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Post by banned on Sept 27, 2014 3:45:45 GMT
Where are the 500 followers going to live? Are they gonna tear the ark apart to build houses? A new tribe called the meanies... seriously? Is this marketed to 5 year olds? would explain the preschool sticker mechanic. But then I've been touting "little Timmy on mommy's phone and credit card" as the intended target for quite some time.
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Post by banned on Sept 27, 2014 3:52:36 GMT
Sigh, I've done it before so I might as well get this done now, here's my interpretation of each of these features: "Arc is unlocked once last expansion shrine is completed."They've hit the limits of mobile devices and need to manage the new memory. "Player must repair the arc using huge amount of followers, Crops and ore"The arc "building" will require a good 100-500 builders to operate. Crops and ore will hover at a level prohibitively high and taking at least a week to accumulate. "Any workers involved in repair will be taken to a new land called “Wayworld”"Say goodbye to all the builders on Homeworld. While working on the Arc, there's nothing else you can do and regenerating new builders will pretty much kill enthusiasm to stick around Homeworld. "The arc will take a long time to build and take many resources, Up to 500 of your followers will make the voyage."Yep, up to 500 builders can be put to construction. You thought a week was a long time? Boy, have we designed a timer for you. Oh, and expect to do NOTHING while it's being built since ALL of your available resources will go into its construction. "Once the Arc is completed the player is prompted to set sail."Press here to generate the new zone. "A sailing transition screen is shown."All the big names call this a cut scene. Likely, it'll just be a rehash of the Voyages ship animation. "The arc will arrive a “Wayworld” and the player must house all followers aboard."Flatten land quickly or all those builders will die. Otherwise, wtf does "house" mean since we don't actually create structures? "“Wayworld’ contains a new timeline with new cards, any card not unlocked in “homeworld” remain unlocked."The effects from Homeworld unlocks carry over but you can't unlock Homeworld cards from Wayworld. Returning to Homeworld will allow you to gather all the useless cards from before that are suddenly necessary on Wayworld. "Through the settings menu the player can return to the original “Homeworld”, belief/crops/ore collected only apply to that world."This reminds me of the fish aquarium game on my phone. I can use the menu to cycle between tanks. Each tank is fully contained, though Godus carries over unlocked effects (until they implement Arcs without this feature and fail to get it to work right). "Wayworld Completely different visually based on desert world where trees are cactuses and rocks are sands."This is what we've kept our artists busy on for the last 6 months. New skin, same old game. "Has 2 types of areas that are best for crops and abodes."We've removed the artificial restriction on an additional level to see if this reduces complaints. We might even come up with a fluff excuse, but probably won't. "Has 2 tribes of Astari who work under the same rules, except we advertise a massive treasure they are hiding."See, we've ratcheted up the difficulty. Sort of. Oh, and if you clobber them, we'll give you something super duper cool. No, way better than the last thing we told you was super cool, or the one before that... "An area that will contain a new tribe called the meanies (to be implemented in future update.)."We have no idea what we're doing with this but we're going to experiment with some new game mechanics. Hope it isn't as bad as Astari... "Has random sheep, that will be used in future settlement."They could be roaming around or they could be another resource bar. Likely, they'll be a resource bar until the team can figure out how to put creatures back into the game. "Uses dynamic water to make fertile lands."We really really want this to work. Sure, we've been talking about this for ages, but this time it's for reals. "but we're going to experiment with some new game mechanics." My only point of contention. It shall actually be the exact same mechanic as the Asstardi but they'll have different art and they'll have some double time or effect festivals (mayhaps renamed), you know to increase the challenge, which you can P2W buy buying gifts or other renamed but otherwise identical cash shop crap.
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Post by Crumpy Six on Sept 27, 2014 9:01:52 GMT
Am I missing something or is Wayworld just Homeworld in yellow?
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Post by hardly on Sept 27, 2014 10:48:26 GMT
Way world is a homeworld reset in drag. You get to keep your homeworld but all of its resources and people are cut off from way world. All you keep is your tech and maybe what you take on the boat.
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Post by rubgish on Sept 27, 2014 13:42:18 GMT
It's basically the black & white mechanic of going to a new world. I'm totally fine with it in that sense really.
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Post by Danjal on Sept 27, 2014 13:55:26 GMT
I'd say the biggest problem with homeworld and wayworld is that the mechanics are only half in place... So the big question is - does 22cans think Homeworld is "done" or do they intend to go over it at a later date when more content is developed and set in stone. The switch is quite obviously a bandaid mechanic both to "wipe the board" and introduce new balances (as to not have to massively alter homeworld as the timeline progresses) aswell as to counter the exponential growth problem on population. I suspect that unless they find a way to upgrade individual buildings. This switching of worlds will be the go-to gamestyle. Which drastically takes away from one of the biggest draws Godus had, which is the huge persistent world.
