Author Topic: Player Feedback requested - Victory Points  (Read 12441 times)

Offline Mick

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Re: Player Feedback requested - Victory Points
« Reply #75 on: May 06, 2013, 09:32:59 pm »
You have to complete the edict(s) AND get the victory points. The edicts, as written, are not that difficult if they are the only thing you need to do.

Offline tigersfan

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Re: Player Feedback requested - Victory Points
« Reply #76 on: May 06, 2013, 09:53:00 pm »
Also, I won't go into a lot of detail right now, as I'm tired and about to go to bed, but, I wanted to say that the edicts system is going to change as well. Not it's intent, but it's implementation. :)

Offline madcow

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Re: Player Feedback requested - Victory Points
« Reply #77 on: May 06, 2013, 10:06:15 pm »
I fully agree with Pepisolo's comment about randomness having a key place in the game.

Offline Cyprene

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Re: Player Feedback requested - Victory Points
« Reply #78 on: May 06, 2013, 11:14:50 pm »
I am part of the alpha, and I actually just put a game down because without edicts and some kind of score mechanism, there's really no point.  Without either of these, it's a sandbox game with a minimal number of units, and no end game beyond "get 120 turns in without everybody dying." which is trivially easy on the base difficulty.  Watching my guys go back and forth is kind of fun, but there's no real reason to do anything beyond plunk down a couple barracks on each side and watch the stalemate.  There's no incentive to do anything, which makes for a boring game. 

The fun of Skyward Collapse comes from watching things spiral out of control.  Let me give you an example from the game I dropped.   The Norse were getting a small advantage over the Greeks, and things were starting to get out of hand.  I could've dropped another Barracks down on the Greek side, and that would've taken care of it, but I decided to drop Pandora's Box in the middle of the Greek town and see what happened.  Pandora's Box is an item that gives a huge buff to the first five units to grab it.  I think it's Flying + A 6x Health and Attack Bonus, which is serious stuff.  (There's another, Adamantine, which is even more nuts, but I didn't play with that one.)  So out comes a slinger on the Greek side, and he grabs the box and suddenly he's Hercules.  He starts tearing through vikings right and left.  To make matters worse, Pandora's box works for the first five people to grab it, so in a couple turns the Norse are facing down an army of legendary heroes.  I don't have the resources to drop any heavy firepower on the Norse side, but I do have the resources to play the Norns, which make mythological creatures free.  So I surround the Greek heroes with as many Trolls and Frost Giants as I can plunk down.  I'm sure I could've calculated out the ideal number based off of their statistics, but I just went plop plop plop and filled the whole island with angry giants.  So it's 5 Greek heroes vs. all the giants in giantville, and there's a huge battle.  Pretty epic stuff, actually. 

Unfortunately, I must've chosen just the right number of giants, because after the last giant impaled the last would-be hero on his club, he staggered over to the Greek settlement and got his huge face bashed in by a slinger.  And I was more or less right back to where I started.  But you can see where it could have gone, if I had been a little less lucky (unlucky?) with my giant placement, I could've had an army of angry giants barreling down towards the Greeks.  Which means I would need to play another big gun on the Greeks side again.  And then maybe one on the Norse side...

But since it petered out, I went to a stalemate.  And I didn't have any gameplay incentive to break out of it.  So I just kinda got bored, saved the game and wandered off to do something else.  But you can see from this where incentive points of the type Tigerfan's describing would come in handy.  If I had to plunk down mythological tokens to win, it would create more of the situations like I described.

Offline JAlfredGoodwin

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Re: Player Feedback requested - Victory Points
« Reply #79 on: May 06, 2013, 11:56:16 pm »
I liked the score system.

I actually liked the fact that it was kind of opaque.

Without Score, it is difficult to tell how you are doing beyond "greek units are 3\4 the way to the norse side and holding there."  I liked being able to see that the Greeks were way higher scored than the Norse, and could try to tip the battle balance towards the greek town, in order to boost the Norse score.

