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Post by Deleted on Jan 23, 2015 15:51:11 GMT
...but we'll use really thick paint/ artex...
Doesn't change the rusty water pipes ... . Maybe that's the reason why they have problems with the dynamic water and rivers - not enough water pressure.
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Post by darkmoondragon on Jan 27, 2015 17:25:14 GMT
FoG being a stun only effect is easy enough to implement, it's already how it works on champions in the voyages mode. Kill or stun it would still need a cooldown as currently you can spam it super quickly and could easily disable an entire army. My general philosophy in terms of using powers vs followers in combat (the straightforward direct damage ones anyway) is that each should have it's own advantage and disadvantage, neither ever being the the clear 'best' way to handle a combat scenario. In an idea world I could use cost and economy to balance a lot of this, but in the way Godus is structured that may be very difficult. In discrete combat scenario (like a starcraft match for example) the economy flow can be calculated and fairly accurately predicted and the cost of units and powers set accordingly. In Godus this will be practically very difficult, I can never predict how much belief a player will have at their disposal in a combat encounter so I pretty much need to assume the player will have enough belief to cast as many powers as they want. FuriousMooI'm not clear on what you're saying and I would like to be. Are you saying that a separate belief/combat meter for battles is technically not feasible or simply something you do not want to do for some reason? I'm not the only person who has offered ideas which would use a separate belief system in combat to mitigate the problem of god "over-poweredness" (amazing new word you've invented). Seems to me IMHO that you must either have a separate belief system to power combat or muck up the core game completely. But you seem to be going in the direction of keeping the same belief meter for all aspects of the game and looking for side effects of use of god powers which would hamper or limit their use. Again, I'm not sure why. Wouldn't this hamper and impede their use in the main game? Lord Ba'al made the suggestion of radiation as a side effect of meteors and comets which I like on its own merits but which, it seems, would totally muck up its regular use in the Godus world. Once again, is there a reason you do not want a separate combat meter? You said this thread is not "dead." I hope that's the case. Is it possible that as you move on to new DEV threads that you give some kind of bare bones roundup or synopsis of what you have derived (if anything) from the discussion or what direction you are leaning toward. It's not just a matter of curiosity. Clearly even tentative decisions to go in a given direction or even to not go in another direction may have an impact on the feasibility of ideas in subsequent threads. Such a synopsis of the decision making process as we move along would likely be beneficial to everyone concerned and generate input which may be of more use. Perhaps you already plan such a "roundup" of where the process stands and I just need to be patient and bide my time until you are ready. It is your job after all and I'm sure you are busy with a multitude of other things. For me it is just one of many hobbies and I have my actual real world work and life to boot. But it has caught my imagination. Another possible way to create more structure with this project, which I have mentioned before, is for you to take those ideas which you deem to have some merit and drop them into a special dedicated thread called "Ideas Thus Far With Merit" or some such thing. You could even make it a thread to which there is no posting allowed. It would exist as a reference for members to look at and hopefully enhance and narrow their feedback on subsequent threads and perhaps not continually post ideas which are simply outside of the realistic or useable. My sole point with this post is to enhance the process. Thanks.
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Post by darkmoondragon on Jan 27, 2015 18:06:35 GMT
FuriousMooJust thought of something. If you are determined to use the same real time world, god powers and belief meter this might just work: tie the use of meteors or comets directly to the happiness meter so that if a player uses more than one or two meteors happiness will drop way, way down. After all in the actual world meteors crashing near cities makes people very unhappy and very nervous. Then also tie performance of troops directly into the happiness meter. If the happiness meter falls precipitously the Follower troops become unhappy, afraid, and at a certain low level begin to break ranks and run. Meteors can still be used with no need for reprogramming to remove granite etc. just use one and wait or build up happiness before using the next one. Easy actually, and reasonable. The same goes for swamps, FoG etc.. Use sparingly during combat and no problem. Use wildly and happiness plummets and your troops start going over the hill. Simple, elegant, minimal reprogramming. By the way thanks for being involved with this community.
