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Vikings Dynasty – Tempest and Fate
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10
Why do new players keep leaving?
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BoD[6-4]
Diposting pertama kali oleh Tinkuwu:

Click on your quote. It's your words. If anyone is being delusional, it is you, refusing to learn and refusing to acknowledge your own words. I wish you'd refuse to pay for your internet so you'd stay off of it.
My words are "I refuse your (not) help and the game won't have a second chance. Plus your not deserving of trust"

In fact the full quote actually is:

Diposting pertama kali oleh BoD6-4:
Diposting pertama kali oleh Tinkuwu:
Learning can be fun. Give it a chance. I will teach you.
No thanks. The game had a chance at the time and it utterly wasted it. No way I'm giving it a second chance it doesn't even remotely deserve. It should have kept me interested when I tried. Plus, now from games I pretend the kind of realistic animations a pvp game will never give, expecially a game like Mordhau

You're not deserving of trust as your arguments are at the same level of those who almost made me completely quit KoF XV

Also, you just take words out of context. In fact in your mind you say "if I delete the other words he said I can make it look like he said what I want to believe he said"

Here's a little scheme

- "The game had a chance at the time and it utterly wasted it. No way I'm giving it a second chance it doesn't even remotely deserve. It should have kept me interested when I tried." = "the game won't have a second chance"

- "No thanks." + "You're not deserving of trust as your arguments are at the same level of those who almost made me completely quit KoF XV" = "I refuse your (not) help" + Plus your not deserving of trust"
1
Anybody playing cuz Alien Earth?
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Trance
8
Strange AI behavior after patch 1.5.3 (Bug report)
Diposting pertama kali oleh Mike:
Diposting pertama kali oleh U.S.M.HunkUmbrella:
Oh thank you Mike.
But if I correctly remember, at some point they did write that they do read all forums.
BTW, I don't think they will fix it quick, or it is something serious or game breaking.
This thing is fixing itself by the Spawn Bubble around Player itself, as soon as you leave this area and return back, the game engine would kill or reload entities there.
It is just a report for further tweaking of AI.

The developers pinned a topic about bug reports, and at the bottom of the post it says developers won't review the discussions here. They might casually browse the forums occasionally, but the bug reports need to be logged in their system properly, and they need your contact details, hardware specs, detailed steps to reproduce, savegame files, and so on.

https://steamcommunity.com/app/1643320/discussions/0/4626980689722533025/

Thank you for explanation and reminding Mike.
I totally confused the reply from WARNO devs then.
I have recalled why I do still create and created Bug posts on Steam Community, on my previous reports I just share the link to the post and add more details on their website submit.
And at the same time, I have a feedback from Community, that somebody did notice or had this bug too, or maybe I made a mistake and this is not a bug and other things like these.
I haven't post any bug reports since 1.5.0 and earlier versions, but 1.5.3 seems to break the AI for me.
I have deleted old save slots, started the new game, verified game file and it is just a mess.
From my last post I have encountered so much strange AI behavior, that I never encountered on 1.4... builds and I did finish the game 3 times on these builds without much of the issue.
But now, the thing with AI is everywhere.
I don't know, is it only me or 1.5.3 did break AI for everyone.
Sure there were problems before, but for me personally not on a such scale.
Di forum "dotAGE Diskusi Umum"
0
My general thoughts on dotAGE
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Seud
/!\ Be warned - this is going to be VERY long.

While scouring the discussions a few days ago, I stumbled upon this review
https://steamcommunity.com/app/638510/discussions/2/599658601187084481/

I honestly felt a certain resonance with their thoughts, but I couldn't figure out why exactly - however, after thinking about it, I think I may have a few answers.

As a preface, I would like to say that I really enjoy dotAGE, as it merges two of my favorite genres together (Roguelikes and city builders) just like Against the Storm, but in a completely different way.

However, I do feel that just like the other commenter felt, the game has two secret domains that oversee all others : Inertia and Planning.

The Domain of Inertia makes sure that the outcome of your village is highly dependent on how your game is going - if you are above the curve, then you have a good chance of being able to win the run since only omens will affect you and you will usually have the surplus resources to deal with the effects (as long as you plan well, more on that later). On the other hand, getting a couple of bad events early on will generally set off a chain reaction that will doom your village eventually - even if it takes hours to really show. As a personal anecdote, it was heartbreaking watching my GF lose nearly half of events from page 3 onwards and yet trudging on, determined to survive, before finally the game allowed her to lose on page 6.

