had any problems with that?
I mean, sure. It depends on how you implement it. But unless you're saying that you as a developer can't think of a way to implement it in a clear and concise manner, I see no reason why this would confuse anyone. Since the people that you claim would be confused wouldn't use it in the first place - and as such nothing would change.
So unless there's something I overlook that prevents the iOS from implementing such basic functionality?
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Post by Gmr Leon on Sept 19, 2014 16:50:36 GMT
So unless there's something I overlook that prevents the iOS from implementing such basic functionality? I think, not totally sure here but from prior conversation, that there may be something to do with working with iOS that makes this somewhat difficult. I think while there's a local save on the device (as some clever users have dug up via jailbroken iOS devices), it's not as frequently backed up as those saves associated with an account. The reason for this decision is pretty clear, I think, it's good for DeNA and when it works, it's good for users in that it permits easy portability of saves since it amounts to Steam's cloud save functionality. Building out the guest functionality to more frequently save and rework the recovery option to tap it when wireless is not available would be an ideal option, but there may be some discouragement from doing so on the part of DeNA as guest users become lost data for them. I'd say they may also become lost revenue, but I'm not sure if guests can use the gem store or not, so that's up in the air. If they can't, though, I think it's easy to see why they would focus less on improving the guest experience. Nevertheless enabling multiple saves hidden under an additional option like Recover Local Save and then keeping Recover Cloud Save around would help significantly. A few reasons: it better tells the user what the hell the option is going after, obfuscating where the save is being recovered from doesn't really help anyone. It better enables tech savvy users and privacy concerned users to restore their progress should anything go awry in a more specific manner (save from 1 minute ago? 1 hour ago? 2? etc.). Adding to these improvements, having a hover tooltip to clarify what each option is doing would bypass the user ignorance concerns.
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Post by Danjal on Sept 19, 2014 17:07:06 GMT
I disagree about lost data aswell. Consider this, many people have a phone that supports these kinds of games. Thats the whole basis on which the mobile market is build. The wide audience. So if I were to show the game to a friend, and have them play for a bit. If they liked it, they would download it themselves and play it. If they would not like it, they would not have continued playing it on their own device either. And as such not be a lost customer or lost revenue. Many wouldn't bother downloading it unless someone told them or showed them it was good. This would give that opportunity.
If anything, adding this functionality will INCREASE the number of people that would be willing to try it out. Rather than decreasing it. What are the odds that someone will share a mobile device for such purposes in extended play? Unless you're letting a son, daughter, niece or nephew play, or a similar such young relative. I highly doubt that it really becomes an issue.
I would go so far as to say that not having this functionality is detrimental to the game. Since it causes more problems than the alternative. Atleast for so far as I can see it.
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