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Post by FuriousMoo on Jan 27, 2015 18:15:42 GMT
I'm not clear on what you're saying and I would like to be. Are you saying that a separate belief/combat meter for battles is technically not feasible or simply something you do not want to do for some reason? I'm not the only person who has offered ideas which would use a separate belief system in combat to mitigate the problem of god "over-poweredness" (amazing new word you've invented). Seems to me IMHO that you must either have a separate belief system to power combat or muck up the core game completely. But you seem to be going in the direction of keeping the same belief meter for all aspects of the game and looking for side effects of use of god powers which would hamper or limit their use. Again, I'm not sure why. Wouldn't this hamper and impede their use in the main game? Lord Ba'al made the suggestion of radiation as a side effect of meteors and comets which I like on its own merits but which, it seems, would totally muck up its regular use in the Godus world. Once again, is there a reason you do not want a separate combat meter? I do not want a separate 'battle belief' meter. Would be a lazy and inelegant solution, we already have a belief system that's fit for purpose just needs refinement, raises all sorts of secondary issues in terms resource generation and representation, also creates a clear separation between combat and non combat powers (I want all powers to have a dual purpose if possible). The core concept behind Ba'al's radiation suggestion I like, unleashing great power should have both positive and negative effects upon the world outside of combat too.You said this thread is not "dead." I hope that's the case. Is it possible that as you move on to new DEV threads that you give some kind of bare bones roundup or synopsis of what you have derived (if anything) from the discussion or what direction you are leaning toward. It's not just a matter of curiosity. Clearly even tentative decisions to go in a given direction or even to not go in another direction may have an impact on the feasibility of ideas in subsequent threads. Such a synopsis of the decision making process as we move along would likely be beneficial to everyone concerned and generate input which may be of more use. Perhaps you already plan such a "roundup" of where the process stands and I just need to be patient and bide my time until you are ready. It is your job after all and I'm sure you are busy with a multitude of other things. For me it is just one of many hobbies and I have my actual real world work and life to boot. But it has caught my imagination. Patience. The realities of game design is that plans and designs may not get used for weeks, months or even ever. I'm not working on combat right now, but it's something I am thinking about. When the time comes to address the issue properly, it's good to have skeleton design and options rather than sitting around scratching your head for a week.Another possible way to create more structure with this project, which I have mentioned before, is for you to take those ideas which you deem to have some merit and drop them into a special dedicated thread called "Ideas Thus Far With Merit" or some such thing. You could even make it a thread to which there is no posting allowed. It would exist as a reference for members to look at and hopefully enhance and narrow their feedback on subsequent threads and perhaps not continually post ideas which are simply outside of the realistic or useable I'm not sure what the purpose of this would be or who it would serve. It would feel uncomfortably close to me dishing out approval. Also few ideas can be judged without merit. Which ideas would you discard from this thread for example. The dual belief system proposed, even though I specifically said it's not what I want to do, I will keep it in mind and think about how I could be best implemented. Design can change at the very last minute of implementation, discarding options before then is counter-productive. My sole point with this post is to enhance the process. Thanks.
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Post by Aynen on Jan 27, 2015 18:24:57 GMT
Another possible way to create more structure with this project, which I have mentioned before, is for you to take those ideas which you deem to have some merit and drop them into a special dedicated thread called "Ideas Thus Far With Merit" or some such thing. You could even make it a thread to which there is no posting allowed. It would exist as a reference for members to look at and hopefully enhance and narrow their feedback on subsequent threads and perhaps not continually post ideas which are simply outside of the realistic or useable I'm not sure what the purpose of this would be or who it would serve. It would feel uncomfortably close to me dishing out approval. Also few ideas can be judged without merit. Which ideas would you discard from this thread for example. The dual belief system proposed, even though I specifically said it's not what I want to do, I will keep it in mind and think about how I could be best implemented. Design can change at the very last minute of implementation, discarding options before then is counter-productive. I do think there's a need for knowing if we're on the right track with our ideas. Of course, in creative processes, knowing that you're right about something before it fully played out is a luxury, in my experience. But I certainly understand the need for it.
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Post by hardly on Jan 27, 2015 18:32:05 GMT
This has been said before but I want to restate it for clarity. Yes current belief allows you to store up say 1m belief in which case if you have a power like like meteor which costs like 6k belief then you can cast it 100+ times.
One solution is to have charges which recharge. So you'd have a dial for meteor and when it was expended it would recharge based on belief generation. This would mean you could balance the game based on the maximum possible belief generation rather than having to balance the maximum possible belief sorted (impossible to know).
