Author Topic: Developers requesting feedback: Which Woes are too woe-inducing?  (Read 3526 times)

Offline Cinth

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Re: Developers requesting feedback: Which Woes are too woe-inducing?
« Reply #15 on: May 20, 2013, 11:55:02 pm »
Units with vanity will still kill stuff.  Just not intentionally. 
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline orzelek

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Re: Developers requesting feedback: Which Woes are too woe-inducing?
« Reply #16 on: May 21, 2013, 02:47:29 am »
Units with vanity will still kill stuff.  Just not intentionally.
Just drop few mythologicals in places you need cleaned up.

Offline Pepisolo

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Re: Developers requesting feedback: Which Woes are too woe-inducing?
« Reply #17 on: May 21, 2013, 11:28:03 am »
The description on Farmer Revolt could be a little more detailed. You can kind of guess what's going to happen, but a couple of lines saying that existing farm tiles will stop producing and you will be unable to place further farm tiles for the duration would make things crystal clear. Pretty trivial point, though. Also, if I do try and place a farm tile during a Revolt I should get a different tooltip to the "not enough resources" one saying "Farmers refuse to work during the revolt" or something.
« Last Edit: May 21, 2013, 11:32:55 am by Pepisolo »

Offline orzelek

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Re: Developers requesting feedback: Which Woes are too woe-inducing?
« Reply #18 on: May 21, 2013, 05:07:08 pm »
I just had very interesting Upheaval.
I started game on the lakes map and it rolled as first woe. Now my map consists almost only of towns and mountains :D

Offline PokerChen

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Re: Developers requesting feedback: Which Woes are too woe-inducing?
« Reply #19 on: May 22, 2013, 05:38:21 pm »
Some comments from the latest playthrough:

Fey moon:
- This is quite an awful woe to have in terms of score-attack. It's excellent on disturbing player safety, but it also channels players to just build more towns as they don't want to be producing military building or slapping down most tokens. Design goal achieved, but perhaps at the cost of fun if seen for more than 6 turns (i.e. once?)

Various resource rebellions:
- It's my opinion that the rebellions which prevent you from doing any constructive work score zero on the fun-factor when repeated ad nauseum. I have had 5+ resource denial/theft woes all directed at Blue Norse. All of benign woes like serial killers have been at red Greek.

- Are the blue/red woes meant to be 50% randomly targeted? From my two/three games so far, this just doesn't seem to be the case at all. Every game, blue Norse gets battered and the red Greeks thrive with no problems except for bandits.

Lack of woe variety:
- The game on Expert/Insane doesn't quite work just yet. You quickly run through the various types of woes, and end up with repeats or variations on the same theme.

Interaction with the fun-factor:
- The meta-game is a little schizophrenic in this regard. Having those resource-depletion woes can shut-down run-away town-building, but many other woes just plain encourage run-away town building (all woes that affect a single town you statistically counter by distributing amongst many towns).
- There's not enough different varieties of woes to sustain a prolonged interest when woes come at very high frequencies like I have been playing. I actually feel a little exhausted.

Offline Winge

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Re: Developers requesting feedback: Which Woes are too woe-inducing?
« Reply #20 on: May 22, 2013, 06:24:54 pm »
I'm thinking that if there were more basic woes (not just catastrphic, hard+ only) would take care of most of my issues with any particular woe.  Then, even the annoying ones wouldn't be quite so bad, since they would be statistically much less likely.
My other bonus ship is a TARDIS.

Offline sojourner

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Re: Developers requesting feedback: Which Woes are too woe-inducing?
« Reply #21 on: May 27, 2013, 07:13:12 pm »
I nominate logi's fire, turning all forests, woodcutters, and carpenters is simply devastating. I would either change it to a 50/50 chance of either dead forest or obsidian. And possibly additionally remove carpenters from the effect.