Offline Misery

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Re: Player Feedback requested - Victory Points
« Reply #80 on: May 07, 2013, 12:19:36 am »
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It's like in Dwarf Fortress: Part of the challenge of the game is that you cant directly control anyone, and have to rely on the AI of each dwarf, and their various whims and interests and emotions and yada yada yada.   BUT.   This, in and of itself, is actually NOT enough to provide the player with difficulty/challenge/tough situations.

Admittedly, it's been a long time since I played DF -- used to play in the 2D days -- but DF surely does rely mostly on randomness of the game world. Yeah, you can choose a different starting location and equipment, but that's about it as I recall. There isn't a double layer (Edicts and VPs) of things that you need to do in order to win, or in order to strong-arm the player into unbalancing the game so that it can then become fun.

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"It HAS to go alongside other things.   If you just sit there and dont actually do much, sure, the AI will do SOME things that are a bit loopy and require your attention, but not that many. "

This may apply to this game, and how it currently plays, but not DF, I don't think. If you sit there, your dwarves will die, if you try to get them to thrive, fun and chaos always follows. In an ideal world this game would be similar I think.

I think the main problem with Skyward Collapse is that it's just not unpredictable enough. Last game finished I spammed through it in about 45 minutes, doing the odd tweak here or there. The VP or scoreboard system would help with this, of course, as Misery points out, but it would still feel a bit artificial -- the strong-arm tactics of the VP system especially.

This game would be so much better if more random stuff happened so that you naturally had to make those hard decisions on whether to play one of your more powerful tokens or go for some more high risk strategies. For example, let's say that one of the villagers accidentally (oops) summoned a Minotaur -- yes, silly idea, but it's late -- then you'd have to force the blue side to hastily prepare some kind of defence, potentially unbalancing things in the long run. Or some kind of rebel uprising breaks out etc. Lots more random events like this keeping you on your toes.

The more I think about it, the more I think that this game is deeply flawed at the moment, and that using the VP or Scoreboard system in order to force those unbalances needed in order to make the game fun highlights that.

For this game to succeed it needs be fun without a VP system or a scoreboard or even Edicts, I think. At the moment, I just don't think it is that much fun -- yes, I know it's an early alpha, but we can't automatically assume that it'll get a lot better, especially if, as I think, the current gameplay is fundamentally flawed.


When comparing this with something like DF though, keep in mind one important difference:   DF is a pure sandbox game.   There's plenty of challenge there, but it's the same sort of challenge you might find in something like Minecraft.   Skyward Collapse is, to me, alot closer to a 4x strategy game, in terms of it's concepts.   You DO have victory conditions you must meet, but tons and tons of ways of getting there, and while there's some randomness in that type of game (usually lots of it), and a bit of sandboxy openness, it's not a true sandbox;  the game WILL beat you down completely into a losing state if you dont use proper strategy to overcome the situations that appear before you.


And yeah, DF does indeed rely alot on the randomness, but.... my description of the difficulty still stands.   Sure, dorfs cant manage themselves too well and will die without any interaction..... obviously, the player must do SOME stuff.   But what's needed for very basic, simple survival (and nothing else) is best described as "tweaking".   There's not much complicated about it, and the really crazy situations simply wont happen until you start venturing out into other tasks, and expanding the fort and reaching for various goals that you decide on.

It really is very much the same here.   Simply maintaining the basic balance as it is right now, without an "incentive" system like the VPs, is very, very easy, and not particularly exciting or fun, since there's pretty much just the tweaking, and not much strategy.  The strategy appears when the balance is thrown off and the loopy situations occur..... just like in DF.  But just like with DF, it's up to the player to make it possible for these events to happen.   


