Godus
This is how you speed up the play of this game
This is how you speed up the play of this game. Sacrifice people in the thousands. I know you are thinking it cost 100 to sacrifice that is true but 500 gets you 1000, 4k gets you 10k and 12.5k gets you 50k. This is how you build up your belief from there you just keep sacrificing people and buying belief or whatever you need using gems. They will be your prime resource. Build about 20 small sand huts right buy the pit of doom sacrifice these people when the are off cd and that is all you need to speed up this game. If they are all on cd sacrife others it is fine one fountain keeps your happiness at 100%. If you sacricie 200 people and still think the game goes slow then I dont know what to tell you i am having zero down time. I have sacrificed 2k+ peeps but it is ok with me they respawn so fast it doesnt slow down my pop gain
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Yeah, I was going pretty slow until I figured this out. I think the problem is that being the "bad" god isn't most people's first inclination. I know I would much prefer an alternative to the Pit of Doom that doesn't send hundreds or thousands to their death.

An example of what is needed:

Temple of Worship

• Found over the mountain ridge from the Pit of Doom (not much farther, but make players skip over the evil to get to the good).

• Leash Breeders to the Temple and they will offer grain for the *chance* of it being converted to a gem. The chance starts at 50%, but you gain a lower chance with each subsequent grain offered that day.

Also put the same chances on sacrificing at the Pit, so that it does not dominate the gameplay. At the same time, allow the player to accomplish more with his/her belief, but introduce more threats to the villagers.
~Niccom~ lähetti viestin:
An example of what is needed:

Temple of Worship

• Found over the mountain ridge from the Pit of Doom (not much farther, but make players skip over the evil to get to the good).

• Leash Breeders to the Temple and they will offer grain for the *chance* of it being converted to a gem. The chance starts at 50%, but you gain a lower chance with each subsequent grain offered that day.

Also put the same chances on sacrificing at the Pit, so that it does not dominate the gameplay. At the same time, allow the player to accomplish more with his/her belief, but introduce more threats to the villagers.

Not found, built. The preexisting structure system is bad design, as it forces the experience to be on rails based around the map design and where they're placed. This is counter to the idea of a sandbox experience (which personally I think Homeworld should be entirely, with Voyages for less sandbox stuff).

I'm not sure I understand the whole grain offering suggestion, why would you reduce the chance of receiving gems with each offering other than to try to balance the experience out mildly?

Here's my own suggestion from before yours about the same idea:

Wouldn't the good alternative to the Pit of Doom be as simple as a Temple of Worship, where you can leash your followers to in a similar fashion, only instead of sacrificing themselves they're collectively praising you and offering up sacrament? Honestly, I'd love to see the Pit of Doom be less harsh and allow for a flipping of happiness. Sacrifice so many people and while initially there are the existing downsides (breed less often-preferably somehow changed), eventually when you hit zero happiness it suddenly switches around to where sadistic actions are found pleasurable to your followers, changing their disposition. Once this is done, the more sacrifices and other cruel stuff you do, you get boosts of happiness, more gems, and instantly collectible belief from abodes with each sacrifice/cruel action.*

The flipside of this is if you go the Temple of Worship route, it's easier to pull this off somewhat, but makes responses to stuff like destroying your own followers' stuff for whatever reason reduces their happiness, making the "good" approach a balancing act in its own right. (E.g. "good" gifts would reduce the happiness of cruel followers, as would stuff like beautify, and so on. You'd make appropriately themed gifts/powers for the cruel side to complement the good side.)

*To clarify here a little, the same sorts of results would occur with positive actions. The only major difference is thematic.
Viimeisin muokkaaja on Gmr Leon; 20.8.2014 klo 16.54
well nerfing the pit of doom would slow the game back down i already experience pathing issues with the pit of doom and it is a juggling act to balance sacrificing with maintaining belief enough to not have down time.. i would also like the option of haveing a good alternative but they say you cant have your cake and eat it too i think that this is a good example for that phrase.
The idea of giving a chance of a sacrifice or offering giving a gem is two-fold:
1. The player is excited when they get one, rather than always expecting the same result.
2. Deminishing returns balances the game to disincentivize continuously sacrificing/offering (at least until the next hour ticks over).

I don't think having to make your followers happy is enough of a trade-off, since the player already wants to do that to boost rate of belief in abodes and to avoid losing followers to the Astari. That is UNLESS the happiness system got fixed so that it's not easy to keep everyone happy just by building a fountain and tree of joy. Then you could do all sorts of cool things instead of offering grain.
Angry 21.8.2014 klo 16.19 
Gmr Leon lähetti viestin:
~Niccom~ lähetti viestin:
An example of what is needed:

Temple of Worship

• Found over the mountain ridge from the Pit of Doom (not much farther, but make players skip over the evil to get to the good).

• Leash Breeders to the Temple and they will offer grain for the *chance* of it being converted to a gem. The chance starts at 50%, but you gain a lower chance with each subsequent grain offered that day.

Also put the same chances on sacrificing at the Pit, so that it does not dominate the gameplay. At the same time, allow the player to accomplish more with his/her belief, but introduce more threats to the villagers.