Moo, I realise you need to compromise, especially early, but if you avoid balancing forever in favour of answers like "how do I make meteor so shit they don't actually want to use it" then the game will suck. After all it's even less practical to implement a tactical mode in the game that rewards timing and percison with powers.
Godus needs to be a simulation, your people need an economy and their needs to be a meaningful connection between my power as a god and the greatness of the civilisation gave worships me. If you don't go back to the economic fundamentals and create interesting tensions in the game then you may be able to claim the game is "more complete" which might be nice for peters credibility as you tick of promises with token features but it will still suck.
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Post by darkmoondragon on Jan 27, 2015 18:46:02 GMT
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Post by darkmoondragon on Jan 27, 2015 21:09:12 GMT
Okay. Well, I feel as if I've been thrown a bone (tail wagging) and there was even some meat on it. I think some things have been clarified a bit. Thanks FuriousMoo . Now I'm going to work on my newly discovered "patience." Wasn't that a "virtue" or something? So, to put some flesh on my idea (above). Linking the current happiness bar with what's happening in terms of war or battles makes sense both in terms of storyline and programming. People are less happy during wartime to begin with. Now if, for example, meteors start falling Followers in nearby abodes and settlements wouldn't "know" that it was their "god" at work and it was a good thing. They would just "hear" huge explosions and become increasingly alarmed and unhappy. Sort of the "fog of war" kind of thing. Even soldiers on the front lines would become more and more nervous not knowing the mind of their god or whether a stray meteor might hit them etc.. Okay, so far so good. The belligerent, attacking tribe, assuming they are godless barbarians, may simply be in a berserker rage and not have their happiness drop off much at all. One or two may flee from the immediate vicinity of a meteor strike but that's about it. The more powerful the god power used the more the overall happiness meter falls. At some predetermined point in the dropping of the happiness meter Follower troops begin to turn tail and run in terror from the front. Cowards! If the meter drops to another predetermined point they all break ranks and retreat. At this point, as I said before, even one or two barbarians can take the field and win the battle. So, when just one or two Followers retreat from battle this would be a huge warning to the player to stop using god powers until the happiness meter moves upward again. The problem of god powers overwhelming battles has been solved and turned into an element of strategy at the same time. Use your god powers judiciously and enhance the chances of victory. Use them too much and insure your own defeat. As to the finer details I just don't have enough information to comment. How many barbarians are there? How widely are they dispersed? Obviously the degree that the happiness meter would fall relative to distinct god powers and the point at which Follower soldiers would begin to retreat from battle would need to be tested and balanced to assure that use of god powers could be a pivotal strategy when used judiciously but disastrous if overused. The other big plus with this system is that it would have no negative impact on gameplay during peace time. Players would merely have to use the more powerful god powers over a period of time and allow the happiness meter time to move back up or throw some festivals and plant some trees or beautify to move the meter back up. All elegant IMHO.
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Post by darkmoondragon on Jan 27, 2015 23:08:53 GMT
Just a few thoughts here to further clarify my view:
Real world side effects to use of god powers and linking use of god powers to the happiness meter and troop behavior to the happiness meter are not mutually exclusive. Both effects could be in play. Too many meteor strikes in rapid succession could set off earthquakes which would swallow Follower abodes or whole settlements in chasms opening in the ground. Too many swamps and your Followers would begin contracting malaria or dengue fever, turning green and dying. Too many FoGs and your Follower soldiers would develop PTSD, or shell shock as the doughboys called it, and having seen such gruesome deaths would wander, or run screaming, off the field of battle. Or more simply, Follower warriors who had been too close to meteors or FoGs could wander around in circles and shaking. This would of course render them vulnerable to enemy troops. All of this would be great fun. I suppose it's a question of how much work 22Cans wants to put into it. Personally I would be delighted if a continuous meteor barrage set off a chain reaction resulting in a volcanic eruption. But I doubt that such side effects would be sufficiently quantifiable to clearly delineate a strategy while immersed in battle. A dropping happiness meter and Follower soldiers beginning to retreat would be.
Since the decision making process on this is somewhere down the road in the future and this is really possible reference material for the developers more than a discussion I'm posting this addendum now rather than waiting for any feedback.
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Post by hardly on Jan 28, 2015 2:37:36 GMT
When I first read your comments about meteors and happiness I saw the word happiness and stopped reading. I did this because I hate the way the current happiness mechanic is implemented.
