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Post by hardly on Jan 11, 2015 21:44:58 GMT
I can't see any benefit to offline progression unless you have multiplayer aspect. If they remove offline progression presumably most of the work will involve rebalancing the timers accordingly. Another option to be considered that would probably require more work is a fast forward button.
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Post by hardly on Jan 11, 2015 21:51:26 GMT
Did anyone here play SimCity, the online one? It has a pretty good thing with cities influencing each other while time doesn't really move while the player is not in the game. It's essentially a server-client singleplayer game where server-side statistics (Most notably, the World Market with its floating prices) let create influences on another single-player cities in the region. Simcity approach was good in principle (except for their being limited water) but the implementation was craptacular at least for the first three months when I played it. None of the communications between the cities worked and the motorways perpetually jammed.
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Post by morsealworth on Jan 11, 2015 22:04:43 GMT
Did anyone here play SimCity, the online one? It has a pretty good thing with cities influencing each other while time doesn't really move while the player is not in the game. It's essentially a server-client singleplayer game where server-side statistics (Most notably, the World Market with its floating prices) let create influences on another single-player cities in the region. Simcity approach was good in principle (except for their being limited water) but the implementation was craptacular at least for the first three months when I played it. None of the communications between the cities worked and the motorways perpetually jammed. 1. Water wasn't limited. Treated sewage wass dumped int the water table so you was supposed to pump it from there. 2. Motorways are supposed to get relieved with the mass transit, especially buses, trains and ferries. 3. About first months - agreed, though I wasn't there to enjoy the sight.
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Post by engarde on Jan 12, 2015 10:09:58 GMT
It's the inconsistency that bugs me most. Which seems to vary from PC to Android though both have the same basic problems. I often find followers which have started doing something I've tasked them too, are exactly the way I left them when I start a later session. It also only seems to effect my player controlled elements not the AI. I've also had instances where I've started say a fountain boogie, and a couple of minutes later needed to exit my play - coming back hours or days later I've got a fountain still showing n-minutes left but my happiness has dumped - where if I let the fountain play out the remaining time by happiness recovers. Even if astari are a think of the past, and no followers are off in the wildness bleating about being lost.
The biggest issue with having no offline progression with the current game weighting, is the beacons/temples etc. I've just send the maximum followers to the post ark beacon in homeworld which started at 2 weeks and fully loaded shows 6+ days, 12 hours after I started.
My mobile play is 15-20 minutes at a time a couple of times a day, a week WITH offline progression is too high never mind realtime play linked.
No BFE is not the solution either before someone mutters about it, that a poor tool for a poor game mechanism.
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Post by FuriousMoo on Jan 12, 2015 11:10:20 GMT
To clarify my previous statement. I will only be looking to remove offline progression for pc. It will remain for mobile.
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