I understand your comments about it being too predictable, but I have to disagree with it:   It's only too predictable if the basic maintaining/tweaking is all you do.   Once you start getting into the crazier situations.... there's actually ALOT of randomness and unpredictable loopy stuff.   You've got the constantly expanding landmass, which may have done things like create chokepoints or fields that may suddenly become important upon a situation starting up.... you've got the constant presence and possibility of the definitely dangerous bandits, who can cause some serious damage in the right situations (such as when the balance has tilted), and on top of all of that.... you've got the AI.   Think of how alot of situations in DF arise:  If all of the dorfs ALWAYS obeyed every single command you gave them, that game would actually be pretty easy all of the time.   But they dont.   You have to constantly deal with the very unpredictable AI.   Give a command, and they might do it.... or they might not.  They might even go and do the OPPOSITE.  Or do something you didn't for a moment expect.   This game is exactly the same.   You cant predict just what your wacky AI dudes are going to do, as illustrated in my example situation.   I placed that sigil thing, whatever it was called, and I was *certain* that the red guys were going to grab it.  It was why I chose that particular spot, because I figured, there's no way in hell they WONT grab this.    ....but the AI had other ideas, and things went horribly wrong, in exactly the same way that it happens in DF.   That, right there, was where the total randomness and unpredictability kicked in.    BUT.  It wont have much chance to create big effects if the player isnt DOING much to give it that chance.   The more the balance is tilted between the two sides, the more the AI can cause it's own hilarious brand of chaos, and much like DF, this to me is where part of the fun of the game is.   As Cyprene said above me, it's all about watching things go out of control..... and then you, the player, applying strategy and tactics to try to recover from the mess.


Now, that being said, I wouldnt at all mind seeing a bit more of the random events and such, as you suggest.   There's alot of ideas that might work there beyond just the bandits and the landscape.  I dont think things like that should be huge catastrophic events..... instead, more like the bandits are;  not super dangerous by themselves, but instead they reach their potential when they are around during an already-going-crazy situation, with the capability to make it muuuuuuch worse.   That sort of thing, I like that.


I DO also though really want to see the option for randomized starting maps;   that's not to say that static maps arent good too, but this game is PERFECT for random ones.   And a map editor, too, that'd be awesome.




I liked the score system.

I actually liked the fact that it was kind of opaque.

Without Score, it is difficult to tell how you are doing beyond "greek units are 3\4 the way to the norse side and holding there."  I liked being able to see that the Greeks were way higher scored than the Norse, and could try to tip the battle balance towards the greek town, in order to boost the Norse score.


Aye.  I think there needs to be some more "info displays" in it's place.   Like, show me a constant count of how many buildings, normal units, and mythological units each side has.   Not only is it neat to see, but that info is the sort of thing that's helpful to know in ANY situation.   There really does need to be more things like that displayed constantly.   There's PLENTY of screen space, really.... lets make use of it!    A constant tally of total resources would be super, also.     And maybe have it so that if you click on a town center, it displays a quick list of all of the buildings connected to it (which is much easier to read than having to stare at all of the buildings themselves).

Offline Kjara

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Re: Player Feedback requested - Victory Points
« Reply #81 on: May 07, 2013, 02:43:09 am »
I'll wait to see how its actually implemented, but do I think there needs to be some sort of score/VP system in place.  One possibility is tying it in some fashion with the edicts?  Aka, if your two edicts are have "Dudes kill each other" and "Achieve 10 Town centers", you could gain VPs from dudes killing each other, and for each Towncenter that is in place at the end of the game.

This would potentially allow for two things:  First, it might let the player tweak the difficulty of the edict (Aka, the player sets the goal and the edict in question).  Second, you could require X points of "dudes kill each other" and Y points of "Achieve 10 Town centers" but X+Y+Z total points, where the player is allowed to make up Z from either of the scoring types available, depending on how the game progresses, giving the player a challenge with a bit of flexibility. 

Offline Misery

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Re: Player Feedback requested - Victory Points
« Reply #82 on: May 07, 2013, 03:47:27 am »
Also, I won't go into a lot of detail right now, as I'm tired and about to go to bed, but, I wanted to say that the edicts system is going to change as well. Not it's intent, but it's implementation. :)


I just noticed this post, this sounds like a good thing.


