Ratropolis

Ratropolis

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szabados Dec 22, 2020 @ 5:29am
Active Pause
It would seem that this game lacks an active pause. There are many players, myself included, for whom this is a make or break factor in our buying decision. Can you please confirm that this feature will be added later?
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Showing 1-15 of 89 comments
CheeseCard  [developer] Dec 22, 2020 @ 6:28am 
If what you're saying is pause, there's already a pause function in our game.[P-Key] Also, if you are using the Store or Quest or deck View feature, the game will remain stopped.
FroBodine Dec 22, 2020 @ 7:43am 
I think the question is if the game has an "active" pause, where you can pause the game and still give order, do stuff, etc. Then, un-pause the game and have your orders carried out.

I keep reading how brutally difficult this game is, so I hope there is a pause function where you can give orders while paused.

Finally - why do developers these days think they have to make their games the most brutally difficult game? Sure, there is a set of players who are crazy and like this, but there is also a huge fan base who just wants to enjoy games and not get beaten to death at every moment.

This game looks fantastic, but I hope it's not brutally, impossibly difficult like many reviews I have read are saying.
CheeseCard  [developer] Dec 22, 2020 @ 8:07am 
Originally posted by FroBodine:
I think the question is if the game has an "active" pause, where you can pause the game and still give order, do stuff, etc. Then, un-pause the game and have your orders carried out.

I keep reading how brutally difficult this game is, so I hope there is a pause function where you can give orders while paused.

Finally - why do developers these days think they have to make their games the most brutally difficult game? Sure, there is a set of players who are crazy and like this, but there is also a huge fan base who just wants to enjoy games and not get beaten to death at every moment.

This game looks fantastic, but I hope it's not brutally, impossibly difficult like many reviews I have read are saying.

Thank you for your detailed explanation. I understand what you wrote. We have consistently tried to ease the difficulty since early access. However, it is sad to have users who are too difficult or easy because they can satisfy as many users as possible by holding them well. It will be difficult to apply the function you mentioned right away, but I will keep paying attention to balance.
arnaud_defrance Dec 22, 2020 @ 8:24am 
To be honest I am of the same mind as OP. For deck-builders, having time to think is absolutely mandatory. Having time-limit is fine for multiplayers like Heartstone because there is a point about not making people wait, but for singleplayer? The lack of active pause really hurts.

And I am among the players who beat Slay the Spire on the hardest difficulty and things like that in games. It's just annoying to be pressed for time and speed for decisions in a game.

If I am fair, the game does have a "slow-down" when holding a card, so that is good. But I had the opportunity to play-test the game, and when your city expand and you need to find specific buildings (which you have to find and click periodically rather than have an ability bar of sort for some disputable design reason), it's IMMENSELY annoying to pan back-and forth in the left and right part of the village. It's even worse because the attacks comes from both directions.

It's really more the UI being clunky than the game being difficult.
Last edited by arnaud_defrance; Dec 22, 2020 @ 8:26am
Terran Dec 22, 2020 @ 8:46am 
I'm getting older and I don't really enjoy the thought of having to time-limit and stress myself with quick decisions. Sure, I can, and I will have to for many things, but if the option is there to play more chill then I'd enjoy that. Its sort of like chess - I love chess, but I cannot stand timed chess. When I'm given ten seconds to make a move, that's not fun for me - My brain can't keep up.

So, while this game LOOKS like a lot of fun, the thought that I'd have to stress over rapid fire decisions (Which is OK, but...) without a sort of "active pause" as OP said would be a deal breaker for me. Sometimes you just need to solve problems without having to do it in real-time.

I guess the game's too hardcore for me. Oh well.
FroBodine Dec 22, 2020 @ 8:54am 
Oh no. The game has no tactical pause, and ALSO has time limits? This is definitely no good for me. I was almost going to buy it, but not if it has time limits. Those are the bane of strategic/tactical gaming!

What kind of time limits does this game utilize, please? Where is the time pressure?
Last edited by FroBodine; Dec 22, 2020 @ 8:55am
szabados Dec 22, 2020 @ 8:56am 
So, guys... are you going to implement an active/tactical pause? Please keep in mind that this influences a lot of people in whether to get the game or not.
CheeseCard  [developer] Dec 22, 2020 @ 9:01am 
When this function is implemented, most users think that this function will be used. Then the direction of the game can be very different. We've been in the current direction for a long time and I think we should have time to think about it more.
Originally posted by CheeseCard:
When this function is implemented, most users think that this function will be used. Then the direction of the game can be very different. We've been in the current direction for a long time and I think we should have time to think about it more.

With-all-due-respect, you have SEVERAL people, myself, now-included, conveying to you that this is a serious problem that needs to be addressed, and it does not feel like you are taking this seriously. I am considering buying the game, because I like the concept, but, after reading many comments complaining about the UNFAIR-level-of-difficulty, and, now-knowing that there is not a real tactical-pause to this game, I, myself, am not sure that I want to buy this game.

You need to really pay-attention to what your customers/potential-customers are complaining to you.
FroBodine Dec 22, 2020 @ 9:34am 
Originally posted by CheeseCard:
When this function is implemented, most users think that this function will be used. Then the direction of the game can be very different. We've been in the current direction for a long time and I think we should have time to think about it more.

Well, of course it will be used if you implement it. That's why we're asking for it. Not sure what you're talking about here, but it must be a language barrier issue.
Thultex Dec 22, 2020 @ 9:45am 
When clicking/holding a card the game slows down to a crawl. You can take your time and think. I dont think this game need a full-pause option. It's just not designed this way.
Siliril Dec 22, 2020 @ 11:33am 
I'd like an active pause function, But it definitely would need to implemented carefully.

As an example, espionage when upgraded allows you to redraw immediately. If redraw can be done while in active pause then espionage could allow you to redraw indefinitely while the game is paused with only the piddly gold cost of espionage. That would totally break the game!

So we can't rush the developers on this. They must consider all of the cards and make sure the new mechanic wouldn't allow some cards to be overpowered.
Guy Dec 22, 2020 @ 1:27pm 
Really no active pause and yes you have a time limit per wave so you can't wait around forever. Each wave is harder and harder until you reach end wave boss, then after that it gets really hard. RNG also on which card you may get too.
devxx Dec 22, 2020 @ 1:47pm 
time limit per wave
please explain. unless they JUST added this limit, in the games i've played there is no "you must defeat this wave within 3 minutes" type of limit,
live die repeat Dec 22, 2020 @ 2:13pm 
I do think an active pause would hurt the game flow more than it would benefit the players. You already can pause if you are unsure about your strategy/tactics. Selecting cards also let's you chose without any time constraint. I don't think it will be more fun to play by repeatedly pausing the game, giving orders, unpause, pause again, and so on.
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