Dawn of Man

Dawn of Man

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Green Gnoblin Jun 7, 2022 @ 3:13pm
Game is not dead. It's finished. Here is why.
I have read a bunch of threads where people are saying that this game is dead. If by dead they mean abandoned then is not. This game is finished. Is it perfect? no. Hell, there is no perfect game. Every game can be improved because every game has flaws.

This game was made by 2 developers, one artist and one programmer. They worked for years and once it got released they worked another extra year polishing and adding more features. They had a goal and it succeded.

Is it disappointed that with the potential this game had that they stopped working on it? yes, in deed it is disappointing, but everything has an end.

They manage to deliver a great game. If you like it then apreaciate it, instead of complaining "is dead" or "is abandoned" just because you liked the game so much that you want more but can't have it.

Please, stop making threads about how incomplete the game is, because at the end, so is every game.
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Showing 1-15 of 20 comments
I think there are trolls that like to find games with dedicated fan bases and wind them up with crap like this. Pretty clear this game was never some AAA , Star Citizen type project that was promising the world. Its a small project that delivers on what it promised I'd say
Green Gnoblin Jun 9, 2022 @ 3:31am 
Originally posted by Baronvonchickenpants:
I think there are trolls that like to find games with dedicated fan bases and wind them up with crap like this. Pretty clear this game was never some AAA , Star Citizen type project that was promising the world. Its a small project that delivers on what it promised I'd say
maybe. I also think that it can be selfish players that want developers make their perfect game and if it is not enough they just trash talk because it does not fill their desires.
Fjarlock Jun 9, 2022 @ 2:30pm 
i just wish controlling the characters would work and they would stop walking somewhere in the middle of winter without clothes, directly into the arms of attackers or just don
t take stuff woth them if they walk in that direction
pdoan8 Jun 9, 2022 @ 3:24pm 
Originally posted by LividDragon:
i just wish controlling the characters would work and they would stop walking somewhere in the middle of winter without clothes, directly into the arms of attackers or just don
t take stuff woth them if they walk in that direction
You need to eliminate those far away tasks. Otherwise, the game keeps assign people to those far away tasks.

If your people travel very far just to retrieve a piece of meat or something, you can delete the resource and eliminate the task.
Draken Jun 9, 2022 @ 3:56pm 
Honestly, the only way you should get far away tasks are hunting and the animals running away, or you want a lot of megaliths.
Both are tasks you should monitor from time to time and don't undertake while your workload is high.
That way the characters should start the longer journeys with full need bars, and empty inventory and appropriate clothing.
Calico-Jack Jun 12, 2022 @ 11:52pm 
Originally posted by Baronvonchickenpants:
I think there are trolls that like to find games with dedicated fan bases and wind them up with crap like this. Pretty clear this game was never some AAA , Star Citizen type project that was promising the world. Its a small project that delivers on what it promised I'd say

The thing is certain other games(*cough* Fortnight) condition people into thinking regular updates is a sign that the devs still love them. Then add in Early Access titles. There is a whole generation of gamers that grew up with games appearing to be in continual flux

And then yes there is that one troll in this discussion area that just seems to keep reeling them in.

I also feel that in a way Dawn of Man has created its own niche - it did something no other game had done and now it has done that thing we can all see ways it could do better.

For me it came along at the exact moment I really had an itch that I couldn't scratch. A game like Sim City where you always start with an empty area and then fill it based on an outdated model of car-centiric city planning, just didn't do for me.

I really really wanted a game, well, like Dawn of man. Tracing the evolution of dwelling sites that grew organically out of people's need for the resources the site had around it, and that arriving technologies would morph and change the shape and even function of the site over time.

And it did that.
Last edited by Calico-Jack; Jun 12, 2022 @ 11:53pm
Calico-Jack Jun 13, 2022 @ 12:09am 
Originally posted by Draken:
Honestly, the only way you should get far away tasks are hunting and the animals running away, or you want a lot of megaliths.
Both are tasks you should monitor from time to time and don't undertake while your workload is high.
That way the characters should start the longer journeys with full need bars, and empty inventory and appropriate clothing.
TBH the core concept of time = your main resource is what I love about the game most.