I really like the idea of the edicts but their current state, they look like they're kinda.... stale?   That's the best word for it I think.



On a side note:  Midgard Serpent, it's like a glitch bomb.  A fun glitch bomb, but a glitch bomb nonetheless.   I love the way the thing works though.

Offline PokerChen

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Re: Player Feedback requested - Victory Points
« Reply #83 on: May 07, 2013, 04:55:42 am »
I'll be fairly busy from now on with work and visiting in-laws, so I'll dump my thoughts here.

 If I were in your current position, this is what I would like to try to implement. I have not seen your plans for player progression and unlocks, but hopefully they are malleable.

 I will have A VP system, called favour. These represent the amount of brownie points you have with the Master. They are NOT required to win the game, but you need them to level up and gain new buildings to play with. The only way outside of edicts to gain them is to have war. 1 Favour for every 5 or 10 units killed - this is very easy to achieve.
 The key is that edicts will determine how you will achieve more favour, as well as setting a minimum bar as they currently do. There will be primary edicts, of which two is selected per game, one for each side and they cannot be the same in roder for you to gain additional favour. Setting both as the same will merely impose their default restrictions as they currently do.
 The maximum and average Favour per game will be kept on your player profile. You can optionally elect to have a game produce no favour whatsoever, to play around in sandbox mode with having it affect your stats.
 
 Primary edicts generally apply to mechanics you will see in every game, such as towns and bandits - like what we have now. Examples:

 - Thriving civilisation. +2 Favour for each town under their control at the end of each round. Minimum of 6/10/14 towns at the end of each round.

 - Warmongery. Additional +1 favour for each 5 or 10 units killed by this faction. Must slay x/y/z, etc.

 - Trading hub.

 - etc...

  There will also be secondary edicts/challenges, which can be selected at any number. Secondary challenges are your bonus objectives, and can  have great perturbations and potentially great rewards along with quirky texts upon completion. Only some of them will have win/lose implications. Examples:
 - Which side are you fighting on?! Every kill by bandits nets you 1 Favour. Every bandit killed is -1 Favour. Every town captured by bandits nets you +2 Favour, which you lose if it is captured by red or blue. This bonus is increased by +1 for each military building that produces bandit units.

 - Vegetarian Whinery. Stockpile 2000 wheat or (and?) 4000 rice at the end of the game. Military units have double bacon/mutton cost (interaction with Cornucopia uncertain but I'd like to overrule them). Angry meat-eating bandits spawn each turn, starting at halfway through round 1. They will preferentially target your wheat-fields if there's no one around to kill. Unlocks brewery if not already done so by level, with victory text: "We has so much grain! What in the heavens are we going to do with them?"

 - An OECD Dream. Every town must have a primary school by the end of round 1. Both schools by the end of round 2, and a university as well by round 3. +2 Favour each building each round, -5 Favour every-time one of them is destroyed. Victory text entirely in Latin.

 - Sparta versus Athens. Must both be greek. The blue city has highly eco/diplomatic goals, and the red city with military goals. You get the point... :D A potential suggestion here is that the blue faction must have 1/2/3 towns enlightened AND the red faction has taken over 1/2/3 blue towns, thus requiring at least 6 towns.

 - Norse bloodrage. Berserkers and Axethrowers automatically gain multiple attacks bonus (but not the immune to return damage gained by Singasteinn). Must have x Berserkers/Axethrowers on the map at the end of round 1/2/3.

