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1
Skyward Collapse / Skyward Collapse Alpha 0.906
« on: Yesterday at 09:57:01 PM »
Now out: http://arcengames.com/mediawiki/index.php?title=Skyward_Collapse_-_Pre-Beta_Release_Notes#Alpha_0.906

Features of note:

1. Bandit spawns are not so brutal with the mythological creatures.  Aka, the difficulty fluctuations based on die rolls are a lot less severe.

2. Holy moly the difficulty systems.  I hope I didn't break anything much, because this was major surgery on the internals of the game.  But better now than closer to release, I guess.  Anyway, this also introduces the new "score requirements" option that a lot of folks had wanted.  I think that provides a pretty compelling secondary goal, and so it defaults to Easy on that now (though you can turn it to Off if you like, which makes it work like the prior build did).

My questions to you (repeat from last thread):

1. Did we solve the problem of "not enough depth?"  Aka, is this sufficiently hard to win on a high difficulty in a way that is interesting and brain-involving?  It's sounding increasingly like the answer is yet.  And the score requirements, if you play with high ones of those, remove pretty much any chance of overt cheese of the style we'd been seeing before (new styles may of course arise, and probably will given enough time; players are so darn clever).

2. Does Easy difficulty feel sufficiently laid back, if anyone is playing that?  It shouldn't really require much strategy.  So long as you don't do anything egregiously silly, it should go pretty smoothly.

3. How about Medium difficulty?  That should be like playing on difficulty 7 of AI War, I think.  It's definitely quite possible to lose, and frequently, but it shouldn't feel unfair.

4. Continuing the AI War analogy, Hard would be more like diff 8, whereas Expert is more like diff 9.

5. As I mentioned in another thread, we're expected to deliver a press build tomorrow.  Waiting is bad because it hurts our ability to have pre-release buzz.  But giving a ridiculous build to the press in terms of it being way too hard -- or having mechanics that we shift on them a ton -- also is a bad idea.  So how are your feelings on the current mechanics?

My read on the situation from what folks have said so far.

1. It seems like we've solved the obvious cheese situations, as I noted.  So the game should be sufficiently interesting to the grognards here for a sufficiently long amount of time to survive a week or two of interest at worst; and if more cheese is uncovered, we can always deal with that on a case by case basis, as with AI War.

2. I'm a little worried that the bottom end of the difficulty levels are too hard now, but some recent adjustments may have brought that more in line with what is needed.

3. I feel like the current mechanics are -- knock on wood -- pretty stable.  The repair buildings option seems like a really obvious thing to have now, though it never occurred to me.  The scorched earth stuff really makes a ton of sense and I think is obvious to keep.  Score is great, and the score requirements, so on.  Tuning will be needed, naturally.  But I think in terms of a press build, we're not going to be yanking the rug out from under people too much with wildly changing mechanics between now and 1.0.  But I've been wrong before -- it all comes back to the cheese factor, which is why we went through this round of changes today and yesterday in the first place.

So... thoughts?

2
Skyward Collapse / Re: Skyward Collapse Alpha 0.905
« on: Yesterday at 07:46:47 PM »
Okay, okay: no more mega towns.  Placement rules are same as before, but this should help as various noted:

* Improved the tooltip for "you can't place this tile here" to show you ALL the reasons you can't place that tile there, rather than just the "most important" one.  That way you can tell when you can place a town center if you just build out a bit more land, for instance.

3
Skyward Collapse / Re: Skyward Collapse Alpha 0.905
« on: Yesterday at 07:37:32 PM »
I shifted it to be a single row of gap between all towns, both for aesthetics and the bandit keeps. ;)  But that's still super close compared to before.

Also:

* Improved the tooltip for "you can't place this tile here" to show you ALL the reasons you can't place that tile there, rather than just the "most important" one.  That way you can tell when you can place a town center if you just build out a bit more land, for instance.

Thanks!