Then I came back and read your later posts and I do think your idea of meteor's impacting happiness/wellbeing has merit. You could do this through happiness or through some other measure of wellbeing. I think it would be cool if meteor created a giant cloud covering the world like with the dinosaurs and if your people went around coughing.
If you went down this path you'd have to consider what unhappiness/unwellness might lead to and ensure it was proportionate with the gain from using meteor. It would be interesting to have little rebellions from unhappiness.
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Post by darkmoondragon on Jan 28, 2015 3:05:49 GMT
hardlyI don't like the happiness meter much at all the way it's implemented. I agree with you. My idea is merely to use it as a tool to limit god powers in combat. Period. That having been said it would be great if the happiness system was overhauled and improved at some point. Right now it is apparently linked to nothing and just drops if you are away as if it is just set up on purpose just to make players come back to the game over and over again. But there is the potential to utilize it intelligently in combat and link it to actual events. Thanks for the input.
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Post by Danjal on Jan 29, 2015 2:03:55 GMT
I'm not clear on what you're saying and I would like to be. Are you saying that a separate belief/combat meter for battles is technically not feasible or simply something you do not want to do for some reason? I'm not the only person who has offered ideas which would use a separate belief system in combat to mitigate the problem of god "over-poweredness" (amazing new word you've invented). Seems to me IMHO that you must either have a separate belief system to power combat or muck up the core game completely. But you seem to be going in the direction of keeping the same belief meter for all aspects of the game and looking for side effects of use of god powers which would hamper or limit their use. Again, I'm not sure why. Wouldn't this hamper and impede their use in the main game? Lord Ba'al made the suggestion of radiation as a side effect of meteors and comets which I like on its own merits but which, it seems, would totally muck up its regular use in the Godus world. Once again, is there a reason you do not want a separate combat meter? I do not want a separate 'battle belief' meter. Would be a lazy and inelegant solution, we already have a belief system that's fit for purpose just needs refinement, raises all sorts of secondary issues in terms resource generation and representation, also creates a clear separation between combat and non combat powers (I want all powers to have a dual purpose if possible). The core concept behind Ba'al's radiation suggestion I like, unleashing great power should have both positive and negative effects upon the world outside of combat too. I agree, a seperate "battle belief" would be a bad thing. It would muddle the waters. That said, as I suggested in a previous post. The current mechanic of belief does leave things in the open. Its not truely suited for the full range of "godly powers" because of a pure numbers game. My suggestion to turn gems into a "sacrificial resource" which is more powerful ofcourse being 'one way' to deal with that - but others are equally viable.
The idea being that you would not have to make the really *POWERFUL* godpowers insanely expensive. Thereby inflating the cost of belief in many cases and making the game a grind for massive amounts of belief. My idea is to have a base belief which is relatively "freely" used to cover mundane actions. Often actions that could theoretically be done by your followers aswell. And have the special belief (whatever way this is defined or gathered) function for more powerful miracle style powers. Alterantely having these powers on a cooldown would be possible or needing some other form of sacrifice to "prime" them would be an option. But by seperating them from the mundane powers, you not only balance the belief cost instantly - you also enable the possibility for much more grander powers at the players disposal without outright breaking the game when someone has "infinite" base belief.You said this thread is not "dead." I hope that's the case. Is it possible that as you move on to new DEV threads that you give some kind of bare bones roundup or synopsis of what you have derived (if anything) from the discussion or what direction you are leaning toward. It's not just a matter of curiosity. Clearly even tentative decisions to go in a given direction or even to not go in another direction may have an impact on the feasibility of ideas in subsequent threads. Such a synopsis of the decision making process as we move along would likely be beneficial to everyone concerned and generate input which may be of more use. Perhaps you already plan such a "roundup" of where the process stands and I just need to be patient and bide my time until you are ready. It is your job after all and I'm sure you are busy with a multitude of other things. For me it is just one of many hobbies and I have my actual real world work and life to boot. But it has caught my imagination. Patience. The realities of game design is that plans and designs may not get used for weeks, months or even ever. I'm not working on combat right now, but it's something I am thinking about. When the time comes to address the issue properly, it's good to have skeleton design and options rather than sitting around scratching your head for a week.Some response every now and then to indicate what is going on would be nice though. I think the problem there is that you guys simply do not have the manpower to properly deal with that.Another possible way to create more structure with this project, which I have