 - 300. One of your Greek spearmen must kill 300 enemy units by the end of the game. Kill-count record is displayed, and hopefully this will require you to regularly heal your champion with God /myth tokens *and* give it Adamantine. +12000/(turns per round) Favour on completion.
« Last Edit: May 07, 2013, 05:25:30 am by zharmad »

Offline Pepisolo

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Re: Player Feedback requested - Victory Points
« Reply #84 on: May 07, 2013, 06:04:26 am »
"And yeah, DF does indeed rely alot on the randomness, but.... my description of the difficulty still stands.   Sure, dorfs cant manage themselves too well and will die without any interaction..... obviously, the player must do SOME stuff.   But what's needed for very basic, simple survival (and nothing else) is best described as "tweaking".   There's not much complicated about it, and the really crazy situations simply wont happen until you start venturing out into other tasks, and expanding the fort and reaching for various goals that you decide on."

The difference with Dwarf Fortress, though, is that those crazy situations aren't as artificially engineered as having to force the player to perform certain actions or they lose the game. If you want to build a really thriving fortress then you're going to have to keep digging and who knows what you might uncover. Again, it's been a while, but aren't there also things like goblin raiding parties and other random events to prevent you from just getting your starting dwarves and locking them in a room for the rest of the game -- which would really be the equivalent of what you can currently do in Skyward. In my time playing, I never had to go out of my way for this fun stuff to happen, just trying to survive was enough. But, hey, it's not really a fair comparison I guess, the guy's been working on DF for 8 years or however long.

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understand your comments about it being too predictable, but I have to disagree with it:   It's only too predictable if the basic maintaining/tweaking is all you do.   Once you start getting into the crazier situations....

Absolutely, getting into those crazy situations is what this game needs, but the way in which those situations arise is important. It is my thinking that those crazy events should happen a lot more naturally than simply trying to add a secondary layer of necessary conditions that might entice the player to do something stupid.

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Now, that being said, I wouldnt at all mind seeing a bit more of the random events and such, as you suggest.   There's alot of ideas that might work there beyond just the bandits and the landscape.  I dont think things like that should be huge catastrophic events..... instead, more like the bandits are;  not super dangerous by themselves, but instead they reach their potential when they are around during an already-going-crazy situation, with the capability to make it muuuuuuch worse.   That sort of thing, I like that.


I DO also though really want to see the option for randomized starting maps;   that's not to say that static maps arent good too, but this game is PERFECT for random ones.   And a map editor, too, that'd be awesome.

Agreed. This game is perfect for the chaos that randomness can bring. Really, the more random, the better.

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Without Score, it is difficult to tell how you are doing beyond "greek units are 3\4 the way to the norse side and holding there."  I liked being able to see that the Greeks were way higher scored than the Norse, and could try to tip the battle balance towards the greek town, in order to boost the Norse score.

That's a good point actually. VP's don't offer this quick overview of the two sides' respective standing.

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Also, I won't go into a lot of detail right now, as I'm tired and about to go to bed, but, I wanted to say that the edicts system is going to change as well. Not it's intent, but it's implementation.

Look forward to seeing the changes.

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I'll be fairly busy from now on with work and visiting in-laws, so I'll dump my thoughts here.  If I were in your current position, this is what I would like to try to implement....

A lot of good stuff in what you wrote, but really isn't that just another highscore system (a very cool one sounding one) which the devs don't really want to have to implement, so we're kind of back to square one again. But, yeah, in addition to adding more randomness to the base game, a score system in the vein of the one that you propose or even a more traditional one is what I would like to see.

« Last Edit: May 07, 2013, 06:15:52 am by Pepisolo »

Offline nas1m

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Re: Player Feedback requested - Victory Points
« Reply #85 on: May 07, 2013, 06:28:08 am »
  There will also be secondary edicts/challenges, which can be selected at any number. Secondary challenges are your bonus objectives, and can  have great perturbations and potentially great rewards along with quirky texts upon completion. Only some of them will have win/lose implications. Examples:
 - Which side are you fighting on?! Every kill by bandits nets you 1 Favour. Every bandit killed is -1 Favour. Every town captured by bandits nets you +2 Favour, which you lose if it is captured by red or blue. This bonus is increased by +1 for each military building that produces bandit units.

