|
Post by Monkeythumbz on Oct 15, 2014 11:48:49 GMT
In this third and final part of our video series, Peter & Jack give their considered responses to the concluding set of queries postulated by the Godus-playing community about what the future holds for our regenesis of the god game and on making the journey to Hubworld. We look forward to seeing your responses to our answers on the boards and in the comments below!
Many thanks to Gmr Leon for collating and submitting all the questions - much obliged!
|
|
|
Post by Danjal on Oct 15, 2014 18:27:38 GMT
As I pointed out on the Steamboards, the answers regarding hubworld are rather worrisome.
Having spend so much time and resources only to realize that they can't fullfill Peter's grand vision and are now forced to dial back on the scope and design? Problems that were predicted by the community when Hubworld was first revealed.
Did Peter truely believe they could create what amounts to an MMO-scale server infrastructure, on the budget of a freemium iOS game? And that they could get global connectivity in the way they described, getting people not only connected, but also organized - without any way of direct communication (I just imagine people sculpting into the sand when they'd be next online to attempt to organize some cooperation, leaving sand-drawn messages like post-it notes...)
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Oct 15, 2014 18:55:56 GMT
As I pointed out on the Steamboards, the answers regarding hubworld are rather worrisome. <snip> And that they could get global connectivity in the way they described, getting people not only connected, but also organized - without any way of direct communication (I just imagine people sculpting into the sand when they'd be next online to attempt to organize some cooperation, leaving sand-drawn messages like post-it notes...) As with all competitive/cooperative multiplayer games that restrict player communications for one reason or another, this only serves to disadvantage the less resourceful/driven players. I guarantee that the "hardcore" Godus players, upon arriving in Hubworld, will initiate communication with their co-gods (in the sand if they must) and via some other avenue (chat/IM/Facebook/email/etc.), circumnavigate the intended lack of direct communication, and enjoy a distinct advantage over those that adhere to the "lets not communicate effectively for fear of bullying" Godus ideology. I'm really kind of shocked they haven't realised or acknowledged just how terrible of an idea this is. It makes me wonder just how many of the people calling the shots around 22cans are actually gamers. Score 1 point to the hubworld players that will take advantage of this design mistake I suppose.
|
|
|
Post by Danjal on Oct 15, 2014 19:01:13 GMT
That only works if you can find out who you are connected with. So short of sculpting out your steam ID or whatnot in the sand, or it being shown in hubworld above the other 3 'gods'. You'd have no way of knowing who it is you're connected with and how to connect with them through such means. I'm sure that won't stop them from trying, but still. Also, bonus points to anyone who can predict what is going to happen if "casual players" are hubbed together with casual players and pro-players with pro-players.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Oct 15, 2014 19:15:20 GMT
That only works if you can find out who you are connected with. So short of sculpting out your steam ID or whatnot in the sand, or it being shown in hubworld above the other 3 'gods'. You'd have no way of knowing who it is you're connected with and how to connect with them through such means. I'm sure that won't stop them from trying, but still. Also, bonus points to anyone who can predict what is going to happen if "casual players" are hubbed together with casual players and pro-players with pro-players. Unless they use some kind of encryption, it should be pretty simple on the pc to connect with willing parties. Unique user network identifier + "looking for gods" forum = great hardcore player success.
|
|
|
Post by Danjal on Oct 15, 2014 19:24:26 GMT
Unless they use some kind of encryption, it should be pretty simple on the pc to connect with willing parties. Unique user network identifier + "looking for gods" forum = great hardcore player success. As hubworld has been described (lets assume for a second that thats the mechanic that will be used...) you will have no control over who you connect with. There will not be a "selection" method. It simply groups you up with 3 other players in a hub by some undefined parameters (as Peter says in the video, it could be local proximity, it could be likeminded players, it could be based on resource stockpile etc) and subsequent interaction like through the "arena" in the center is between hubs (again no indication that you will have an option here, likely a similar kind of matchmaking). So with the game relying entirely on matchmaking, and the overarching goal of "God of Gods" still being the competition that everyone wants to run for. Then grouping up casuals with casuals will only stand to guarantee that they will get knocked out by these core player hubs or 'clans'. Just imagine being grouped together with 3 people you don't know. And that may or may not even be from your timezone. I predict that the organized players will leave 'tags' defining their location and play-patterns ASAP while the rest gets left in the dust. As you say, core players will want to organize and communicate. And will look for ways to do so (which sculpting is the go-to starting point, much like the dickdrawing was in Curiosity)
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Oct 15, 2014 20:56:41 GMT
Unless they use some kind of encryption, it should be pretty simple on the pc to connect with willing parties. Unique user network identifier + "looking for gods" forum = great hardcore player success. As hubworld has been described (lets assume for a second that thats the mechanic that will be used...) you will have no control over who you connect with. There will not be a "selection" method. It simply groups you up with 3 other players in a hub by some undefined parameters (as Peter says in the video, it could be local proximity, it could be likeminded players, it could be based on resource stockpile etc) and subsequent interaction like through the "arena" in the center is between hubs (again no indication that you will have an option here, likely a similar kind of matchmaking). So with the game relying entirely on matchmaking, and the overarching goal of "God of Gods" still being the competition that everyone wants to run for. Then grouping up casuals with casuals will only stand to guarantee that they will get knocked out by these core player hubs or 'clans'. Just imagine being grouped together with 3 people you don't know. And that may or may not even be from your timezone. I predict that the organized players will leave 'tags' defining their location and play-patterns ASAP while the rest gets left in the dust. As you say, core players will want to organize and communicate. And will look for ways to do so (which sculpting is the go-to starting point, much like the dickdrawing was in Curiosity) Agreed. I imagine this will only be exacerbated with every tier you climb. Especially once a forum or a subreddit appears where higher tier hub world gamers post screenshots in hopes of identifying their neighbors. Then it'd imagine it'll be a quick defeat for anyone not in cahoots. Peter really should rethink his approach to this. I realize has a desperate desire to shelter people from the denizens of the interlolznetz, but in the end he's not going to have a level playing field if he maintains this course.
|
|
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
|
Post by Lord Ba'al on Oct 15, 2014 21:02:08 GMT
The hat-cam/head-cam sounds like a way better idea than the static webcam.
|
|
|
Post by engarde on Oct 16, 2014 8:37:30 GMT
Not if they attach it to Jack given he tends to be looking everywhere but where he should be looking.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Oct 16, 2014 12:54:55 GMT
Talking about sprints, after that refreshing "lemon" update, I'd like to see some roadmap for the future. So Godus could get realeased by 2016 ?
|
|