mentioned before, is for you to take those ideas which you deem to have some merit and drop them into a special dedicated thread called "Ideas Thus Far With Merit" or some such thing. You could even make it a thread to which there is no posting allowed. It would exist as a reference for members to look at and hopefully enhance and narrow their feedback on subsequent threads and perhaps not continually post ideas which are simply outside of the realistic or useable I'm not sure what the purpose of this would be or who it would serve. It would feel uncomfortably close to me dishing out approval. Also few ideas can be judged without merit. Which ideas would you discard from this thread for example. The dual belief system proposed, even though I specifically said it's not what I want to do, I will keep it in mind and think about how I could be best implemented. Design can change at the very last minute of implementation, discarding options before then is counter-productive. See below.My sole point with this post is to enhance the process. Thanks. I do think there's a need for knowing if we're on the right track with our ideas. Of course, in creative processes, knowing that you're right about something before it fully played out is a luxury, in my experience. But I certainly understand the need for it. I agree, the purpose this would serve is give a general indication as to what direction the deveopment would *want* to go with the project. Certain ideas that either are outside of scope, not compatible or otherwise not suited for whatever reason can be easily flagged and discounted or atleast shoved to a "not currently usable" pile. If the core concept of the suggestion is desired by the playeraudience, then people will see if they can rework the concept into a more useable suggestion. Meanwhile the concepts and ideas that ARE usefull or can be worked with would give a more defined indication as to what direction everyone wants to go. Whether it is the players or the developers. Right now there is a chasm in between. With nobody really knowing where this is going. And people are all giving suggestions based on their own preferences and expectations. Expectations that have been WIDELY out of sync ever since the kickstarter was funded as evidenced by both kickstarter backer responses aswell as Steam Early Access response. My main reason to push for transparancy has been for this. To give some clear indication of what the hell is actually happening and where Godus is heading. So that the backers and supporters can give more directed support rather than just shooting blind and HOPING that the ideas are usefull - but more often than not being useless and seemingly being ignored causing frustration and annoyance all around. It would be a small matter to set up a bunch of milestones or other indicators as to what is usefull, what is already used, what is outside of scope and what is outright impossible within the current set of limitations (be it time, finance or tech). //////////////////// Whatever solutions are chosen, I'm of the opinion that choice is key. Making Finger of God non-lethal should be a choice. One player may want the ability to "permanently" deal with a pesky follower, while another would only want to temporarily incapacitate them. Something that in this case could be easily balanced out through cost. The "lethal" FoG would be slightly more expensive in that you hurt the happiness of your followers. Possible belief cost connected to it could apply aswell. This would effectively be a toggle choice - the player goes one route or the other. And that choice would have further repercussions down the road. It is up to the development team to decide whether they'd want such a choice to be "permanent" (example, you get a one or the other choice in the timeline) or to grant the player an active toggle to switch between them (thereby complicating design if that toggle options is kept for more powers down the line). Similarly "godpower" vs "manpower" should be a choice. As you say neither should have a clear advantage making them "better" than the other. Though they should have clear distinctions. Whether it is that allowing your followers to do things themselves gives them certain perks down the line because you enable their freedom and to a limited point "free will". Or even in some cases just because having them do it will save you belief cost expended (and thus belief grinding saved). To me, the lack of choice in Godus is a big problem. And because a lot of the game has been determined through mobile development I don't know whether it is even possible to significantly overhaul the core game to address that issue at this point. Which is why to me, it is essential that the dev team shows which ideas are usefull and can be worked with and which can't. Because we could want the world for Godus - if its not possible or viable than no number of suggestions will alter that. And at this point we don't have a clue where this is going. The lack of activity will make many lose interest and move away and thats how projects end up abandoned (due to lack of funds and interest).
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Post by hardly on Jan 29, 2015 3:11:21 GMT
We need a evolving roadmap.
The problem is when peter had the power to set a direction and commit the resources to achieving it he refused to develop forward thinking design plans. Now Moo is committed to planning ahead but has little control over resources and therefore can't afford to be setting expectations he may not be able to meet.
Moo if you can do a post occasionally picking up some ideas you like or summarising your thoughts it would be great but I do appreciate the reasons you can't. We want you here on the boards but we don't want you here on the boards such that you can't do important design work.
