Author Topic: Thumbs up to the strategic meta game!  (Read 1442 times)

Offline OobleckTheGreen

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Thumbs up to the strategic meta game!
« on: September 29, 2011, 12:53:49 am »
You  guys have really done great work in the last couple days. In particular, I wanted to commend the recent changes to the strategic meta game. In particular, the addition of granite in the town area was a simple but effective means of solving the resource management issue. Thanks to that one small change it is now possible to micromanage a settlement out of famine and into prosperity. I just spent the last 90 minutes, and probably 1500 (consciousness shards?) building my three settlements up so that each is turning a small but healthy food/wood/granite economy, and even managed to build my first lumber mill before I ran out of shards.

That was a brilliant move, by the way. By charging shards for all settlement building operations, you're ensuring that us OCD town managers get on our feet and exploring again. At the moment I ran out of "money" and realized I needed to swap hats and become an explorer again, the game suddenly really felt very "balanced."

I'm very encouraged by what you've managed to do two days into beta. I hope that translates well into sales for you - you deserve it!

Offline tigersfan

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Re: Thumbs up to the strategic meta game!
« Reply #1 on: September 29, 2011, 08:23:11 am »
Thanks for the kind words. I know Keith has put a lot of time into the macrogame. More good things to come!

Offline lifenoodles

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Re: Thumbs up to the strategic meta game!
« Reply #2 on: September 29, 2011, 08:27:35 am »
Related to the strategic map so I'll post it here. I'm curious if there are any plans to make time pressure based on passed turns on the strategic map an issue? I know that at the moment passing turns can make gangs of monsters show up etc. but I have this weird compulsion to not waste turns in anything with an end turn button. Is there going to be a reason to minimise the amount of turns you spend or is the plan to make it so that clicking through tons of turns will result in missed opportunites/bad guys getting badder etc?

Offline x4000

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Re: Thumbs up to the strategic meta game!
« Reply #3 on: September 29, 2011, 10:03:39 am »
Cheers, thanks for that!  Keith has done some really great work there, I agree. :)

Regarding pressure on the turns, basically think of most 4X games: why don't you just mash end turn constantly?  Well, because your enemies get turns and get ahead of you if you don't maximize what you do in each turn.  That's more or less the idea here also, although it's still in such an early form that you might not be able to tell yet. :)
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Offline keith.lamothe

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Re: Thumbs up to the strategic meta game!
« Reply #4 on: September 29, 2011, 10:37:27 am »
Thanks for the kind words :)  And thanks for the earlier mantis feedback on the macrogame, etc.  I was reaching a level of frustration with the sheer number of times I was being told over and over and over about the same problem (i.e. granite) but I'm certainly glad for any actual new concern, and that people care enough in general to tell us about this stuff.

By charging shards for all settlement building operations, you're ensuring that us OCD town managers get on our feet and exploring again. At the moment I ran out of "money" and realized I needed to swap hats and become an explorer again, the game suddenly really felt very "balanced."
Nowhere near balanced yet, but I think it is proceeding in the right direction.

Interesting that you should mention everything costing shards, as I'm currently redoing the intra-turn "time" resource (which is currently implemented in that each npc can do one action and work one building per turn) and I think that as a result it will make more sense to take the shard cost off of everything except end-turn, and bump that up accordingly (with other ways than exploration to "pay for" shards in the near future).  We'll see.

One thing about the current situation that is heavily placeholder is that every settlement starts with nearly 1000 of each basic resource (including shards).  That was really just something I had in for testing purposes to save time building stuff up to test other things, etc.  I think having a relatively generous initial stockpile is a good idea to give people a bit of a cushion against inevitable early mistakes, but giving you 100 turns worth of shards isn't really what I'm intending overall ;)  But will need to implement those other ways of getting shards (or saving on shard costs, anyhow) before cranking down those initial stockpiles.
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Offline OobleckTheGreen

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Re: Thumbs up to the strategic macro game!
« Reply #5 on: September 29, 2011, 12:31:24 pm »
I'm very interested where the macro game leads. I think it's this strategic element that ties your whole game together, really. The strategic map AND the twitch-based exploration mechanics complement each other well, and I think you'll start to get more converts to the game, especially once the strategic element gains more depth. Having a resource-management and building element really gives purpose to all the jumping and spell-casting.

Offline x4000

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Re: Thumbs up to the strategic macro game!
« Reply #6 on: September 29, 2011, 12:37:54 pm »
I think it's this strategic element that ties your whole game together, really.

That's been our thought and our intention, as well.
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Offline keith.lamothe

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Re: Thumbs up to the strategic meta game!
« Reply #7 on: September 29, 2011, 01:25:16 pm »
Yea, we're just getting started with this part of the game, really, but I think it will take it from the realm of "fun platformer" to "there's never actually been a game like this before" ;)

For better or worse, we'll see, but I think it's looking like better.
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