Building megalithic structures stopped because of the time and resources they took to complete and at a time when resources started becoming scarcer - people had to spend their time elsewhere.

Where the game is limited is how it deals with settlements - it is not programmed to have more than one. This was something I experimented heavily with - setting up smaller resource focussed settlements with the intention of using trade to supplement the other missing resources. But what started happening was death marches. The game considers all buildings to be part of the same settlement, so would try to ferry goods between stores accepting those goods, even if the store was on the other side of the map. The other limitation is how the game decides what is and isn't a settlement. It does this because it sends traders and they have to have a destination, the first fire you place takes on this role. Building two fires very far apart really gives the AI a headache.
admiral8q Jun 15, 2022 @ 10:34am 
For the long-range tasks, I have some tricks that work (mostly). Build a tent close or halfway between the long-range task. For water, on inland parts, you can build wells anywhere. That helps alot. Never cut down fruit trees, service trees, or chestnut trees. If hungry, they go straight for those (if in season).

The tent or 'house' thing should only be temporary though until the long range task is complete, like mining, getting stoned, or moving a megalith.

-----

On another note, if they kill a wolf or something way out in the boonies, don't let it be set for skinning. Cancel that task. Also if someone dies way far away, delete (recycle) their items they dropped.
Draken Jun 15, 2022 @ 12:10pm 
@admiral8q
Good tips. Though I would add that you should disable the automatic water gathering task of any well you build out of the settlement. Else you have people going to them all the time to gather water.
Ataxio Jun 15, 2022 @ 4:36pm 
Well said OP
Calico-Jack Jun 15, 2022 @ 9:42pm 
Originally posted by admiral8q:
Build a tent close or halfway between the long-range task.

The issue with doing this is the game counts that temporary house as part of the settlement and you can end up in a situation where the game will try to assign inhabitants after births. Then you get into a loop where you will have some inhabitants burning up most of their time walking to and from the house.

I think the devs went with this because they wanted olayers to settle rather than let players migrate around the map as resources were used up
threethreethree Jun 16, 2022 @ 6:25pm 
I think that this game is supposed to be about growing your one village...not colonizing the map with multiples. For some reason, there are a few misconceptions and mis-expectations about what the game is, this being one of them, and so most of the disappointments stem from this.
admiral8q Jun 18, 2022 @ 11:46am 
Originally posted by Calico-Jack:
Originally posted by admiral8q:
Build a tent close or halfway between the long-range task.

The issue with doing this is the game counts that temporary house as part of the settlement and you can end up in a situation where the game will try to assign inhabitants after births. Then you get into a loop where you will have some inhabitants burning up most of their time walking to and from the house.

I think the devs went with this because they wanted olayers to settle rather than let players migrate around the map as resources were used up

I agree which is why I only do it temporarily. Not long term. Help prevent people dying from travelling far. But then after the goal is accomplished, like moving a megalith closer, then scrap it.
Calico-Jack Jun 18, 2022 @ 12:14pm 


Originally posted by admiral8q:
Originally posted by Calico-Jack:
The issue with doing this is the game counts that temporary house as part of the settlement

I agree which is why I only do it temporarily. Not long term. Help prevent people dying from travelling far. But then after the goal is accomplished, like moving a megalith closer, then scrap it.
Fair enough, I just wanted to make sure for anyone else reading the post that there are potential pitfalls, rather than critcise your playstyle.
Last edited by Calico-Jack; Jun 18, 2022 @ 12:16pm
DrunkinGamir Jun 19, 2022 @ 11:16am 
Good game, still want more. Maybe they are making a second... Rather than improve on something that can be considered complete maybe they are just making a better version and didn't want to change a game that many are satisfied with.
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Date Posted: Jun 7, 2022 @ 3:13pm
Posts: 20