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Post by hardly on Oct 10, 2014 2:02:34 GMT
Weyland cards? Are we going to see an alien invasion in the future of Godus? ;p Weyland-Yutani and all that. Simple question, simple answer: yes, we are. Is 22cans a subsidiary weyland-yutani because that would explain a lot.
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Post by Gmr Leon on Oct 10, 2014 17:35:17 GMT
Welp, I haven't unlocked all the timeline stuff but all I can say is it's more of the same. I'll probably wait till Lockhead gets around to updating GodusInspector, because there's no way I'm going to sit through all the construction timers. I could use gems, sure, but it's so much easier to just use GodusInspector to speed things up.
No one can ever say I don't try to give the game a fair shake first. Heck, had I not used gems a moment ago, I'd have been waiting about half an hour or so for my abodes to produce belief so I could continue with anything. Oh, but voyages, right? We've covered that, they're just not interesting enough on their own to kill time between the other timers.
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Post by Danjal on Oct 10, 2014 19:21:00 GMT
Considering we do have some artsy members within the community - perhaps it is an idea to make some sort of an infographic regarding Godus and its design that can be posted on the numerous "Is godus worth getting" and "Is it really as bad as it looks" threads?
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Post by hardly on Oct 10, 2014 19:33:18 GMT
That's sad to hear Gmr but not unexpected. I'm wondering whether hubworld will be next or anither wayworld (homeworld reset). After all you don't want to make it take too long for mobile players to get to the multiplayer fun.
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Post by Gmr Leon on Oct 10, 2014 21:11:36 GMT
Copypasta from Steam for those that don't want to sift through the threads there: Unlocked frontier architecture and...The new look for the buildings isn't retroactive. That is, you won't be building frontier architecture in Homeworld. On a different note, dig down works exactly as it used to, and you can fit 23 size one nodes on the rugged land. I'm not sure if verdant land is the same size, but if it is, I'd say you could probably fit the same amount of farms on it. Edit: In case you want to give some of the stuff a quick glance-over, I've uploaded my save and posted the relevant link over on Steam. It's not really worth messing with, I'd say, but it's there if you want to zip ahead without having to waste your time like I did.
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Post by Danjal on Oct 15, 2014 0:53:42 GMT
Based on some of the answers given by Peter in the Q&A video's aswell as answers given by George on the steam boards. I'm getting the feeling that 'in-office' they are not aware of the fact that there is a cheating tool out there that is actively being used by a portion of the community.
Worries such as the game being too tedious and boring if all timers were gone (or really short) aswell as the claim that "sacrificing followers for gems" being a valid option. Considering we're already seeing players who cheat their way around the whole gem and belief collection bit so they can focus on other things instead. It seems to me that atleast for these players, they're not concerned with those worries at all.
The same goes with the long-standing request to open up some of the debug tools and other tools to the players. Q&A vid 1's ending sequence where you see the smooth terrain sculpting being a pretty obvious one here. These things are being kept out of the game for whatever reason - when its pretty clear that a portion of the community would consider them to be great improvements to the game.
The fact that they only now are considering some form of selection menu for sculpting powers also goes to show their line of thinking up till now. They want everything to be as simple and without hassle as possible. No selections, no sub-menu's. What you see is what you get. And this is SEVERELY limiting the depth and flexibility of the game.
Right now Peter is reconsidering how stickers are handled - acknowledging a problem we pointed out when stickers were first implemented. That the scaling and growth would not make for entertaining gameplay. This isn't the first time this happened. We've pointed out troublespots before - only to see them respond to the problem 3~6 months later.
Making me think it is ESSENTIAL that they take a step back and look at their game from an as unbiased viewpoint as possible. And reconsider the way the game is shaped. Let go of the assumption that iOS players are incompetent sheep (they aren't, even if they prefer a more simpler game than a core PC player may) and look at the constraints imposed on design.
Some of these constraints will need to be adjusted or even outright removed if they want the game to be able to scale up properly. I'm thinking settlements, resources and resource collection, belief and belief collection, gems and/or other 'divine currencies' and perhaps most of all - the followers and their pathfinding. Many of these are already posing problems, and it will only get worse.