 - Vegetarian Whinery. Stockpile 2000 wheat or (and?) 4000 rice at the end of the game. Military units have double bacon/mutton cost (interaction with Cornucopia uncertain but I'd like to overrule them). Angry meat-eating bandits spawn each turn, starting at halfway through round 1. They will preferentially target your wheat-fields if there's no one around to kill. Unlocks brewery if not already done so by level, with victory text: "We has so much grain! What in the heavens are we going to do with them?"

 - An OECD Dream. Every town must have a primary school by the end of round 1. Both schools by the end of round 2, and a university as well by round 3. +2 Favour each building each round, -5 Favour every-time one of them is destroyed. Victory text entirely in Latin.

 - Sparta versus Athens. Must both be greek. The blue city has highly eco/diplomatic goals, and the red city with military goals. You get the point... :D A potential suggestion here is that the blue faction must have 1/2/3 towns enlightened AND the red faction has taken over 1/2/3 blue towns, thus requiring at least 6 towns.

 - Norse bloodrage. Berserkers and Axethrowers automatically gain multiple attacks bonus (but not the immune to return damage gained by Singasteinn). Must have x Berserkers/Axethrowers on the map at the end of round 1/2/3.

 - 300. One of your Greek spearmen must kill 300 enemy units by the end of the game. Kill-count record is displayed, and hopefully this will require you to regularly heal your champion with God /myth tokens *and* give it Adamantine. +12000/(turns per round) Favour on completion.

I like this - a lot :D!
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Offline Misery

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Re: Player Feedback requested - Victory Points
« Reply #86 on: May 07, 2013, 06:35:43 am »


The difference with Dwarf Fortress, though, is that those crazy situations aren't as artificially engineered as having to force the player to perform certain actions or they lose the game. If you want to build a really thriving fortress then you're going to have to keep digging and who knows what you might uncover. Again, it's been a while, but aren't there also things like goblin raiding parties and other random events to prevent you from just getting your starting dwarves and locking them in a room for the rest of the game -- which would really be the equivalent of what you can currently do in Skyward. In my time playing, I never had to go out of my way for this fun stuff to happen, just trying to survive was enough. But, hey, it's not really a fair comparison I guess, the guy's been working on DF for 8 years or however long.



I think the Dwarf Fortress stuff somewhat depends on the player;  how long they've been playing, and the playstyle.  When I'm playing, I usually find that JUST surviving is pretty easy.   Now, granted, I didn't even know what that game was in it's early days.  I got into it maybe 2 years ago, and by that time most of the already-existing mechanics had become very advanced, and quite polished, and the game had probably had all sorts of balance tweaks.   For the current versions though, simply surviving, while boring as hell, is very easy.   Challenge really does require that you do things and pursue goals and such;  being creative and taking risks and just having fun is what that game is all about, and I love it. 

And even the random situations there....hmm, they're not quite as dangerous as they might seem.  An invading force of whatevers?  There's one solution that literally *always* works:  Seal the fortress.  Basically going into "siege" mode, like a castle or something might.  You ride it out, relying on things and systems within the fortress to keep you going;  invading forces will stick around for some time, but they actually will leave eventually.   Pretty much all of the random situations in the game can be dealt with in either that way, or a similar way.  Pretty much the only ones that can really "get" you in that situation is either A: insane dwarfs, which isnt THAT hard to deal with, and B: vampires, which are mostly just annoying.


Of course, nobody plays that game in that way, because it's phenomenally boring.

I forgot where I was going with this bit..... I assure you I had a point to make, but now it's just gone poof.   Bah.   Ah well, DF is fun to talk about anyway, so whatever.   Back to this game though...



That's a good point actually. VP's don't offer this quick overview of the two sides' respective standing.



Actually, I think there's a better way to do it.   The score was kinda useful for that, sorta.... but it was very vague.  Not reliable info.   What I wanna see, is for the game to display, at the top of the screen, 5 things for each side.   1, the number of resource structures.   2, the number of city structures.  3, the number of military units.  4, the number of mythological units.   And 5, the number of civilian units.   Those 5 simple things, to me, would help a great deal in being able to keep track of where each side is;  less of the staring at the game board and trying to count things, and more of the actual strategizing and doing stuff. 

