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As for the actual discussion: Dangerous Glades being the "correct" type of glade to open has been a minor issue of mine ever since I've started playing. Small Glades only being worthwhile if paired with a glade opening order isn't the worst thing by itself, but it also contributes to a sameyness in regards to your initial choices in the game. When I watch other people play I near universally see them just open a dangerous glade ASAP as part of their opening move and then picking your initial BPs depending on what you get. The fact that opening 1-3 small glades isn't an equally valid choice in terms of optimization is very much a shame.
On the other end of the spectrum, I'm also somewhat iffy on the way Forbidden Glades are implemented. I'd be interested to see how others see them in terms of useability, but I personally haven't opened a forbidden glade since reaching Prestige 5, as they just seem too far away and a bit too swingy to be worth it.
I don't usually open Forbidden either, except on the Marsh. Giant nodes are both fun and powerful.
Even though i have 800 hours in this game and think it's pretty darn awesome, i also have to admit i see it as a game which has enormously more potential than what it is now. And this whole topic is why.
The essence of the problem is imo the amount of corner stones that don't drastically alter the game play. There are maybe 2 or 3 that make you want to open a lot of small glades. There is one that would make you want to open forbidden glades if the game were not normally won in less time than it takes to even properly get ready to deal with forbidden glades. There are also a few other corner stones that drastically alter gameplay and mostly people complain about them being too OP.
Mostly however, they are drowned in a sea of rather meaningless cornerstones and any of these very influential ones come around only once in while. On top of that, only your 1 and 2 cornerstones really are in a position to truly alter your grand strategy completely.
The content of small glades also doesn't add to a victory condition or basic strategy. They are just really small bonusses that might or might not be worth the hostility cost, that isn't even truly interesting. The point is they don't influence your game.
I think a very harsh rebalancing could get the true potential out of this game. That would include:
-Scrapping 3/4 of the cornerstones
-Adding in a few new cornerstones that really are influential. (the total number really doesn't need to be nearly as big as is though)
-Increasing the average game length so there is more time for different strategy planes to work out. (like one based on the secure perimiter cornerstones)
I repeat. The game is awesome. I hope it is not taken as harsh criticism, especially not by potential new players. Maybe the reason i look at it like this is because i have 800 hours into it and that makes me want more diversity. Maybe that led me to optimize too much into the existing meta playstyle. But still, i do believe it could be better. The diversity with the cornerstones is exactly what could prevent such an existing singular playstyle. And it does, sometimes, but just rarely once in a bluemoon when you get those few odd cornerstones out of that ocean of bland ones.
Making sure that every Small glade has either coal/copper, fertile soil or a geyser could make them worth the gamble.
people who think smalls are in a good place think "don't open small glades" is outdated & they've been buffed enough to open them on a regular basis
one thing ppl miss I think is that the geysers in small glades are heavily weighted towards drizzle water. got no drizzle water for your food production building? open a small glade or two
Ah, hate to say it, but removing 3/4 of the cornerstones is well above the amount of developer time and effort to be worth it and practical. Adding new cornerstones is always good, though there's always the problem of bloat looming around. Just look at Binding of Isaac, with so many items you literally need to have a wiki open to play the game for a new player.
Also, games are like, 1-2 hrs each. That seems like a pretty good length to me, but that's super subjective so I would suggest a compromise: modifers that play with game length, increasing and decreasing reputation and impatience thresholds. There's modifiers that just increase impatience, but none which plays with reputation.
But i as said, i do think there is a lot more potential in the already great game that could come out if that were done. Maybe it can be an idea for if there ever is going to be a AtS 2 or an major expansion or something.
Bloat, thats exactly the problem why a good chunk of them need to be removed.
I am not talking about game length in hour, but in game years. As it is, a games just don't last long enough to make forbidden glades and some other game plans / strategies really a sensible option.
Unless having weak and strong perks is part of the design, in this case, perks will remain unchanged.
After reading this, I might honestly just play a few dozen games with opening 2 smalls versus 1 dangerous in the year 0-2 cycle and see how I do. Maybe I'm too biased from the earlier days before they added all the other things to the glades.
It doesn't have to be about weak vs strong. They must be game changing. Of course the only way a player chooses a game changing cornerstone is if it is somewhat strong.
Or if there are only game changing options. :)
Same is not only true for cornerstones btw. The forest mysteries are similar. You start the game, you check the effects. The vast majority can be safely and entirely ignored, a small minority you need to take note of. Always makes me wonder why the other ones are even there.