Godus
Spiderweb 16 Dec, 2014 @ 1:55pm
My feedback and suggestions -all in one place.
[/b]I've made my main points bold for TL;DR peeps :)

AI & Astari
Firstly it is nice to have an actual in game challenge!

But the AI desperately needs love, pathfinding is bad, Astari can barely be classed as AI- the raiding parties "RP" are on a fixed A-B route between there magical spawning realm and my closest settlement, sure they destroy stuff in the way but it's still just a line. They can climb anything and swim so don't even use pathfinding. They only move spawn points after a beacon unlock.

Astari RP having no home/military settlement for us to destroy sucks. Hopefully you did this just to get the challenge "out there"

The Astari villages party on a timer, react the same way every time you set a fire or kill one or two of them.

Why don't archers don't shoot the climbing Astari? They really need way points if possible.

The Astari need to be weaker with less vision helped balance them against my archers. Would like to see swords /clubs/ spears first though. I hope your just testing the ranged stuff first!

Homeless, surely they should die or do something eventually, if they run out of stamina.

Astari should expand their villages and provide something more for us to destroy.

Limit Astari climbing, allow walls I create to mean something, let me create bottlenecks.

Edit-where is the wildlife?

Sculpting
I finding myself playing with sculpting in a totally different way now, I'm using the land defensively and not trying to spread out as much, minimally build abodes to get to the next beacon. Not sure if that is good or bad, but its different and looks nice.

Needing sculpting card active is not a good UI choice, its awkward to use and having the card selected stop me using god powers as quick, was much better before the change. Again I would like to toggle the level of sculpting not 1 or cliff level upgrade and no way back.

Feeling godly
I think Astari and my happiness should effect the area of influence protection of abodes. Maybe areas around a special shrine or temple size of areas shrink with happiness. I think overlapping areas are fair game as you'd do as much damage to your land as Astari.

Like the ability to upgrade stuff, would like to be able to control the level of upgrade I'm using and sculpting.

From weyworld, I'd like biomes as a godly brush (but very expensive to use and limited number?).

Abodes
Abodes types are a little boring and repetitive, like the new animations, but it would be cool if they had gardens that generated food before fields even if they connect to adjacent plots somehow.

Resources/timeline
Edit-Wheat or food should available from the beginning, gardens or fishing huts should exist.

Would like to see resources tradable between worlds.

If work is done on the timeline/cards and stickers they should allow you to assign followers as researchers/scientists/philosophers and other types to complete cards on timers (just like abodes even via a special temple/settlement/abode). I think this works well in other games and is much better than stickers.

Also you can only assign as many of these special followers as you create in the real world and while assigned they can't be used for anything else.


I may edit this and add more as I think of stuff.
Last edited by Spiderweb; 18 Dec, 2014 @ 3:42am
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Showing 1-2 of 2 comments
Rilf Danielson 16 Dec, 2014 @ 6:51pm 
I really like all these ideas, I only skimed it so maybe I missed something I wouldn't agree with but what I saw looks good!
Spiderweb 16 Dec, 2014 @ 10:44pm 
Most of these suggestions I've tried to keep to using what they have. I've done this while not trying to suggest any wholesale redesigns :)
Last edited by Spiderweb; 16 Dec, 2014 @ 10:45pm
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