Post by hunterofthegods on Mar 18, 2014 18:23:33 GMT
I found this idea on steam but the person deleted the thread luckily I saved it because it is a cool idea.
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Thank you to all who will read this I know it long but stick with it. I haven't really played all that much of Godus, with only 5hrs of play, I have yet see all there is. I have however seen enough to come here and have an opinion on what seems to works and what needs work.
I am going to start with my opinion on certain aspects of the game then go into a little more detail on how they should be tweaked. I broke it down into three things that really make Godus what it is ART/PEOPLE-STICKERS/CARDS.
There is one thing that just needs to be done away with and that's the floating bubbles of belief. Belief should, as many players have suggested, be an automatic collection process. This also limits the amount of clicking which is another big complaint.
---------------------ART STYLE------------------------------
The art style is one of the important factors that set the tone of the game. Godus's art style is what first got my attention. I think it is definitely a strong point of the game. The Landscape is uniquely charming and where others may flatten it to oblivion I have found no need to do that. Leashing all but eliminates the need to do so and allows the landscape to be apart of the buildings.
------------------CARDS and STICKERS----------------
Another thing I find works but should probably be tweaked is the cards and stickers. I remember watching the video where Peter explains the system and why he is so adamant about keeping them in the game. I love that about him and the game, he seems passionate about it and as many articles have said hes more overly ambitious then a lier or a thief. Though this system needs work and by work I mean a lot of work I don't think completely removing it would be the best idea. The cards are just as much what makes Godus what it is, as the god simulation is suppose to be. What needs to happen is tweaks on what the cards do and how stickers are acquired.
------------------PEOPLE------------------------------------
The next and most important part of any god game is what the people do. In Godus I think this is the biggest fallback and the part of the game that needs the biggest overhaul. In a god game players expect the people to have a least perceived free will. Godus is trying to alter that but I think it still falls short. People don't just want to see people out of their huts, they want them to seem alive and unique. Right now we don't get that feeling, though the update was a nice addition. What players want is to not have to mother/father the people. A god doesn't do that, they watch over the people who worship him/her not decided every aspect of their lives. I feel, as many do, that the people need to be more independent and self sufficient.
---------------------TWEAKS THAT COULD CHANGE HOW WE PLAY----------------------
Lets start with the CARDS and STICKERS, the biggest feature that I think is being used in the wrong way. As I said above I don't feel the answer is necessarily to just remove this system as some have called for. I feel its just being used in the wrong way. Its not hard to see what Peter is trying to do, but it falls flat in how limiting it is to advancing. Some have suggested increasing the frequency of sticker chests, but I don't think that is necessary. If anything they should be either removed or at least not shown. Before I get ripped a new one for suggesting that keep reading.
With the addition of stickers advancing has become more challenging then in the past. With limited stickers and the high amount needed to just get the abilities of cards it just isn't balanced. Even with the mini game voyage it just isn't living up to the desires of players. I feel what needs to be done is change the purpose of the cards themselves. Instead of unlocking the advancement with stickers you could enhance them with stickers. How we would get the advancement and getting stickers should be more tied into the PEOPLE, not just population (I will go into it in more in more detail in the PEOPLE section).
The voyage mini game should be tweaked or changed completely. I see what is trying to be done but I find the voyage mini game frustrating and pointless. I think that it shouldn't be necessary if the game was balanced correctly. The fact that you need to actually play it to advance I feel is wrong. What needs to be done is make it more optional, that involves re-balancing the way stickers are collected.
To sum up my ideas: Cards and stickers should be found through the people. Sickers should enhance the cards not unlock them. mini game shouldn't be a necessity to be able to advance.
------------------------------PEOPLE-STICKERS--------------------------
Now for the changes that need to be made to how people work in the realm of Godus. With the new update people have gotten a little more dynamic. I just don't think giving a few more animations adds to actually making them seem alive. Its a good start but it definitely is not a solution. What I am proposing would be a big change for many of the smaller issues the annoy the players of Godus.
People need to by more dynamic, they need to serve a purpose beyond just population numbers. They need to interact more with the environment that they live in. This is important factor for how I think stickers should be generated.
There are several types of stickers that can be generated, I believe the base categories are social(chat bubble) and resource(wrench). What I and a few others propose is that the people gather the stickers. My idea for this is that the people gather resources which can then be used to craft stickers or to influence the village. This would require that more jobs then just breeder, builder, and entertainer are made.
