|
Post by dozvati on Aug 15, 2014 12:39:48 GMT
Thought since I had such unruly power I had better reorganise my sacrifice slums. Couldn't be bothered clicking each house, so I used meteors... but now I think it looks kind of pretty. Remind me to make some pools for my next settlement.
|
|
|
Post by Deth on Aug 15, 2014 12:44:03 GMT
That is very cool looking and having pools would bright up the land a lot.
|
|
|
Post by 13thGeneral on Aug 15, 2014 20:16:40 GMT
Looks nice. Too bad it renders the fountain and capacity shrine useless, since no abodes are within thier aoe.
|
|
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 Aug 15, 2014 20:21:40 GMT
How did the shrines even survive the strikes?
|
|
|
Post by hardly on Aug 15, 2014 21:48:08 GMT
Its ridiculous how slowly belief ticks up in this game. I have a builder settlement that produces just over 3000 belief. It takes hours to generate that and then that is just enough to expand a farming settlement. Its just nuts.
|
|
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 Aug 15, 2014 22:04:54 GMT
Well it's obvious from everything we've seen so far that they don't want us to expand quickly. Which is something I actually agree on. In fact, I think that in all versions I've seen so far the expansion goes way too quickly. Plop, new house, plop plop plop, plopperdeplop, your land is filled. I don't enjoy this at all. There is no satisfaction to be had from it because it all seems pretty meaningless. In my opinion, expanding your population should be a real challenge. It should be something you "work" hard for and that requires a certain amount of skills to pull off. Since this skill requirement is completely missing from the game they have been resorting to alternate means of slowing players down, i.e. the (long) timers on all kinds of interlocking mechanics. This is in my opinion a wrong move since in the end even if they manage to get the mechanics they have just right and balance them perfectly, there will still be no sense of fulfillment.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Aug 15, 2014 22:07:32 GMT
there's nothing like waking up to impossible happiness odds. and because there's no way to back up saves without the game miraculously progressing without itself running, i guess that's 4 days of gameplay wasted. :I Yeah this is a bit of a mess isn't it. I like the idea that the world keeps going while I'm not playing, but its silly if their happiness jumps up and I can't do anything about it. Hmm, actually this is completely broken. I have a couple of swamps over at the Astari and this obviously makes them rather unhappy. I viewed them during their festival earlier and their happiness dropped to about 10% with some of them joining me, then I went off line for a few hours and came back to find their happiness at about 90% and a message saying 50 of my people had left....
|
|
|
Post by Danjal on Aug 15, 2014 22:20:51 GMT
Well it's obvious from everything we've seen so far that they don't want us to expand quickly. Which is something I actually agree on. In fact, I think that in all versions I've seen so far the expansion goes way too quickly. Plop, new house, plop plop plop, plopperdeplop, your land is filled. I don't enjoy this at all. There is no satisfaction to be had from it because it all seems pretty meaningless. In my opinion, expanding your population should be a real challenge. It should be something you "work" hard for and that requires a certain amount of skills to pull off. Since this skill requirement is completely missing from the game they have been resorting to alternate means of slowing players down, i.e. the (long) timers on all kinds of interlocking mechanics. This is in my opinion a wrong move since in the end even if they manage to get the mechanics they have just right and balance them perfectly, there will still be no sense of fulfillment. Instead of telling us NOT to expand - they should give us something else to do. Right now aside from expanding there is nothing to do. And I refuse to sit and wait. Thats not playing a game.
|
|
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 Aug 15, 2014 22:27:24 GMT
Instead of telling us NOT to expand - they should give us something else to do. Right now aside from expanding there is nothing to do. And I refuse to sit and wait. Thats not playing a game. Which is sort of what I said, isn't it?
|
|
jpw
Master
Posts: 159
Pledge level: Patron+Acorn+Poster
I like: Populus
What I thought Godus was going to be...
I don't like: Waiting
Collecting belief
Stickers
Sculpting
Voyages
Managing settlements
Not being a god in a god game
Chests
|
Post by jpw on Aug 15, 2014 23:02:20 GMT
Instead of telling us NOT to expand - they should give us something else to do. Right now aside from expanding there is nothing to do. And I refuse to sit and wait. Thats not playing a game. Which is sort of what I said, isn't it? If sculpting and perhaps other cosmetic features were free, then we could work on beautifying/designing our land.
