Feedback pdf

Thankyou for the specific areas. I was thinking of generally looking at how structure and organization affected flow.

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Reply #1 Top

What?

Reply #2 Top

The founder.pdf is a great read.  I like that Brad is very critical and that he shares this kind of stuff with us.  Plus all the stuff being covered is looking and good - can't wait to see it.

 

I also find it somewhat amusing as a (nongame) developer myself because I've been on both the giving and receiving end of emails full of screenshots and commentary that look remarkably like his pdf.

Reply #3 Top

I plan to keep putting my feedback up in the founder's vault during devElopement.  :)

Reply #4 Top

Very cool.

Reply #5 Top

I was just thinking.  It's Saturday morning and Brad just replied to a forum thread.  And I'm not that surprised.  It's something as a Stardock fan that's easy to take for granted - but it's not exactly normal.

 

He's the head of a fairly major software company, involved with multiple big projects, is surely a very busy person.  Yet he watches forums and stuff and regularly interacts with players and fans.  It's crazy stuff.

 

Stardock in general rock with communication and interaction - it's one of the reasons I (we) love them as a company.

 

 

Thanks!

 

Reply #6 Top

Just got reading the feedback. First these things is what I like to see in the vault more than anything else it at least gives me an idea of what the game is like. I actually get no negative impression. It just sounds like you are commenting on what is being done in the game. As far as issue 15. You for some get reason gives me an impression that you want a game that encourages you to be merciless. The options still give you points for your choices is fine, but if I still pick a benevolent option you are not rewarding me except that just makes me benevolent. If I pick the pragmatic option I  a +25% research bonus. If I pick an merciless option I get a 50% bonus. If there are other planet settling options that balances this out by have the higher bonuses on the other choices than that would balance that out, but if there are not an equal number of events that will give you higher bonuses for the other choices then you are still making a game that supports you to be merciless. If you are going to be anything else the game will give you less rewards for doing this. I still would like to see this balanced out when you decide to do something else than merciless. This still presents my question is that why do you make a game that encourages you to be merciless and not the other idealologies. My suggestion is that instead of giving a penalty for one choice that is always benevolent or no bonus, giving pragmatic no bunus or a lesser bonus, and giving merciless the biggest bonus. Either give a different equal bonus for each choice, or have different events that will reward benevolent or pragmatic with the highest bonus's instead of just always merciless. This way we have a game that will at least reward your non merciless choices. Anyways can you tell me why you make a game that encourages you to be evil.

Reply #7 Top

I guess the idea is the only reason why people are benevolent is so they can feel good about themselves.

Reply #8 Top

Quoting sleepyx732, reply 7

I guess the idea is the only reason why people are benevolent is so they can feel good about themselves.

End of sleepyx732's quote

Closer to the truth than you think

Reply #9 Top

Well I found that in life their are a lot of benifits from being good, but this game encourages you for being evil I'm talking about the random events when their are benefits to the other choices that the game doesn't acknowledge.

Reply #10 Top

As for life itself, the people I know that are benevolent do so because it is the only way they know how to be. Many people consider it a weakness.  I don't.

As for the game, the balance between good and evil decisions was definitely off as a gameplay thing. 

Reply #11 Top
@Admiral I think you're basing it too much on one screenshot. You can easily flip that choice such that the benefits are the opposite.
Reply #12 Top

I hope this is more balanced this time. I agree that this could be balanced with different events favoring different choices which from that screen shot I hope at least they do that. I at least want to hear from stardock that they fixed that.

Reply #13 Top

Read it, was funny to read indeed, Critics are always good, why? because it allows you the make the end result even better \o/

Reply #14 Top

i agree with admiralWillyWilber i just got around to reading the pdf today and the first thing that popped up was well there going to make being good suck again

this event was pretty much the same event in gc2. Unless there is some way to balance it either through the ideologies tree or some other way; it will make the ideologies worthless.

with this event could have some serious negative repercussions for the evil side increased death rate high chance of rebellion increased costs for medication

but ATM its merely hey you're good here's a puppy

hi your evil? yes sir we'll start building that atomic death ray right away.

 

why be good when evil has a better benefits package?

is there some system in the ideology tree where i can only choose one path? or a maximum number of perks? if i can max out all perks eventually it becomes pointless, if i can accrue points however i want and then choose the perks i like as well it becomes pointless

make a bunch of overpowered evil choices throughout the game and then pay the extra cost on the minor benevolent choices; choose the benevolent ideologies and the universe sees me as a good guy while my citizens are suffering due to symbiotic pain causing intelligence boosters.

Reply #15 Top

Quoting androshalforc, reply 14

my citizens are suffering due to symbiotic pain causing intelligence boosters.
End of androshalforc's quote

There's a pill for that.

 As long as I can modd, there'll be no problem I can't fix for myself and maybe for those who can't.