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Post by earlparvisjam on Jan 29, 2015 7:36:21 GMT
As I said in another thread a minute ago, if belief generation and an element of risk were added to this game, god powers in combat would be handled. This game is being designed as if the combat and non-combat parts are separate games. It's why so many people are coming up with combat-specific mechanics to make artificial limitations. I see two fundamental issues that, if addressed, would make this whole issue moot: the belief system needs an overhaul and there needs to be risk added to the game.
The game's entire belief usage, generation, and expenditure system needs to be reworked from the ground up. Godus needs easier and faster generation of belief, more things to spend belief on, and cheaper costs for all god powers. This makes it so belief stops being something used once every half-hour rather than having constant usage. It's the first thing that differentiates the pc players' expectations from that of mobile players. It also sets up the potential for people to actively use that belief rather than horde it.
Risk is what forces people to stop hording belief. Every rts has to figure out how to deal with "turtling". Godus does nothing to address it because players have no risk of losing. No god should be able to amass a million belief without losing. The fact that people are able to do so just points out a fundamental flaw of Godus' design. With a risk, a god has to spend belief to actually take care of followers. If destructive god powers were limited by belief generation but generation wasn't so glacial that the game became a chore, then it's possible to have it so god powers could be used within reason but not steamroll the enemy without tacking on caveats and exceptions all over the place. There weren't timers in Populous or Black & White, yet players couldn't just steamroll their opponents.
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Lord Ba'al
Supreme Deity
Posts: 6,260
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Post by Lord Ba'al on Jan 29, 2015 9:45:52 GMT
Slower belief collection could also do the trick.
Or simply make the enemy so much more powerful than your civilization.
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Post by earlparvisjam on Jan 29, 2015 14:11:48 GMT
Slower belief collection could also do the trick. Or simply make the enemy so much more powerful than your civilization. Just slowing down collection isn't going to change things, just slow the pace of the game down even further. The idea of manually collecting belief makes sense for a mobile title where the player is safe. Without risk, the only deciding factor to the combat is how long it takes the player to end it. Belief needs to be looked at all the way from what generates it to what uses it so it will fit in with a faster pace. Manual generation is only going to create problems as combat becomes more part of the game. What and how belief generation is handled goes all the way into how structures are implemented in the code. Each building takes up resources for generation and stockpiling belief rather than just affecting the rate belief is placed into the global pool. Reworking belief needs to start from that base and work all the way up to what uses it. Hell, every single building has its own timer and mini-infrastructure around belief management that's wasting resources that could go to more interesting mechanics.
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Post by darkmoondragon on Jan 29, 2015 17:18:28 GMT
Tectonic or earthquake meter idea: Okay, FuriousMoo here is another solution for mitigating god powers in combat. Create a thermometer style meter which mirrors the happiness meter on the extreme left side of the screen which we can call a tectonic or earthquake meter. Have the top quarter of the meter green, the next quarter down to the center orange, and the bottom half red. Use a small bullseye shaped icon with concentric circles to indicate current level. Next assign a reaction level or quantity to each god power. Swamps would be very little (they can be mitigated separately by redefining their parameters), Each use of FoG might move the meter down 1/16 of the way or 25% of the green level, meteor might move the meter down 1/4 of the way or the line between green and orange, one use of comet would move the gauge down to the red line or below into the red. Thus two medium meteor strikes would move the gauge down to the red line. The further the tectonic meter drops the more rumbling, shaking etc. occurs throughout the players realm. When the meter crosses into orange small numbers of Followers start dying (as people do in earthquakes); the players population numbers decrease, possible with a clicking sound effect to indicate this. If the meter drops into the red the population numbers start visibly spinning down; click,click,click,click,click. At the bottom of the red large numbers of Followers are dying and the population numbers are a virtual blur as they spin down. Meanwhile the shaking and rumbling is virtually continuous. Now, have a timer linked to the tectonic meter such that if some crazy player moved it all the way to the bottom of the red it would take say three hours to move slowly back to the top. This would represent the length of time that the "after shocks" continued in the player's realm. You pick the length of time, you're the game designer. I believe, if I'm correct, this scheme would not only mitigate god powers in combat it would actually enhance the game with rumbling and shaking after each comet strike and perhaps a smaller rumble after each FoG. It really makes sense that as strong as god powers are that they would have a tectonic effect. And if god powers are used judiciously the rumbling and shaking would actually give the player an enhanced sense of power. You may well want to refine this, add visuals etc. but that's the basic idea. I actually found this entire thread helpful in developing this idea particularly the radiation idea from Lord Ba'al which got me thinking. You were correct in saying that it's not possible to know which posts may be helpful. Oddly, I woke up in the middle of the night with this idea. Cheers.
