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Tech tree
Oct 17, 2014 8:22:53 GMT
via mobile
Post by hardly on Oct 17, 2014 8:22:53 GMT
So did people like what peter had to say about a possible tech tree in video two? I quite liked the sound of deciding which areas to level up by investing tech points.
Other things that sounded quite good were warrior settlements, walls, cities (made from combining settlements). George please tell us immediately when this last feature will be implemented! Jokes.
Also did anyone notice peter said that homeworld resources will be used in hubworld? That sounds interesting.
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Post by Danjal on Oct 17, 2014 8:35:52 GMT
The supposed 'tech-tree' sounds less like a tech tree and more like a form to fill out. There's no specific element of "choice" other than what to sink points into first and whether or not to sink "more" points into it now or not.
So it'll entirely depend on how they implement it whether it would be as good as we may want. I'll atleast admit that there's a certain degree of potential and that the removal of dragging dozens of stickers is going to be an improvement. (Bonus points for people picking up on his choice of words "inspiration" - how many inspiration themed suggestions have we seen to replace or alter the tech-system as opposed to stickers?)
Warrior settlements I think aren't necessarily the solution, you're gonna end up with random settlements dotting the landscape with no true logic or reason to them. I do like the concept of defenses like walls and scaling up into cities (and larger later on) - though they seriously need to adjust their pathfinding logic if they want to scale the game up to that point. And from what I understand, the perception there is that "we play the game wrong", much like how we've been told that we sculpt too much and expend too much belief. The game is designed around minimal interference and short play sessions spread out over the day. Unless that core issue gets dealt with, we're not going to get anywhere with this.
As for homeworld resources used in hubworld - I think that is a recipe for disaster. It forces them to find a proper balance (and puts a dent in their plan on linking PC and mobile...), something that goes counter to how they have developed the game thus far. Moreover, when combined with his comments on matchmaking, putting "similar players" together, you're gonna end up with really well equipped hubs and some really poorly equipped hubs. Again, a massive unbalancing factor to online gameplay.
Moreover, turning the singleplayer worlds in resource stations for some ranking-based multiplayer does not sound like a good move. Unless they severely restrict the resource production on the singleplayer worlds to ensure that people stand a chance of being on equal footing, the "more engaging" players will always have far superior resource production over those that simply let the plots fall as they may.
Which also runs counter to 22cans design plans thus far, where they want to ensure that the casual players stand as much a chance of playing and enjoying the game as the core players do.
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Post by Gmr Leon on Oct 17, 2014 16:13:16 GMT
So did people like what peter had to say about a possible tech tree in video two? I quite liked the sound of deciding which areas to level up by investing tech points. ... Also did anyone notice peter said that homeworld resources will be used in hubworld? That sounds interesting. I find this pretty bizarre, considering what they had said in the past regarding homeworld and hubworld having distinct balance, for the very reasons that the microtransactions on mobile would prove imbalancing. Tossing in a Pit of Doom doesn't do anything to balance instantaneous purchase of gems, since you can purchase hundreds of them in the time it would take to queue up a hundred followers for sacrifice. As to the tech tree, I'd have to see its implementation first. The description sounds like little more than revising the organization of the timeline into categories based on what resource is needed for it or what its affecting, which wouldn't change very much if everything else remains the same. (Still need x1000 followers to unlock such and such in category x.)
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Lord Ba'al
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Post by Lord Ba'al on Oct 17, 2014 20:44:00 GMT
Tech tree sounds good but I doubt 22Cans will implement it in any way shape or form that I would find appealing.
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Deleted
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Post by Deleted on Oct 18, 2014 17:46:37 GMT
Tech tree sounds good but I doubt 22Cans will implement it in any way shape or form that I would find appealing. Yes, if they wanna link PC and mobile Godus versions, yes, I'm afraid they re "condemmed" to implemant a poor tech tree model...
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Post by Danjal on Oct 18, 2014 18:04:24 GMT
Thats the problem now isn't it.
On the one hand they promised/claimed/intend to make Godus this wonderful utopian concept where casual players (both PC and mobile) and core gamers can come together and enjoy this wonderous experience based on titles such as Dungeon Keeper, Black & White and Populous. They intend to make hubworld/multiplayer the axis around which all of it revolves, and to make the singleplayer world function as a base of operations to fuel your multiplayer exploits.
All of this comes together in the pinacle of competition - the battle to become the God of Gods (which I can only assume is still their intent, otherwise, poor curiosity winner).
And thats where things start to get difficult. The PC platform has certain standards and expectations - and 22cans has claimed that they intend to deliver on these expectations by making the PC release the most beautiful of all and not to dumb down the experience for the sake of the mobile platform. At the same time the decision to make the mobile title a freemium experience, one that heavily relies on gem purchases (which is visible in the balance and design of anyone with a pair of eyes). Which throws a pretty massive wrench in the whole "Homeworld fueling Hubworld" concept... Especially when you consider 22cans' miracle cure to the whole balance problem - lets just allow the PC community to find their own balance! Don't like timers and waiting? Think freemium mechanics have no place on the PC, simply remove them!
I think we all know where that is going. Tech tree is the same, Peter doesn't have a "plan" - he's following moment to moment fancies. And its showing. Three weeks from now he'll have seen some other new concept, or read some article with some new popular buzzwords and then it'll be loot piñata's - because they'll be the new thing!
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Deleted
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Tech tree
Oct 18, 2014 19:11:27 GMT
via mobile
Post by Deleted on Oct 18, 2014 19:11:27 GMT
@ Danjal
Yep, we ll see again that again...