Leading towards some followup questions for the livestream/Q&A: - Considering you mention that removing timers and such would make the game tedious. Are you aware that people are already using a tool to cheat in belief and gems to circumvent those very timers. Because they feel it makes the game more enjoyable. - With the sticker mechanic being put up for review, would it be an idea to look over some of the other mechanics aswell to see how well they would stand up to the upscaling of the game as we advance through the ages? (Thinking of settlements, resources, belief, gems and followers/pathfinding.)
I think its strange that these concerns aren't being considered visibly in the design of Godus. It seems odd to me that the focus is very much "now", targeting singular problems and applying band-aids rather than trying to resolve the underlying issues and preparing for future expansion.
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Post by Gmr Leon on Oct 15, 2014 1:31:22 GMT
It seems to me that they may be a little more than we think, but that they prefer to heavily vet ideas before revising them, the only exception to this that comes to mind being the settlements, and I think they only did this because they were considered semi-essential for the iOS release. Peter noted in one of his talks from August the idea that they initially vetted some of the basic combat ideas very early on from September to November (or until March, you might say), and more recently they've been testing the ideas of sort of aimless gameplay with the existing mechanics. Up until whenever the Astari emerged, anyway, I think this holds true, so from March till whenever they were gauging that, and now they're exploring...I don't really know what.
We know from the sprint plans stuff like limited connectivity via visiting friends' worlds and stuff, but past that I'm not sure. Maybe a mild degree of environmental complexity with the different lands? Hard to say. Whatever the case, I do think they're well aware of some of the faults with the game as-is, but as I mentioned over on Steam, they've been somewhat divided over working around the present or refining for the longterm.
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Post by Danjal on Oct 15, 2014 1:44:35 GMT
Its probably part of Peter's history and work ethics. He's used to working under a publisher working towards press releases end hyping up what the game will be like in 6~12 or more months. He's not used to showing results "now". Which is showing.
You can't really lay out the pieces and they say "Look guys, its a car! See, there's the engine... And there are the tires... These are the doors and windows... I know we're still missing a few pieces (like the breaks and the steering wheel) but don't you worry, we're working on it!" in the situation where people are already test-driving your product.
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Post by hardly on Oct 15, 2014 4:05:20 GMT
I get the sense from the video that they feel liberated. Is this because the mobile version is out and stable with new content on the way? Or is it because they've accepted that they need to take the shackles of the pc base? The other possibility is tha peter is just high. For the first time I really felt that this peter had the capacity to really see the flaws in his own ideas.
Where they talked about choices I don't think people in houses should be unhappy. If you have a house and a bit of land and no work to do why would you be unhappy? I think settlements should generate unhappiness based on the number of people living in the settlement and the number of specialists you deploy. The player should be able to grow the settlement (more organically than you can at the moment) and decide how many of the people living there have to work in specialist jobs. The more you cram in and force to work the more pissed off they get.
You could have commandments around population density and work hours. I think some choices should be tech and some choices should commandments. You could issue commandments in a Moses type fashion to a follower who runs back and tells people the word of God. God says you have to sleep four people to a house! God says the work day is increased to 18 hours!
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Post by Gmr Leon on Oct 15, 2014 4:07:38 GMT
I think that's what they were getting at Hardly. At least, that's how I understood it. More packed=more unhappy. May not have been listening closely enough though.
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Post by hardly on Oct 15, 2014 4:09:44 GMT
If you make it so settlements have a downside you have to create a viable path for having big settlements and having small settlements. This for me links to war. Big settlements would support bigger armies, small settlements would win through happiness. Perhaps you'd give more belief to happier people but I'm conflicted about this. I feel like people would really believe in an oppressive God.
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Post by hardly on Oct 15, 2014 4:29:13 GMT
I think that's what they were getting at Hardly. At least, that's how I understood it. More packed=more unhappy. May not have been listening closely enough though. Peter talked about it being decided through tech, so you can unlock more people in a house that makes people unhappy or a more spacious house that makes them happier. I'm suggesting that it be decided more through actions/commandments. I think it would be more interesting to cram people into settlements than manage it through house type.