My idea for resources collecting would be based on the location of house. In other words a house by the coast, lake, or a river will generate fish/pearls/shells/shiney stones and have the job fisherman. Houses near large groups of trees would generate meat/antlers/bones/furs and have the job of hunter. If you do add more plants, like bushes, anyone near a decent group of plants would gather herbs/berries/plant fibers/roots and have the job gatherer. To limit the amount of people with each job you could set a number of allowed people with that job allowed per population number. So lets say a population of 20 could only have 3 fishers 3 hunters and 3 gatherers (this is just an example). the number would increase when ever the population increases.
Just to make it clear these resources are not stickers just yet. To make stickers you would use the resources to "upgrade" houses to be crafter houses. These crafter house would require one or more resources type and X amount of resources to craft a sticker of that crafters type. An example is plant fibers and shiny stones would be required to make simple jewelry, which would be a social type sticker.
Eventually as your population reaches a certain limit new jobs and resources can be generated. some examples of jobs would be Rancher with subtypes based on animal chosen(cow generates beef and milk, goats generate milk, chickens generate eggs and fathers, llama generates fibers, sheep generate wool, etc.). Farmer with sub types based on type of food grown (corn generates corn, peppers generates peppers, cabbage generates cabbage, etc.). What can be framed could also be based on the height at which the farm is built. for example corn and cabbage can only be planted on the first two grass layers then peppers and tomatos can be only be farmed from third and forth layer.
Other jobs could be miners (near mountains), forester(near trees), blacksmiths, metalworkers, taverns, markets, tailor, tanners, armorer, leather worker, etc, etc. certain jobs could actually enhance stickers already crafted to make them worth more when enhancing cards. My other idea is to use stickers and resources to actually enhance the houses/building not just the cards.
The jobs like builder would still exist and their range should be increased to accommodate less of them, or made so that they only build within settlement walls freely and outside within a limit. Breeders should be eliminated because frankly I find it just slightly disturbing and replaced by houses generating population if two people are occupying it. entertainers could be worked into the job system through taverns, and theaters.
***Resources could be stickers, as well, but they should be inferior to the "combined" stickers.***
------------------------------------------------------------------------------------------------
Now that we have sticker generation we need the cards to put them on. for this I'm thinking we just start out with a base set of cards. They would be settlement, abode, and population, when you enhance these cards they get bonuses. which could follow the bonuses already given or be tweaked.
Settlement cards would basically involve anything related to the settlement growth and advancement. It would allow the placement of a town hall like it does now. The difference would be instead of just taking the houses that fit in the circle produced, it will envelop built and un-built squares up to a limit. When fully upgraded the town size will be limited by whether the houses are reachable within the gates limits.
The abode card would effect not just houses but the buildings and would give bonuses that are related. One of the biggest changes would be that when houses upgrade the builders can actually go in and upgrade new houses but only if you put the appropriate stickers. you could also destroy houses by removing stickers. Which would be unlocked through the abode upgrades.
The population card would effect faith produced, unlock certain jobs/buildings, and give bonuses to population. The biggest thing I would change is to not have it unlock people interacting with each other, they should be doing that anyway.
As for the god cards they would be unlocked using both faith and stickers. the reason I would do this is because of something I read on this forum. The poster said gods gain strength by how much they are worshiped by people. I feel its only natural to have god powers unlocked with faith. The reason for stickers as a way to upgrade is because those who worship a god tend to give tribute so its only natural. It certain powers would require certain tributes, take for example a god power blessed harvest to unlock it you could only tribute foods and drinks. once unlocked it costs faith to cast. Faith to unlock would only be for those upgrades that would be obviously caused by a great power, like creating rivers or forests out of nothing.
--------------------------Summary---------------
PEOPLE:
--automatic collection of faith
--people takes jobs based on location to resources ie. trees, plants, mountains, river
--number of houses with a job type is limited by population.
--starter jobs produced resources which are then turned into stickers by base jobs
--more stickers; more jobs; more diverse interactions;
CARDS and STICKERS
--cards start out with base set settlers, abode, population
--settlements create town halls with building limit that increases with upgrades
--houses are upgradeable and destroyable based on abode upgrades
--people upgrades more passive; increase faith produced, unlock jobs/buildings, bonuses to population.
--god cards unlocked through stickers and faith which depends on type of god power; if it changes the land its upgraded through faith, if it increases resource yield it is through tribute.