4
Skyward Collapse / Re: Skyward Collapse Alpha 0.905
« on: Yesterday at 07:19:06 PM »
All righty:

* It's now possible to create mega-towns by placing allied towns right up next to one another.

Seems fun. :)

5
Skyward Collapse / Re: Skyward Collapse Alpha 0.905
« on: Yesterday at 06:58:50 PM »
@orzelek:

* Bandit keeps, which are the main source of bandits most of the time, are no longer allowed to spawn mythological creatures on themselves.

* Mythological creatures that spawn as bandits through other means beyond the bandit keeps will spawn at one less upgrade level than their human peers do.
** These creatures are tough enough as it is even without the extra upgrade level on them, and this makes the balance fluctuate less by chance.

@Pepisolo: Haha, okay.  "Starting to be fun" is only so encouraging, but glad to hear it. ;

In terms of the requirements on city placement, is there a general feeling that the allowable distance from enemy towns should be more?  And/or that we should allow slightly denser packing of allied towns, I guess?  Allied town density is no advantage that I can see; kind of the opposite, really.  Maybe just removing the special conditions about allied towns in general would be good, and make it "no closer than X to any town" as it already is, and then the existing requirement about range from enemies.  That would allow for a very "industrialized countryside" and essentially super-cities, but I think that could be kind of interesting actually.

For the gods appearing during the age of monsters, yes: two lesser gods appear then.  Then another two greater gods during the age of gods. :)

6
Skyward Collapse / Re: Skyward Collapse Alpha 0.905
« on: Yesterday at 06:28:05 PM »
@Teal: Thanks, as always, for your enthusiasm!  And certainly multiple purchases are allowed on the store, though you certainly don't have to do that.  But it's appreciated!

@Cinth:  Yeah, I didn't figure I was being lynched with the BD stuff, but I was amused that some folks seemed to think it was intentional as an auto-loss, heh.  At least from the wording.

2) I know Easy has historically been very laid back, and I'm glad.  My main concern is after the last two rounds of changes, have I totally busted that and made even easy hard.  I'm not sure if that's a big deal for a press build or not, probably not either way as most would choose a higher difficulty anyhow.

3) Good, that's definitely the idea.

5) That's the most important thing of all, really.  All other concerns really don't matter beyond the "is it fun?" question.  Any other concerns really boil down to "this makes it less fun for x, y, or z reasons."  Anyhow, I'm really really not trying to make this game a substitute for AI War in any way.  The idea is that people could enjoy either of the above, or both, but that neither is really competing with the other.  AI War is a certain breed of hardcore that this game will never be, but this game needs to have enough depth to not get stale in a week or a month, you know?

7
New version is out now with a revised version anyhow. :)

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Skyward Collapse / Re: Skyward Collapse Alpha 0.904
« on: Yesterday at 05:52:03 PM »
I reduced BD to 5% of your buildings.  In terms of being faction-specific, that's to be particularly mean. ;)

But it should be waaaay less mean now.

9
Skyward Collapse / Skyward Collapse Alpha 0.905
« on: Yesterday at 05:50:44 PM »
Now out: http://arcengames.com/mediawiki/index.php?title=Skyward_Collapse_-_Pre-Beta_Release_Notes#Alpha_0.905

Features of note:

1. Siege weapons are no longer so ridiculous in the hands of bandits, and your guys will prioritize killing siege weapons better since they are such a big threat.

2. Your guys will go after bandit keeps with a prejudice, too (or at least they should; have not adequately tested that, so let me know if you have a save where that's not working).

3. Black Death is no longer an automatic loss (come on, I'd never intentionally have a feature like that; that was an unintended confluence of events with recent changes).

4. Bunch of changes to some mythological and god tokens to make them more attractive and useful.  Midgard Serpent is particularly exciting.