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Post by hardly on Oct 15, 2014 4:32:04 GMT
You could use the rain of fertility to raise the population level and the rain of barrenness to lower it.
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Post by Danjal on Oct 15, 2014 4:43:06 GMT
You could use the rain of fertility to raise the population level and the rain of barrenness to lower it. Rather than using a direct toggle godpower, it makes much more sense to have underlying mechanics deal with this. It shouldn't be as simple as flipping a switch and having them make more babies. We're not a switchboard operator are we? Fertility is naturally tied to public events. If things go well, people make more babies. If things don't go well, people make less babies. So if you crap everyone together in poor living conditions, they're not gonna be as happy and are less likely to make more babies. On the other hand if people are living the good life, having plenty of food, space to live and so on - then they will be more likely to make babies faster. A key element here is the "soft cap", there should be a point where population growth levels out either because of space restrictions, because of food restrictions or because simple age mechanics (X babies are born, X people die off due to age and other circumstances). Happiness and health will tie into increasing that limit, as will food (and variety of food), living conditions (slums vs mansions) and the like. The followers have desires and free will, they will act on that with or without our interference. And based on how their desires and wishes are met (or blocked...) they will respond by giving us more resources to work with (more followers, more belief, more etc) and ultimately more and better powers. You need the small gears to run smoothly if you want the big gears to function at all. And without that solid foundation its all just a disjointed mess of random mechanics and elements.
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Post by hardly on Oct 15, 2014 4:48:00 GMT
Real life would suggest that people have more babies when they are poor/unhappy.
You could links babies to food supply, so the more farming specialists you make the more babies you get.
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Post by Danjal on Oct 15, 2014 6:06:15 GMT
Real life would suggest that people have more babies when they are poor/unhappy. You could links babies to food supply, so the more farming specialists you make the more babies you get. Recent numbers show that the US actually has a lower birth rate when the economy is down the shitter. Less money/more poverty = less babies being born. Maybe some people end up screwing around when they're sitting at home with nothing else to do, but birthrates indicate that atleast in some parts of the world poverty isn't a good incentive to make babies.
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Post by Qetesh on Oct 15, 2014 7:36:57 GMT
Let us not forget about common sense and birth control. If you are smart enough to be careful you can still spend your days banging and be 90 percent protected from the babies you cannot afford. If you are not, then that would tell the tale. Children are taught sex ed in most USA schools in 7th grade.
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Post by hardly on Oct 15, 2014 7:56:59 GMT
Real life would suggest that people have more babies when they are poor/unhappy. You could links babies to food supply, so the more farming specialists you make the more babies you get. Recent numbers show that the US actually has a lower birth rate when the economy is down the shitter. Less money/more poverty = less babies being born. Maybe some people end up screwing around when they're sitting at home with nothing else to do, but birthrates indicate that atleast in some parts of the world poverty isn't a good incentive to make babies. Yeah people put off procreation decisions during a recession for sure but if you compare poor countries to developed countries I think you'll find poor countries have higher fertility. Also I'm going to go out on a limb and say without evidence that there is probably a correlation between poor neighbourhoods and higher fertility in developed countries. So I think it's safe to say that if you create a slum in GODUS with people packed cheek to jowl the little godusites will breed like rabbits. Of course Im talking about present day fertility, I suspect back in the day fertility was much higher across the board.
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Post by Danjal on Oct 15, 2014 7:58:48 GMT
Let us not forget about common sense and birth control. If you are smart enough to be careful you can still spend your days banging and be 90 percent protected from the babies you cannot afford. If you are not, then that would tell the tale. Children are taught sex ed in most USA schools in 7th grade. Which is why variable is birthrates and not sexual activity... I think if Godus were to show the number of followers that were sexually active but using preventative methods we'd be looking at a whole different layer of detail. ;p
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Post by hardly on Oct 15, 2014 7:59:37 GMT
Let us not forget about common sense and birth control. If you are smart enough to be careful you can still spend your days banging and be 90 percent protected from the babies you cannot afford. If you are not, then that would tell the tale. Children are taught sex ed in most USA schools in 7th grade. I thought they taught that sex was a crime against Jesus and that if you have sex you will get pregnant and die.
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