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IDProjectCategoryLast Update
0014919The Last FederationSuggestionMay 5, 2014 10:07 am
ReporterMisery Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version1.012 (War And Spies) 
Fixed in Version1.013 (Love, Hate, And Challenge) 
Summary0014919: Dramatically reduce event length
DescriptionEven with the now properly slowed down pacing of the game, almost all events that can occur for a given race take way, WAY too long.

A housing boom, for example... 300 months is... a little crazy for this. As is diseases, or whatever else. They all have pretty much the same problem.

It can make the given problem seem permanent, and seem like something that you cant strategize against. In addition, it also can make things seem stale. Right now, you can have very few events over the course of the game, with each one being super long, so they dont really create interesting situations much, because you sorta get used to their constant presence, AND their effects tend to be rather slow.

If they were short, you could get events occurring more frequently, constantly requiring that the player pay attention to them and consider them in their plans. Alot more interesting. The strength of the effects could be boosted to accommodate this. Less of a feeling of helplessness with this method too. Currently you might see something like a disease or pollution that's killing off population, and think "Ugh, that populations is just going to keep having the high death rate for half the game... there just isnt anything I can do to stop it while it's going", and instead it could be more like "Okay, they had this disease over the course of this last year. It's dissipated now, so it's time to figure out how to best deal with the aftermath and effects it had". Again, alot more interesting.

Not to mention some of them just seem really silly at such crazy lengths. Taking 400 months just to find more doctors to hire? What? Stuff like that gets a little nonsensical.
TagsNo tags attached.
Internal WeightNew

Activities

Winge

May 3, 2014 7:46 pm

reporter   ~0037307

I agree--events should have a much shorter duration, but a more significant impact. Overall, their effect would be less (because 300+ months? Really?), but it would be more immediately noticeable.

Coppermantis

May 4, 2014 2:25 am

reporter   ~0037312

Definitely agree. Peltians got an AFA insuegency crisis and it irredeemably tanked their public order, despite my constant efforts to improve it. Could use some shortening.

jonasan

May 4, 2014 4:25 am

reporter   ~0037316

i can see that the natural length of some of these events is too long and would agree that they need to be adjusted/reduced.. but i still would really like to see more player interaction directly with these events and i'm really hoping that is where chris is going to begin with the coming quests... i want to be able to alleviate these crises through my actions... and i would like (if they were shortened) to also perhaps be able to extend the length through my actions aswell.

DarkenMe

May 5, 2014 8:50 am

reporter   ~0037359

i think jonasan made a point, here. some lengthy events might be nonsensical, but still they are quite interesting for a slow paced game, as long as we can influence them through gameplay

Misery

May 5, 2014 9:04 am

reporter   ~0037360

Oh, I can agree with that bit.

But their starting length, at least, is still MUCH too long.

Granted, for certain specific ones, it's not as bad.... something like the "heavy global pollution" one for instance.... yeah, that's gonna be a long one. But so very many of them should be less than 40 months or so, if that.

The idea of influencing them though is a good one. Influencing nearly-ended riots to go longer and create more distraction/chaos, that sorta thing could be pretty fun to do.

Chris_McElligottPark

May 5, 2014 10:07 am

administrator   ~0037367

Thanks!

* In recent versions of the game, the length of events lasting was one of the things that had been adjusted to last super long periods of time. These now happen 8x times faster than before, in terms of how long they last. This was one of those cases where actually slowing them down made them MORE of an effect, rather than less.

Issue History

Date Modified Username Field Change
May 3, 2014 7:20 am Misery New Issue
May 3, 2014 7:46 pm Winge Note Added: 0037307
May 4, 2014 2:25 am Coppermantis Note Added: 0037312
May 4, 2014 4:25 am jonasan Note Added: 0037316
May 5, 2014 8:50 am DarkenMe Note Added: 0037359
May 5, 2014 9:04 am Misery Note Added: 0037360
May 5, 2014 10:07 am Chris_McElligottPark Internal Weight => New
May 5, 2014 10:07 am Chris_McElligottPark Note Added: 0037367
May 5, 2014 10:07 am Chris_McElligottPark Status new => resolved
May 5, 2014 10:07 am Chris_McElligottPark Fixed in Version => 1.013 (Love, Hate, And Challenge)
May 5, 2014 10:07 am Chris_McElligottPark Resolution open => fixed
May 5, 2014 10:07 am Chris_McElligottPark Assigned To => Chris_McElligottPark