GENERAL:
--more variety of plants
--include animals
--more animations for people
--more building variety
-------------------------------------------------------------
Thank you to all who will read this I know it long but stick with it. I haven't really played all that much of Godus, with only 5hrs of play, I have yet see all there is. I have however seen enough to come here and have an opinion on what seems to works and what needs work.
I am going to start with my opinion on certain aspects of the game then go into a little more detail on how they should be tweaked. I broke it down into three things that really make Godus what it is ART/PEOPLE-STICKERS/CARDS.
There is one thing that just needs to be done away with and that's the floating bubbles of belief. Belief should, as many players have suggested, be an automatic collection process. This also limits the amount of clicking which is another big complaint.
---------------------ART STYLE------------------------------
The art style is one of the important factors that set the tone of the game. Godus's art style is what first got my attention. I think it is definitely a strong point of the game. The Landscape is uniquely charming and where others may flatten it to oblivion I have found no need to do that. Leashing all but eliminates the need to do so and allows the landscape to be apart of the buildings.
------------------CARDS and STICKERS----------------
Another thing I find works but should probably be tweaked is the cards and stickers. I remember watching the video where Peter explains the system and why he is so adamant about keeping them in the game. I love that about him and the game, he seems passionate about it and as many articles have said hes more overly ambitious then a lier or a thief. Though this system needs work and by work I mean a lot of work I don't think completely removing it would be the best idea. The cards are just as much what makes Godus what it is, as the god simulation is suppose to be. What needs to happen is tweaks on what the cards do and how stickers are acquired.
------------------PEOPLE------------------------------------
The next and most important part of any god game is what the people do. In Godus I think this is the biggest fallback and the part of the game that needs the biggest overhaul. In a god game players expect the people to have a least perceived free will. Godus is trying to alter that but I think it still falls short. People don't just want to see people out of their huts, they want them to seem alive and unique. Right now we don't get that feeling, though the update was a nice addition. What players want is to not have to mother/father the people. A god doesn't do that, they watch over the people who worship him/her not decided every aspect of their lives. I feel, as many do, that the people need to be more independent and self sufficient.
---------------------TWEAKS THAT COULD CHANGE HOW WE PLAY----------------------
Lets start with the CARDS and STICKERS, the biggest feature that I think is being used in the wrong way. As I said above I don't feel the answer is necessarily to just remove this system as some have called for. I feel its just being used in the wrong way. Its not hard to see what Peter is trying to do, but it falls flat in how limiting it is to advancing. Some have suggested increasing the frequency of sticker chests, but I don't think that is necessary. If anything they should be either removed or at least not shown. Before I get ripped a new one for suggesting that keep reading.
With the addition of stickers advancing has become more challenging then in the past. With limited stickers and the high amount needed to just get the abilities of cards it just isn't balanced. Even with the mini game voyage it just isn't living up to the desires of players. I feel what needs to be done is change the purpose of the cards themselves. Instead of unlocking the advancement with stickers you could enhance them with stickers. How we would get the advancement and getting stickers should be more tied into the PEOPLE, not just population (I will go into it in more in more detail in the PEOPLE section).
The voyage mini game should be tweaked or changed completely. I see what is trying to be done but I find the voyage mini game frustrating and pointless. I think that it shouldn't be necessary if the game was balanced correctly. The fact that you need to actually play it to advance I feel is wrong. What needs to be done is make it more optional, that involves re-balancing the way stickers are collected.
To sum up my ideas: Cards and stickers should be found through the people. Sickers should enhance the cards not unlock them. mini game shouldn't be a necessity to be able to advance.
------------------------------PEOPLE-STICKERS--------------------------
Now for the changes that need to be made to how people work in the realm of Godus. With the new update people have gotten a little more dynamic. I just don't think giving a few more animations adds to actually making them seem alive. Its a good start but it definitely is not a solution. What I am proposing would be a big change for many of the smaller issues the annoy the players of Godus.
People need to by more dynamic, they need to serve a purpose beyond just population numbers. They need to interact more with the environment that they live in. This is important factor for how I think stickers should be generated.
There are several types of stickers that can be generated, I believe the base categories are social(chat bubble) and resource(wrench). What I and a few others propose is that the people gather the stickers. My idea for this is that the people gather resources which can then be used to craft stickers or to influence the village. This would require that more jobs then just breeder, builder, and entertainer are made.