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Aron
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Post by Aron on Oct 22, 2014 10:38:10 GMT
no i do not like it cause the Stickers will stay as Long These stay every redesining is sensless
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Post by Danjal on Oct 22, 2014 11:19:50 GMT
no i do not like it cause the Stickers will stay as Long These stay every redesining is sensless As I understood it, stickers may well see their departure from the game and be replaced by a more generic tech-tree currency. Though its Peter, we never know when he'll change his mind again and chases a new butterfly.
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Post by engarde on Oct 22, 2014 11:58:05 GMT
The oddity for me is that having had to drop 16 stickers (or whatever) to get my frontier abodes, I'm sure I recall a never having to use more than 5 statement. Admittedly I did use one of the big-um-unlock-um cards for my next weyworld card instead but I've not got 'voyage won' versions of all the big unlocks.
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Post by Danjal on Oct 22, 2014 12:07:19 GMT
The oddity for me is that having had to drop 16 stickers (or whatever) to get my frontier abodes, I'm sure I recall a never having to use more than 5 statement. Admittedly I did use one of the big-um-unlock-um cards for my next weyworld card instead but I've not got 'voyage won' versions of all the big unlocks. The "big unlock it all" card is a bit of a farce. Here, have ONE special sticker that unlocks a card immediately. Oh, did I tell you that the scaling is so abominable that no matter when you use it, you'll regret it because the next card to unlock needs even more stickers? Best keep dragging and collecting! I'm not sure what the intent was with that, but its kinda lost in translation between the exponential growth, poor planning and ridiculous scaling.
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Post by engarde on Oct 22, 2014 12:16:03 GMT
I've also mistakenly used the one card unlock after I'd spend a dozen or so, and in one case to unlock something trivial!
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Post by engarde on Oct 22, 2014 12:17:49 GMT
Additionally in the land of do very little sculpting I've had to dig through 2 mountains thus far in the first screen's worth of weyworld to access a temple and an ore beacon. Ah maybe I should have used meteor on the temple and the ore beacon.. my bad.
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Post by Danjal on Oct 22, 2014 13:06:04 GMT
Meteor, better known as "excavator" - talk about making something powerful seem inconsequential.
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Post by engarde on Oct 22, 2014 13:55:24 GMT
I was thinking of the original power which I had a lot of trouble controlling rather than the new shiny granite block removing power.
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Post by Danjal on Oct 22, 2014 16:19:52 GMT
Yes, the original Meteor is effectively an excavator... Most players used it to dig out the hidden temples and flatten hills and mountains. As opposed to anything truely devious or destructive.
Its an amped up digging implement.
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Post by Deleted on Oct 22, 2014 16:57:02 GMT
As a litmus test of sorts to gauge the likelihood of 22cans implementing anything, I ask myself two questions ...
a) Can it be monetised? b) Will it give the PC community the ability to take on issues themselves that 22cans isn't interested, financially or otherwise, in dealing with (BFE, LUA).
If the answer is yes to either of those questions, I see a good chance it will make it into the game eventually. a) of course being a higher priority than b)
Whether it's a hasty, ham-fisted attempt or not relies solely on whether they feel they'll get a return (financially) out of their effort I'd imagine.
And yes, I think 22cans will find a way to monetise a tech tree.
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Post by Gmr Leon on Oct 22, 2014 17:07:06 GMT
As a litmus test of sorts to gauge the likelihood of 22cans implementing anything, I ask myself two questions ... a) Can it be monetised? b) Will it give the PC community the ability to take on issues themselves that 22cans isn't interested, financially or otherwise, in dealing with (BFE, LUA). If the answer is yes to either of those questions, I see a good chance it will make it into the game eventually. a) of course being a higher priority than b) Whether it's a hasty, ham-fisted attempt or not relies solely on whether they feel they'll get a return (financially) out of their effort I'd imagine. And yes, I think 22cans will find a way to monetise a tech tree. They already have. All they have to do is make the resource costs for the unlock so high and take so long to acquire that you opt instead to purchase them with gems. See: sticker packs.
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Deleted
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Post by Deleted on Oct 22, 2014 18:04:13 GMT
As a litmus test of sorts to gauge the likelihood of 22cans implementing anything, I ask myself two questions ... a) Can it be monetised? b) Will it give the PC community the ability to take on issues themselves that 22cans isn't interested, financially or otherwise, in dealing with (BFE, LUA). If the answer is yes to either of those questions, I see a good chance it will make it into the game eventually. a) of course being a higher priority than b) Whether it's a hasty, ham-fisted attempt or not relies solely on whether they feel they'll get a return (financially) out of their effort I'd imagine. And yes, I think 22cans will find a way to monetise a tech tree. They already have. All they have to do is make the resource costs for the unlock so high and take so long to acquire that you opt instead to purchase them with gems. See: sticker packs. You're right. This freemium monetesation stuff sounds super easy. Anyone want to start a Kickstarter with me? It's gotta be fresh and new... I'm thinking "Invest-to-Invest-to-Play", stay with me now. Double the pay-wall, double the profit! Of course we'll have to pretend we're making a PC game first. But that shouldn't be too hard... eh we'll worry about that later. Right now we need to think of all the super bonkers ways we are going to sell flags to people! Right? Right! I think we'll call it "Godvilleopolis", a Jupiter-sized City where everyone can pay.. er... invest to invest to be a God! Anyone want to volunteer to be the CM?!?!
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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.
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GOG: stonelesscutter
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Post by Lord Ba'al on Oct 22, 2014 21:45:14 GMT
no i do not like it cause the Stickers will stay as Long These stay every redesining is sensless As I understood it, stickers may well see their departure from the game and be replaced by a more generic tech-tree currency. Though its Peter, we never know when he'll change his mind again and chases a new butterfly. Soon we'll have in-game sticker workshops laboratories and factories developing and designing ever more varied and technologically advanced stickers.
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