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 Oct 1, 2014 5:28:48 GMT
Changing the balance doesn't make godus any less boring. You'll still have to do the same boring shit. Did I mention godus is boring?
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Post by hardly on Oct 1, 2014 6:06:12 GMT
What they should do is have light power, belief and dark power. Light power is generated by the wellbeing of your people (note I've differentiated this from happiness because I dont think gods should care if people are happy) which would be related to time spent in peace, quality housing, food, etc. Belief (the neutral power) should come from sheer numbers of people whatever their happiness. Dark power should come from sacrifice (your followers or other people's followers captured in war) and general blood letting. Belief should do the basic middle of the road stuff, while light power and dark power should unlock really awesome stuff.
Also if you want to go all bad you should be able to starve your people (not build enough farms to feed everyone), the more people who die of starvation the more dark power you get. Perhaps you issue a commandment that they have to live in shitty houses - more dark power.
The thing about belief is it will accumulate most when you act either for good or bad. I havent thought this through but I think it would be awesome.
You'd end up getting a lot of belief and a bias towards light or dark. Another cool idea would be if you were generating a lot of dark power your people might start sacrificing on their own to make you happy. I also think sacrificing should be more automated so you punch in sacrifice 100 people and your priests find 100 unemployed people to kill.
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Post by hardly on Oct 1, 2014 6:13:51 GMT
Another question is why dont we have non believers among our populace. It would be cool if people had a 20% chance being born a non believer (if born to two believing parents) and would only convert if they saw god (that you) do something in front of them. That way if you just left your people away from the action they would slowly breed out believing in you unless you went back and worked some wonders. You could use it as an excuse to turn someone into a pillar of salt or something else godly.
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Post by hardly on Oct 1, 2014 6:19:48 GMT
If you had dark power you could introduce necromancy which would just be damn cool in a multiplayer battle. Imagine resurrecting fallen opposition to fight for you. Obviously there'd have to be equally awesome light powers or perhaps more passive benefits like different unit types.
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Aron
Master
Posts: 125
Steam: http://steamcommunity.com/profiles/76561198023768234/
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Post by Aron on Oct 1, 2014 9:10:19 GMT
The balancing files are, as far as I'm aware, the first step in exploring modding support for the game. Since the game's balancing has been a major point of contention, I gather they just figured this was the best place to start. To echo what George said in the quote up above, I just got an email confirming that the balance tools are very nearly code complete but will just require a final bit of setup and implementation. Right now we're essentially waiting to hear back regarding when in the schedule we want to release this and, once we know that, Pavle and Jamie will finish the tool up. So right now I'm just waiting on a reply back for the ETA which, I was hoping, would've popped into my inbox by today but it's looking like I might not hear back until tomorrow at this point. I'll follow up once I hear back. dont get me wrong iam not flaming , baiting but this BF is nothing else then a half baked Feature if 22cans have wanted to do it right from the start then they have added steam Workshop and the community had then done a BF tool so my Statement stays is just wasted Money and time this BF
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Post by Danjal on Oct 1, 2014 13:22:44 GMT
Nah, if you're going this route, belief should decrease naturally over time. And decrease faster if you're not doing anything. 'cos if you stop performing miracles, people stop believing in you. Killing followers (as a vengeful god) would be an interesting double-edged sword. You'd probably get a big boost in belief (from followers that saw it), but you'd lose the belief you would've otherwise gotten from the now-dead followers. I'm actually a pretty big fan of the idea that your activity reinforces their belief in you and results in auto-collection of belief. The idea that "good" actions give less overall belief but last longer. And that "evil" actions give more direct results, but need to be reinforced more consistently actually sounds like a pretty good balance. Especially if you add in diminishing returns where your followers get "used to" certain things. A gallows or cage with bones/prisoner may be an effective repellant/deterrant to someone not used to it. But after a while people just come to ignore it and you'll need to do better. So at first it works quite well and the response is strong - but as the object remains, they get used to it and "revert to their old selves" so to speak. And next time you place such a deterrant it'll work a little bit less on those already exposed to it. Positive reinforcement would work in a similar fashion, but perhaps the diminishing returns are less extreme resulting in you needing less variety to keep people faithful. It would very much become like the industrial/consuming versus environmental/sustaining balance. If you chop down the entire forest you have a lot of wood now - but you'll lack trees later. If you chop down part and replant it slowly, you'll have a sustainable line of wood coming in over a longer period of time - but less instantly. Which is a concept that I can appreciate since it has direct results in gameplay. It offers the player a valid choice (since both ways "work" if implemented well). And thus it will add diversity into the game. One choice at a time. For those interested, look at Anno 2070 - it does a decent job at counterbalancing the "consuming" and "sustaining" factions against one another. With one having superior production but more pollution and negative side-effects. And the other focusing more on sustaining and diminishing the negative effects. Even SimCity does a decent job with OmegaCorp vs The Academy and their controlnet.
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Post by Gmr Leon on Oct 1, 2014 15:28:32 GMT
So we've got another update on the editor. Personally, I think they should scrap the 2 weeks ETA and give us the tool in opt-in to sync up with QA's test sweep, because as good an effort as the QA team may put in, there's just so much more that can be spotted with a bunch more eyes on hand.
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Post by 13thGeneral on Oct 1, 2014 16:04:46 GMT
So we've got another update on the editor. Personally, I think they should scrap the 2 weeks ETA and give us the tool in opt-in to sync up with QA's test sweep, because as good an effort as the QA team may put in, there's just so much more that can be spotted with a bunch more eyes on hand. I agree. There's really no sense having the opt-in if they're not going to use it.
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Post by Gmr Leon on Oct 1, 2014 16:36:43 GMT
Some more updates from Salmon and George. I'd say this is semi-positive. I'll definitely be following this up.
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Post by Danjal on Oct 1, 2014 16:42:45 GMT
So, 1~2 weeks untill we get to see more delays and excuses? Or do you think they'll learn this time around?
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Post by Gmr Leon on Oct 1, 2014 16:50:55 GMT
So, 1~2 weeks untill we get to see more delays and excuses? Or do you think they'll learn this time around? I'm hoping we can press them to push it to the opt-in. That way we can bypass that altogether. Who knows if anything will come of that though.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Oct 1, 2014 17:00:39 GMT
So, 1~2 weeks untill we get to see more delays and excuses? Or do you think they'll learn this time around? I'm hoping we can press them to push it to the opt-in. That way we can bypass that altogether. Who knows if anything will come of that though. Does anyone else find it tragically comical that 22cans has become a real-life pardoy of it's own awful in-game waiting system. I do.
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Post by Danjal on Oct 1, 2014 17:04:45 GMT
Its something I've realized aswell - they should put down timers instead of sending out messages. "Time till next update/post/reply/comment/interaction/promise/delay/excuse xx:xx:xx" *pay $5 to speed this up*
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Oct 1, 2014 17:12:38 GMT
Its something I've realized aswell - they should put down timers instead of sending out messages. "Time till next update/post/reply/comment/interaction/promise/delay/excuse xx:xx:xx" *pay $5 to speed this up* See... mobile players are actively shoveling money 22cans way, hence their wait timers for fixes, content, etc are less. Godus-ception! I wonder who Bucket-Stankus is in real life... George? Matthew? PETER?!?!?! hmmmmm.
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