My idea for resources collecting would be based on the location of house. In other words a house by the coast, lake, or a river will generate fish/pearls/shells/shiney stones and have the job fisherman. Houses near large groups of trees would generate meat/antlers/bones/furs and have the job of hunter. If you do add more plants, like bushes, anyone near a decent group of plants would gather herbs/berries/plant fibers/roots and have the job gatherer. To limit the amount of people with each job you could set a number of allowed people with that job allowed per population number. So lets say a population of 20 could only have 3 fishers 3 hunters and 3 gatherers (this is just an example). the number would increase when ever the population increases.
Just to make it clear these resources are not stickers just yet. To make stickers you would use the resources to "upgrade" houses to be crafter houses. These crafter house would require one or more resources type and X amount of resources to craft a sticker of that crafters type. An example is plant fibers and shiny stones would be required to make simple jewelry, which would be a social type sticker.
Eventually as your population reaches a certain limit new jobs and resources can be generated. some examples of jobs would be Rancher with subtypes based on animal chosen(cow generates beef and milk, goats generate milk, chickens generate eggs and fathers, llama generates fibers, sheep generate wool, etc.). Farmer with sub types based on type of food grown (corn generates corn, peppers generates peppers, cabbage generates cabbage, etc.). What can be framed could also be based on the height at which the farm is built. for example corn and cabbage can only be planted on the first two grass layers then peppers and tomatos can be only be farmed from third and forth layer.
Other jobs could be miners (near mountains), forester(near trees), blacksmiths, metalworkers, taverns, markets, tailor, tanners, armorer, leather worker, etc, etc. certain jobs could actually enhance stickers already crafted to make them worth more when enhancing cards. My other idea is to use stickers and resources to actually enhance the houses/building not just the cards.
The jobs like builder would still exist and their range should be increased to accommodate less of them, or made so that they only build within settlement walls freely and outside within a limit. Breeders should be eliminated because frankly I find it just slightly disturbing and replaced by houses generating population if two people are occupying it. entertainers could be worked into the job system through taverns, and theaters.
***Resources could be stickers, as well, but they should be inferior to the "combined" stickers.***
------------------------------------------------------------------------------------------------
Now that we have sticker generation we need the cards to put them on. for this I'm thinking we just start out with a base set of cards. They would be settlement, abode, and population, when you enhance these cards they get bonuses. which could follow the bonuses already given or be tweaked.
Settlement cards would basically involve anything related to the settlement growth and advancement. It would allow the placement of a town hall like it does now. The difference would be instead of just taking the houses that fit in the circle produced, it will envelop built and un-built squares up to a limit. When fully upgraded the town size will be limited by whether the houses are reachable within the gates limits.
The abode card would effect not just houses but the buildings and would give bonuses that are related. One of the biggest changes would be that when houses upgrade the builders can actually go in and upgrade new houses but only if you put the appropriate stickers. you could also destroy houses by removing stickers. Which would be unlocked through the abode upgrades.
The population card would effect faith produced, unlock certain jobs/buildings, and give bonuses to population. The biggest thing I would change is to not have it unlock people interacting with each other, they should be doing that anyway.
As for the god cards they would be unlocked using both faith and stickers. the reason I would do this is because of something I read on this forum. The poster said gods gain strength by how much they are worshiped by people. I feel its only natural to have god powers unlocked with faith. The reason for stickers as a way to upgrade is because those who worship a god tend to give tribute so its only natural. It certain powers would require certain tributes, take for example a god power blessed harvest to unlock it you could only tribute foods and drinks. once unlocked it costs faith to cast. Faith to unlock would only be for those upgrades that would be obviously caused by a great power, like creating rivers or forests out of nothing.
--------------------------Summary---------------
PEOPLE:
--automatic collection of faith
--people takes jobs based on location to resources ie. trees, plants, mountains, river
--number of houses with a job type is limited by population.
--starter jobs produced resources which are then turned into stickers by base jobs
--more stickers; more jobs; more diverse interactions;
CARDS and STICKERS
--cards start out with base set settlers, abode, population
--settlements create town halls with building limit that increases with upgrades
--houses are upgradeable and destroyable based on abode upgrades
--people upgrades more passive; increase faith produced, unlock jobs/buildings, bonuses to population.
--god cards unlocked through stickers and faith which depends on type of god power; if it changes the land its upgraded through faith, if it increases resource yield it is through tribute.
GENERAL:
--more variety of plants
--include animals
--more animations for people
--more building variety