Though, that's also sort of a general statement, as the UI needs kinda an overhaul, it NEVER gives enough info on basically anything.


There was something else to say here, but I forgot that too.   Clearly, I'm on a roll here.
« Last Edit: May 07, 2013, 06:38:06 am by Misery »

Offline Pepisolo

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Re: Player Feedback requested - Victory Points
« Reply #87 on: May 07, 2013, 06:56:06 am »
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I forgot where I was going with this bit..... I assure you I had a point to make, but now it's just gone poof.   Bah.   Ah well, DF is fun to talk about anyway, so whatever.   Back to this game though...

It's alright, I get the gist of it. And yes, talking about DF is fun. I don't think we had vampires in my day... or maybe I just never encountered one... need to get back into that game, I think.

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Though, that's also sort of a general statement, as the UI needs kinda an overhaul, it NEVER gives enough info on basically anything.

Yeah, hopefully that will be coming. Should make a big difference.


Offline PokerChen

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Re: Player Feedback requested - Victory Points
« Reply #88 on: May 07, 2013, 07:30:06 am »
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I'll be fairly busy from now on with work and visiting in-laws, so I'll dump my thoughts here.  If I were in your current position, this is what I would like to try to implement....
A lot of good stuff in what you wrote, but really isn't that just another highscore system (a very cool one sounding one) which the devs don't really want to have to implement, so we're kind of back to square one again. But, yeah, in addition to adding more randomness to the base game, a score system in the vein of the one that you propose or even a more traditional one is what I would like to see.

 In a sort, yes, but I fundamentally disagree with a development direction that results in no scoring equivalent by release. I believe there should be a way to keep score, even if it is only slightly more meaningful than e.g. Civ5's implementation thereof. Otherwise, same-edict games will all be the same bar randomisation influence, and people like me and chemical_art will lose interest very quickly.

 The advantage of the VP system that Josh posting @ OP is that it has less granularity to tweak, and is probably do-able by release. I would like it:
 - tied into the game-mythology,
 - tied to overall player progress such that gathering them more quickly has meaning, ;)
 - tied to your motivations rather than your actions directly. I'm 100%-certain of the existence of farming strategies, be it god-tokens that cancel each other out, othello-town arrangements that constantly flip-back and forth, etc - which will exploitable for VPs. IMO this does not result in interesting scoring, but having conflicting motivation may do a whole lot better.

 = = =
 EDIT: On how these Favour is awarded, I think we should still keep "minimum score of either side" to maintain the balancing tension. Some secondary edicts, such as "300" and the Bandits one, should be awarded separately on winning conclusion - although others like "OECD Dream" could probably be worked into the primary calculation. The former can be called "Bonus Favour" to distinguish them from the regular VPs.

 On tracking how the Greeks and the Norse are doing relative to each other apart from the score (the score can be misleading), we need a stat sheet.
« Last Edit: May 07, 2013, 07:48:25 am by zharmad »

Offline Mick

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Re: Player Feedback requested - Victory Points
« Reply #89 on: May 07, 2013, 07:42:53 am »
I think too many comparisons to DF might scare people off...  ???

This game is really not DF, at all. There is definitely some loopy AI in the units that you have to manage, but I don't think I'd stress "loopy AI" too much as a feature. In fact, I think some of the stuff the units do should be made decidedly less loopy, or else it's going to turn off a lot of players and reviewers who get frustrated when the units are acting stupid and not doing what they want.

If the player is doing something wrong to cause it, it should be made more obvious why. Why is my unit walking off to nowhere instead of grabbing that awesome myth token I just put down in front of him? Why is my unit completely ignoring that bandit that's rampaging his resource area right near him? Why does that bandit sometimes attack and then sometimes seem to sit there and stare at his navel?