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Post by Danjal on Jan 30, 2015 0:39:14 GMT
Risk or speed aren't the problem - right now belief is a numbers game. You guys ever played World of Warcraft?
Notice how World of Warcraft had both its health and damage statistics aswell as its gold value completely inflate adding zeroes with each expansion? Where hundreds to thousands were the 'high point' in Burning Crusades, tens of thousands to hundreds of thousands are the norm now.
Godus' belief is following that same example. Which is because we have flat ways of gathering belief - and no true standard to measure things against. How can you compare a 100 belief utilitarian Finger of God to a meteor or other "big god power". The costs of powers are just gonna get higher and higher and higher making it a grinding game. And like it or not - grinding isn't fun. Your main resource to get through the game shouldn't be grinded actively all the time. Its something that you should almost passively collect constantly so you can always do the things you need to do.
But at the same time you should not have so much belief that you can throw around volcano's and other massive 'miracles' left and right. To achieve this goal some form of distinction has to be made. There is a reason why most games work with a range of resources some more rare than others. And often locking the really powerful units, weapons or items away with rare resources.
Without such a limitation, people would make entire legions of that powerful item. It becomes a matter of who has the biggest. And thats poor design. Thats no longer a matter of choice or tactical thinking. There is little planning involved other than a numbers game.
While this scaling belief system is the "easiest" resource system. Its highly flawed in that most people don't handle scaling well. Godus has already show it doesn't handle scaling well in how the belief costs skyrocket through the roof - and we haven't even reached the mid to late ages yet... Are we going to be looking at belief costs of millions per power? Cmon... thats just sick.
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Post by hardly on Jan 30, 2015 1:08:24 GMT
Risk or speed aren't the problem - right now belief is a numbers game. You guys ever played World of Warcraft? Notice how World of Warcraft had both its health and damage statistics aswell as its gold value completely inflate adding zeroes with each expansion? Where hundreds to thousands were the 'high point' in Burning Crusades, tens of thousands to hundreds of thousands are the norm now. Godus' belief is following that same example. Which is because we have flat ways of gathering belief - and no true standard to measure things against. How can you compare a 100 belief utilitarian Finger of God to a meteor or other "big god power". The costs of powers are just gonna get higher and higher and higher making it a grinding game. And like it or not - grinding isn't fun. Your main resource to get through the game shouldn't be grinded actively all the time. Its something that you should almost passively collect constantly so you can always do the things you need to do. But at the same time you should not have so much belief that you can throw around volcano's and other massive 'miracles' left and right. To achieve this goal some form of distinction has to be made. There is a reason why most games work with a range of resources some more rare than others. And often locking the really powerful units, weapons or items away with rare resources. Without such a limitation, people would make entire legions of that powerful item. It becomes a matter of who has the biggest. And thats poor design. Thats no longer a matter of choice or tactical thinking. There is little planning involved other than a numbers game. While this scaling belief system is the "easiest" resource system. Its highly flawed in that most people don't handle scaling well. Godus has already show it doesn't handle scaling well in how the belief costs skyrocket through the roof - and we haven't even reached the mid to late ages yet... Are we going to be looking at belief costs of millions per power? Cmon... thats just sick. This is what happens when you give no thought to balancing and add features in an ad hoc way. The easiest way to solve it is to use multiple belief pools. It may not be the most elegant solution (although it could reinforce role playing) but it is simple. The game essential does it now anyway with the much maligned gems which form a second more rare type of power. The best games have a subtle balance shift that ensures as resources become more plentiful the game difficultly increase leaving the player with a steady challenge. This doesn't happen by accident and if 22cans don't go back to the drawing board with the economic mechanics they will never achieve it. This is why we keep bring up economic mechanics in discussions about combat, becuase it is fundamental to balancing and balancing is relevant to everything.
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Post by FuriousMoo on Jan 30, 2015 3:18:06 GMT
I am toying with the idea of having powers only cast-able within a small aoe generated by a weak 'priest' type follower.
And/Or
Introducing a special enemy type that generates an anti-power aoe.
What would the advantages and disadvantages be to either approach? Discuss
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