5. All the "things that generate score" are now properly in place, and your profile shows your high score now.

6. You can repair buildings by using a direct action now (though not if they've been destroyed).

7. Tutorial has been updated to reflect recent changes.

Big things still to come:

Splitting out the difficulty based on Pepisolo's suggestions into three parts rather than one.  One of those three parts would be score-gating (with attendant boosts to max score), again at Pepisolo's suggestion.  If anyone can report on what their average scores are in games started in .905, that could help me set some reasonable gates.  Right now I don't really have any idea, since I've been coding instead of playing.

My questions to you:

1. Did we solve the problem of "not enough depth?"  Aka, is this sufficiently hard to win on a high difficulty in a way that is interesting and brain-involving?  My read seems to be "yes" in the main, although obviously time will tell if some cheesy strategies pop up in the future.  But it seems like we may have squashed the obvious ones.  With the (OPTIONAL!) score gates, that should help even more if you play with those on.

2. Does Easy difficulty feel sufficiently laid back, if anyone is playing that?  It shouldn't really require much strategy.  So long as you don't do anything egregiously silly, it should go pretty smoothly.

3. How about Medium difficulty?  That should be like playing on difficulty 7 of AI War, I think.  It's definitely quite possible to lose, and frequently, but it shouldn't feel unfair.

4. Continuing the AI War analogy, Hard would be more like diff 8, whereas Expert is more like diff 9.

5. As I mentioned in another thread, we're expected to deliver a press build tomorrow.  Waiting is bad because it hurts our ability to have pre-release buzz.  But giving a ridiculous build to the press in terms of it being way too hard -- or having mechanics that we shift on them a ton -- also is a bad idea.  So how are your feelings on the current mechanics?

My read on the situation from what folks have said so far.

1. It seems like we've solved the obvious cheese situations, as I noted.  So the game should be sufficiently interesting to the grognards here for a sufficiently long amount of time to survive a week or two of interest at worst; and if more cheese is uncovered, we can always deal with that on a case by case basis, as with AI War.

2. I'm a little worried that the bottom end of the difficulty levels are too hard now, but I think some of that might have been because of the siege weapons being out of control last version.

3. It sounds like the score and score gating will keep a lot of you interested in a much more direct way, and keep you away from even trying anything cheesy since the score implicitly encourages you to take non-cheesy risks.  So even if we're borderline on #1, I think this #3 does good by the game.

4. I feel like the current mechanics are -- knock on wood -- pretty stable.  The repair buildings option seems like a really obvious thing to have now, though it never occurred to me.  The scorched earth stuff really makes a ton of sense and I think is obvious to keep.  Score is great, and so on.  So I think in terms of a press build, we're not going to be yanking the rug out from under people too much with wildly changing mechanics between now and 1.0.  But I've been wrong before -- it all comes back to the cheese factor, which is why we went through this round of changes today and yesterday in the first place.

So... thoughts?

10
Black Death was relatively tame prior to some of the later updates.  This is just a case of one feature change having unintended consequences that we then need to smooth out.  Relax! ;)

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Spaceballs. :)

12
I can probably recite the whole thing.  Man what an awesome movie. :)

13
* The siege weapons have gotten a rebalance across the board, making them both a bit more unique compared to one another, and also removing all their building-specific bonuses (since they only can attack buildings anyhow), and in general nerfing their damage considerably as their upgrade level goes up in particular.
** The baseline strength of these things was not too bad, but once they were a level or two upgraded, it was was straight to ludicrious speed.  We're talking going all the way to plaid.

14
Skyward Collapse / Re: Skyward Collapse Alpha 0.904
« on: Yesterday at 04:39:09 PM »
Is the currently released alpha version ready for a retest on the Limburger problem (not the literal linear building thing, I'm assuming you've stomped that, but something equally cheesy), and if so are the new rules evident from within the game/tutorial or do I need to read up on these various threads sprouting in this forum?

Yes, the current alpha is quite ready for that test.  And it the tutorial has not yet been updated, but it should be apparent pretty fast what is going on in the main for you.

15
Skyward Collapse / Re: Skyward Collapse Alpha 0.904
« on: Yesterday at 04:36:10 PM »
Pretty much!  ;D

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