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Post by Deleted on Oct 1, 2014 20:38:54 GMT
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Post by Danjal on Oct 1, 2014 21:22:48 GMT
Lets go over them and see how they can be monetized, then after that we go over them and see how they could potentially be great additions to gameplay and strategy. How to monetize Wayworld!- Granite is impassible and can only be removed with Meteor.
We noticed that you guys were progressing past our natural barriers such as the mountains too swiftly, so here's another blockade to slow down your pacing. You can ofcourse get past it if you expend vast amounts of belied on the 'delicious' Meteor power, making you feel more godly.
- Pink land makes super abodes that will hold 'middle class followers'. They produce more belief, but have a much reduced birthrate.
We want to distinguish the elite from the common folk, these elite followers are more effective. But are slow to reproduce. We know that you'll want as many of them as possible, so you will have to spend lots of gems to buy your way past the birth cycle. Mind how it says "middle class" - this means that there will potentially be an upper class later that reproduces even slower...
- Sheep roam the land.
Unknown purpose new resource - main purpose for now is to add another new settlement type. Don't want to make things too difficult for the player so we are just going to give them a seperate tool for each job.
- Water becomes important because it makes green fertile areas.
We noticed you didn't like our "springs" addition and ignored it. We didn't like that so now we're going to make it so you can only build farms by using the springs and you will have to spend loads of belief doing so.
- Farms can *only* be build on green area.
You guys progressed far too swiftly, so here's a roadblock - you can buy more wheat with gems though!
- Mines can *only* be build on grey area.
You guys progressed far too swiftly, so here's a roadblock - you can buy more ore with gems though!
- Trees become cacti and are worth 10 belief each.
So... Holy Cactus is a new godpower?
How to strategize Wayworld! - Granite is impassible and can only be removed with Meteor.
Rather than using such an obvious roadblock, actual gameplay elements could've been made to keep pacing. An interesting opponent or problem to overcome springs to mind. A problem that isn't solved by throwing money (belief) at it.
- Pink land makes super abodes that will hold 'middle class followers'. They produce more belief, but have a much reduced birthrate.
Instead of being terrain restricted, this should be environmental restricted. If certain criteria are met and your followers are satisfied in their needs they will "rank up" and the core of your settlements/area's will upgrade into middle classes. These new followers become more suited for different professions and tasks and have different roles than the followers. More so than just producing more belief and less babies. (Current value of middle class is negligable as belief production is already made infinite through gems.)
- Sheep roam the land.
Cosmetic diversity - not much to say at this point. Potential usefullness if implemented well as a resource that does more than trigger card unlocks.
- Water becomes important because it makes green fertile areas.
Instead of making this an exclusive, if this were an "improved" terrain feature. It would become a tactical decision rather than a forced roadblock. Boosting nearby settlements, abodes and farms aswell as potentially forming a natural barrier against invaders and a transport route.
- Farms can *only* be build on green area.
Instead of making this an exclusive, if this were an "improved" terrain feature. It would become a tactical decision rather than a forced roadblock.
- Mines can *only* be build on grey area.
Instead of making this an exclusive, if this were an "improved" terrain feature. It would become a tactical decision rather than a forced roadblock.
- Trees become cacti and are worth 10 belief each.
Cosmetic diversity - not much to say at this point.
Funny how the way something is done can make such a massive difference. The sheep and cacti are pretty much just cosmetic features at this point. But other than those, the rest seems to have a heavy potential focus in monetization design. Considering how 22cans has been unwilling to delve into complex gameplay thus far, it seems unlikely that they want to add deep tactical elements into the game now. They wouldn't want to scare off their flock afterall.
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Post by Gmr Leon on Oct 1, 2014 21:36:40 GMT
You forgot to mention making special terrain cost more belief to sculpt thus incentivizing purchase of gems to buy belief.
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Post by Danjal on Oct 1, 2014 21:49:30 GMT
Haha, you're completely right. Or maybe it'll become unsculptable and you need to buy more of it with a gem-cost power.
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Post by Deleted on Oct 1, 2014 22:13:01 GMT
Haha, you're completely right. Or maybe it'll become unsculptable and you need to buy more of it with a gem-cost power. It's nice to see them sticking to their guns. "samvt [developer] 15 Sep @ 7:54am IF (and that's an IF) we decide to introduce a shop it's only for aesthetic stuff, nothing that would give you a benefit in multiplayer, so definitely not P2W. Only stuff to make you happier in your own little singleplayer Homeworld. Again, we listen to our community and fans, hence why "There is no shop" message."
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Post by Danjal on Oct 1, 2014 22:37:46 GMT
It's nice to see them sticking to their guns. "samvt [developer] 15 Sep @ 7:54am IF (and that's an IF) we decide to introduce a shop it's only for aesthetic stuff, nothing that would give you a benefit in multiplayer, so definitely not P2W. Only stuff to make you happier in your own little singleplayer Homeworld. Again, we listen to our community and fans, hence why "There is no shop" message." And then he left because he realized that Peter had no intention to keep those promises.