Not found, built. The preexisting structure system is bad design, as it forces the experience to be on rails based around the map design and where they're placed. This is counter to the idea of a sandbox experience (which personally I think Homeworld should be entirely, with Voyages for less sandbox stuff).

I'm not sure I understand the whole grain offering suggestion, why would you reduce the chance of receiving gems with each offering other than to try to balance the experience out mildly?

Here's my own suggestion from before yours about the same idea:

Wouldn't the good alternative to the Pit of Doom be as simple as a Temple of Worship, where you can leash your followers to in a similar fashion, only instead of sacrificing themselves they're collectively praising you and offering up sacrament? Honestly, I'd love to see the Pit of Doom be less harsh and allow for a flipping of happiness. Sacrifice so many people and while initially there are the existing downsides (breed less often-preferably somehow changed), eventually when you hit zero happiness it suddenly switches around to where sadistic actions are found pleasurable to your followers, changing their disposition. Once this is done, the more sacrifices and other cruel stuff you do, you get boosts of happiness, more gems, and instantly collectible belief from abodes with each sacrifice/cruel action.*

The flipside of this is if you go the Temple of Worship route, it's easier to pull this off somewhat, but makes responses to stuff like destroying your own followers' stuff for whatever reason reduces their happiness, making the "good" approach a balancing act in its own right. (E.g. "good" gifts would reduce the happiness of cruel followers, as would stuff like beautify, and so on. You'd make appropriately themed gifts/powers for the cruel side to complement the good side.)

*To clarify here a little, the same sorts of results would occur with positive actions. The only major difference is thematic.

+1 Great suggestion Leon
I still wonder how people playing on the Pc are complaining about the speed of the game
Croyal lähetti viestin:
I still wonder how people playing on the Pc are complaining about the speed of the game
Quite simply put? Sacrificing a full leash-capacity of followers generally has 10% of them being ignored, and 20% of them "getting stuck".
If you then continue leashing more and more, the pathfinding overwhelms the game and there's a 50-50 chance that all of them will jump into the Pit of Doom, but the game loses track and they all get stuck there.

Only to retreat back to their homes the next time your homeworld gets loaded.
On top of that, the pathfinding of so many followers at once severely hampers the games performance, because the game was never designed to have so many followers moving across the map at once.

To compound this all, while it is an efficient method. Most people aren't looking forward to spend an hour leashing people to the Pit of Doom.
Its about a compelling of an experience as collecting belief. The players who want to skip over that tedious part have come to the conclusion that cheating in gems and belief is a more effective approach.


The rest of the players most likely believe that its too much of a hassle to cheat or mass-sacrifice, or they believe that mass-sacrifice is the "wrong" way to play.
i was looking for this game but i don't want to be force to kill thousands people !
Totally understandable, Dieud. It also bugs me that 22cans comes out with updates so infrequently given the problems, when many indie devs can come out with updates frequently.
Or you could just use a memory editor.
~Niccom~ lähetti viestin:
Totally understandable, Dieud. It also bugs me that 22cans comes out with updates so infrequently given the problems, when many indie devs can come out with updates frequently.

They're not working on PC, and haven't since at least March of 2014 (6 months) and many people speculate that even the 1.3 branch was part of the mobile sprint and the last time they actively worked on PC mechanics was September of 2013 (12 months ago).

Everything we see now is a port of the mobile branch of the game to PC, more of a doggie biscuit to shut up the yapping dog, instead of a full meal.
Danjal lähetti viestin:
Croyal lähetti viestin:
I still wonder how people playing on the Pc are complaining about the speed of the game
Quite simply put? Sacrificing a full leash-capacity of followers generally has 10% of them being ignored, and 20% of them "getting stuck".
If you then continue leashing more and more, the pathfinding overwhelms the game and there's a 50-50 chance that all of them will jump into the Pit of Doom, but the game loses track and they all get stuck there.

Only to retreat back to their homes the next time your homeworld gets loaded.
On top of that, the pathfinding of so many followers at once severely hampers the games performance, because the game was never designed to have so many followers moving across the map at once.

To compound this all, while it is an efficient method. Most people aren't looking forward to spend an hour leashing people to the Pit of Doom.
Its about a compelling of an experience as collecting belief. The players who want to skip over that tedious part have come to the conclusion that cheating in gems and belief is a more effective approach.


The rest of the players most likely believe that its too much of a hassle to cheat or mass-sacrifice, or they believe that mass-sacrifice is the "wrong" way to play.

This is an issue I understand your frusteration but i got past this and this is how. The followers get STUCK if the run into each other so what you want to do is get a straight line of followers to go to the temple ore spread out the leash get the followers from every other house. also when the do get stuck if you zoom in you will see a line of followers and one guy that is not in that line he is blocking the way if you release him then the others will continue on their merry way. Pay attention to which ones are line blockers as they will continue to do so. Then on the next leash sacrifice dont sent that guy. I have sacrificed 3.6k followers the no longer get stuck when i send them as i have learned which ones not to send. Not saying this should not be fixed just trying to help make the game playable for you guys.
I tend to sacrifice about 5 or 7 at a time. pick houses in a row. usually that fixes the blocking issues as well. when they get to the temple then leash the next 7 etc.
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Lähetetty: 20.8.2014 klo 16.24
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