View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0017563 | Stars Beyond Reach | GUI | Sep 28, 2015 10:06 pm | Sep 29, 2015 11:09 am | |
Reporter | ptarth | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | won't fix | ||
Product Version | 0.911 (Act I Polish) | ||||
Summary | 0017563: Current tile pollution no longer visible | ||||
Description | In v2 we were able to get information on how much pollution was currently on a tile, we've lost that in v3. Can we have it back? | ||||
Tags | No tags attached. | ||||
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That's something that was designed not to matter anymore. Of course, that's turned out to be bogus in the current pollution model -- it does still matter. However, I've got another revision coming up today that should make that not matter. Needing to see the amount of pollution on a tile, when that pollution is flowing past, is something that does not fill me with happiness. ;) It's something that I feel like leads to player confusion (wait! that was a totally different value last turn!?!?), and also a distraction in terms of minor-numbersy preoccupation. I'm all for numbers, but I just want to make sure that the focus remains on the correct ones. In various past games (Skyward Collapse comes to mind) we've been criticized for not really focusing on the correct numbers and just overwhelming players with everything they could possibly know about whatever the thing is. That's something I'm trying to get away from in terms of there no longer being two tiers of information: the one that you absolutely have to know, and the stuff that only advanced players care about. I'm trying in general with the game to keep things, when it's about numbers to more of a "everyone cares about all of this, but advanced players care about it more" design. And going along with that, is it FUN as an advanced player to care about that thing? For pollution the answer to me is no, because it just fluctuates too much. Anyway, so I absolutely welcome feedback on your part on the pollution model as it evolves in the coming week or so, and I totally get where you are coming from with this request. My goal is not to directly meet this request, though, but instead to satisfy your desire in a different way so that this request is no longer something you want. If that makes sense? Big wall of text, but hopefully that clarifies what I'm thinking about with this, and potentially helps you help me figure it out in coming builds, heh. The next build will have very different pollution mechanics that I think will be a big step in the right direction, so let's see how things are after that as step one. |
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No worries. I was trying to see how much pollution was required to lead to death, so I could figure out why my guys were dying. I was also curious to see just how much pollution was in the massive clouds that were accidentally drifting into Evuck territory. If it is not too much to ask, can you post the pollution effects mechanics with each revision? Cheers. |
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Yep, you bet! |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 28, 2015 10:06 pm | ptarth | New Issue | |
Sep 29, 2015 9:34 am | Chris_McElligottPark | Note Added: 0043127 | |
Sep 29, 2015 9:34 am | Chris_McElligottPark | Status | new => closed |
Sep 29, 2015 9:34 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Sep 29, 2015 9:34 am | Chris_McElligottPark | Resolution | open => won't fix |
Sep 29, 2015 10:42 am | ptarth | Note Added: 0043128 | |
Sep 29, 2015 11:09 am | Chris_McElligottPark | Note Added: 0043130 |