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Post by earlparvisjam on Oct 1, 2014 23:13:19 GMT
I'm really glad you took the kid gloves off in the Steam version of this thread Danjal. It was getting hard to keep quiet about my feelings about this whole situation. I'd promised to just avoid posting in there out of respect to Gmr's OP, but you pretty much said what I was wanting to say. Nothing gets me more grouchy in a discussion than hypocrisy, marginalization, and belittlement and there's only so much the community should have to put up with before pushing back. It's not the Steam Community's fault that there's no response to us from 22Cans.
Every single moderator that posts to that thread about how we shouldn't be negative needs to reread the OP to remind themselves what the whole point was, step back to think about it, and look at what the result was. Nearly a month of tiptoeing and sugary talk has gotten nothing new. Well, at least Gmr was emailed a couple times...
We have another video coming (most likely just more of what we were getting sporadically back in April/May) and another AMA. Nothing hints that it'll be any better than the last one; no lessons appear to have been learned. In a month, we'll get our answers, which will just bring up another list of new questions to tack onto the ones that weren't answered. By then, we'll be trying to figure out how everything fits with the upcoming Arc release and the community will have an even harder time pointing to the biggest area for 22Cans to focus on.
It feels like every time we bring up the list of fundamental issues, PM points over our shoulder and exclaims, "Look, a monkey!" We fall for it every time and by the time we turn back around, he's rushed off and we're standing there like a gullible idiot. The Arc release feels like a watered down Road Map 2.0, except that people hadn't asked for it and didn't expect it. By the time the iOS delaying tactic finishes, we'll have the AMA, and then promises of them working on the Arc release. With 22Cans' sense of time, that pushes things out to at least January before they actually need to bother showing us anything tangible.
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Post by earlparvisjam on Oct 1, 2014 23:26:21 GMT
Hey, what happened? I posted this to the Let's Talk thread....
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Post by Gmr Leon on Oct 1, 2014 23:27:40 GMT
Hey, what happened? I posted this to the Let's Talk thread.... Copypaste repost there? =P
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Post by earlparvisjam on Oct 1, 2014 23:38:32 GMT
Hey, what happened? I posted this to the Let's Talk thread.... Copypaste repost there? =P Done, hate to derail this thread when there's so much complaining have yet to finish on here. Anyone figure out how this all fits within the Time Line? Does it get taped to the end of the old one or is this one replacing it? Where are the commandments?
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Post by Gmr Leon on Oct 1, 2014 23:45:19 GMT
Copypaste repost there? =P Done, hate to derail this thread when there's so much complaining have yet to finish on here. Anyone figure out how this all fits within the Time Line? Does it get taped to the end of the old one or is this one replacing it? Where are the commandments? I don't think it's replacing or taping on to the other one. It's fitting right along with the move to the imperial age. Let's just forget about Hubworld and Commandments...>_>
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Post by Danjal on Oct 1, 2014 23:50:40 GMT
To the point where I wonder if those features will ever make their return to some degree or another.
Its pretty sad that 22cans has lied and contradicted themselves so often now that I'm simply no longer able to believe a single word they are saying as truth or fact. To the point that if they were to say that water was wet - I'd expect a report to come out a week later proving them wrong.
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Post by Gmr Leon on Oct 1, 2014 23:55:08 GMT
To the point where I wonder if those features will ever make their return to some degree or another. Its pretty sad that 22cans has lied and contradicted themselves so often now that I'm simply no longer able to believe a single word they are saying as truth or fact. To the point that if they were to say that water was wet - I'd expect a report to come out a week later proving them wrong. Personally, I don't read lies into loads of what they say. I read the CMs being misled, or the concepts being underdeveloped to the point that they can only give us vague overviews and when they do come around, we've (at least initially) read more into them than was intended. Then they're released as the shallow meh features we have. As to contradictions, they're typical for a company that can't seem to keep deadlines and, again, developing concepts to a point for detailed explanation rather than basic presentation/overview. If we look at every other post of theirs that was aimed at being "detailed" we can really see it's more of a detailed show than a detailed explanation. It's always left open enough for us to fill in the gaps with amazement and hype ourselves up, only to be let down when it doesn't match our expectations, and then they blame us because we expected too much, despite it being their fault for not just giving us more detailed reports and explanations.
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Post by Danjal on Oct 2, 2014 0:01:10 GMT
Isn't it the whole point that a CM is informed and has the information to adequately perform their job? By that standard, isn't purposefully misinforming and misleading your CM's aswell as providing them with inaccurate or wrong information equivalent to lying to your audience directly?
I'm not claiming that 22cans lied all the way, a lot of things comes down to technicalities, assumptions and perception. But between all the shrouding, between the smoke and mirrors, there's quite a few outright lies aswell. Both lies of omission aswell as creative usage of the truth.
So yes, they have lied, aswell as mislead, deceived, contradicted and a wide variety of other similar things. Over the course of their development. What they haven't done? Be honest and truthful. Acknowledge their own limitations.
Just take this last event, all they had to do was stay true to the facts. And they just had to come out and make promises.
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