What about having a proper fog of war where even the terrain is hidden, and we need to send out scouts.... oh hang on that's Settlers.
|
|
|
Post by hardly on Aug 16, 2014 1:57:45 GMT
Does anyone know how to get the game back into fullscreen after you've alt-tab'd out?
|
|
|
Post by Danjal on Aug 16, 2014 2:33:06 GMT
Does anyone know how to get the game back into fullscreen after you've alt-tab'd out? Open the menu and do the full screen toggle twice.
|
|
|
Post by hardly on Aug 16, 2014 2:45:35 GMT
Cool thanks.
In other news we made the front page of google search for "GODUS".
|
|
|
Post by Danjal on Aug 16, 2014 3:06:25 GMT
Haha, more reputable than the cans themselves.
|
|
|
Post by Gmr Leon on Aug 16, 2014 3:14:51 GMT
Well it's obvious from everything we've seen so far that they don't want us to expand quickly. Which is something I actually agree on. In fact, I think that in all versions I've seen so far the expansion goes way too quickly. Plop, new house, plop plop plop, plopperdeplop, your land is filled. I don't enjoy this at all. There is no satisfaction to be had from it because it all seems pretty meaningless. In my opinion, expanding your population should be a real challenge. It should be something you "work" hard for and that requires a certain amount of skills to pull off. Since this skill requirement is completely missing from the game they have been resorting to alternate means of slowing players down, i.e. the (long) timers on all kinds of interlocking mechanics. This is in my opinion a wrong move since in the end even if they manage to get the mechanics they have just right and balance them perfectly, there will still be no sense of fulfillment. I agree with the impression of their desires but disagree with your opinion aligning with theirs. Given the existing setup, I can certainly see where you and they are coming from, but I find myself more in agreement with Danjal regarding that the solution isn't to slow down or make expansion more challenging, but to provide some actual content outside of expanding and tending the look/shape of the land. When it comes down to it, I think the limited FOV is what's really killing this area of design. By setting our perspective so close into the world, it limits the size of the land to reduce pan fatigue, but there are extremely easy solutions to this that we've already seen implemented such as marking concentrations of our followers' abodes as civilization and providing a button to return to it. I think if we take that workaround, increase the FOV and similarly increase the land sizes while retaining the existing abode sizes, we'd see our expansion as being far less extensive than we currently do as a result of the existing land sizes. It only feels like expansion is relatively easy because there's so little land to work with. Increase the amount of land and the FOV and while it wouldn't be any more challenging to expand, it certainly wouldn't seem as much of an accomplishment when you see that it's only really 1% of the overall land area being occupied. This doesn't address the desire for expansion to be more challenging simply because I don't think expansion should be the only activity to bother with, and I think with the right distribution of content within the appropriate designs, expansion and population increasing should be more of a backburner concern compared to more compelling activities. If Godus is to be a one-run game, then it stands to reason that that cannot remain the sole activity anyway.
|
|
|
Post by dozvati on Aug 16, 2014 11:25:56 GMT
As annoying as the wheat grind is, it's a necessary first step. We just need a better food economy. And a materials economy, too. I nearly typed out a paragraph of ideas, maybe I should head back to the suggestions thread where I belong.
|
|
|
Post by dozvati on Aug 16, 2014 12:18:40 GMT
|
|
|
Post by rubgish on Aug 16, 2014 13:00:07 GMT
How did the shrines even survive the strikes? Don't think this had been answered, but settlements/shrines are pretty invincible, not 100% unkillable with meteor, but very very difficult. You need to hit it with maybe a dozen meteors before it explodes.
|
|
|
Post by dozvati on Aug 16, 2014 14:57:14 GMT
Don't think this had been answered, but settlements/shrines are pretty invincible 3 fingers and they disappear. Plus, you remove a belief increase everytime you remove a shrine/gift! O:
|
|
|
Post by Danjal on Aug 16, 2014 15:25:45 GMT
As annoying as the wheat grind is, it's a necessary first step. We just need a better food economy. And a materials economy, too. I nearly typed out a paragraph of ideas, maybe I should head back to the suggestions thread where I belong. The type of mechanic is needed - but the current implementation (just like the day long timers for shrines and other stuff) combined with the lack of anything to do are massively flawed. A key thing for the cans to realize is that the 15 min coffee-break playstyle might work for mobile, but won't work on PC. No matter how often they insist that mobile is a delicious platform with great games. Don't try to sell peanuts to someone who wants an orange!
|
|