The Domain of Planning makes you have to plan for everything if you want to win. Between the relentless scaling, the precisely calculated resource and building economy, the nearly mandatory placement bonuses, the job system and the lack of reliable "OP" potential, you basically have to plan your turns precisely and well in advance if you don't want your pretty little village to be ruined. As soon as a prophecy page is shown, you basically have to prepare a plan on how you'll balance expansion and protection, which order to research buildings in, what kinds of events can the game throw at you to prepare countermeasures and then every turn you have to make sure your pips are not wasting time or resources generating more protection than you need, that your production chains are neither understaffed nor stealing precious labor away from other things, and plenty other details - after all, Inertia is watching and making sure that small mistakes or oversights snowball into larger ones, and even with a comfortable advance, you are one unlucky omen or prophecy page away from evaporating your progress, without even realizing it sometimes.

Overall, this makes dotAGE feel like a very complex and delicate handmade watch. You spend hours meticulously crafting and planning everything, watching it evolve. Except, every so often, a random kid will come, take your watch and do something random with it. If they like it they will help a bit, if they don't they will hurt a LOT, and here's hoping you can repair it before the next, more demanding kid comes over.

All of this makes the experience gratifying but exhausting, as the best solution to most of the game's problem is more planning. In addition to keeping up with the domains and expanding the village, you can setup contingencies in case something go bad. Build backups, train backups, make surplus resources. Make buildings that can cure status effects even if you won't use them. Squeezing out every ounce of efficiency your village can provide will make it more likely you win, but will also expend considerably more brainpower. And boy will you need brainpower, because when you finally win, you will unlock new mechanics, new buildings and more Elders with completely different mechanics to master. Very rewarding, sure, but now you're juggling with even more balls : You can't simply repeat what you did last time, because you now have to adapt to the new conditions. And I think this summarizes the thoughts of the original reviewer : Once you get your village going, it doesn't feel like you're winning because every step towards victory creates more mental work for you and coasting on your advance will very likely put you on the backfoot as soon as an unlucky omen or event comes. Coincidentally, the most dangerous events and omens come near the end of the game, where losing is most frustrating.

By comparison, many other roguelikes have moments where you can relatively safely say "I won". In dotAGE, the most you can feel is "It's going smoothly". And even in other roguelikes, when you fail, you tend to lose fast. dotAGE is actually very forgiving in that aspect, because few things can destroy your village enough to *feel* like deadly events. If pips die you can make new ones, if you lose resources you can make them again, if you lose YOUR ENTIRE FERTILE LAND WTF (Note that I actually enjoyed the ridiculousness that event even though it utterly destroyed the run) you can just use "Grow grass" or make-do with hunting, etc. Except you won't necessarily notice the precious time you're losing, because the domains won't wait for you to get up - they will knock you down over and over and finally end you with a Deadly event after an usually loooong wait. If you're experienced you'll reset the run before it gets to that point, but if you're not, you're likely to get frustrated at being shown a chance of victory you can't possibly achieve. I must admit this is very on-brand for the domains, but from a gameplay perspective it's not very noob-friendly.

With everything I've said, I can confidently say dotAGE is not really a city-builder, rather it is a puzzle game. You're playing chess against domains where both sides cheat : They get stronger pieces, but you can predict their moves in advance. That's not a bad thing, as I said I enjoy the experience, and so do many players as the reviews attest. However, the enemy of puzzles is randomness, and that is where the bad aspects of "roguelike" rears its head. Once you've unlocked a few memories, your research tree is partially randomized, which makes you adapt to the situation with buildings with different strengths and weaknesses. This is very good for replayability, but also introduces sometimes vitally important RNG into the run, as some variants can be very anti-synergistic and thus make an already hard game even harder. For instance, the Folkways fishing hut is better at making Ink but worse at making Fish - except you already have the Large Inkwell which is almost as efficient, not very hard to make, can benefit more easily from Underground Ink due to free placement and doesn't require a dedicated job, while Fish has almost no other options and yet is very important if you're not investing in agriculture and happen to roll the fish-centric Campfire instead of the meat-centric Barbecue. Apple trees are decent as map resources but ♥♥♥♥ hard as a research option compared to almost all other trees. I can say similar things of Boons, the randomness of getting what you want makes planning for special or wackier strategies inefficient as you're not guaranteed to get the one you want, but seeing boons calibrated for these strategies "pollute" the general pool makes it look like the more memories are unlocked, the less likely desirable options are to appear.

Now why do I say all of this ? Well, dotAGE is so merciless and difficult that you need to accept a disclaimer to play in Normal difficulty, so at least the dev is quite aware of this (and I know some mechanics like the death spiral are intentional). He is probably a masochist that enjoys torturing his players with devious schemes and devastating events, and I know this because I'm a GM in Tabletop RPGs so I'm exactly the same :leaSmug:

More seriously though, I feel that the game is torn between the two types of roguelikes I know : The classic kind (Slay the Spire, Balatro, Risk of Rain, etc) where your opposition grows quickly but you have a lot of tools at your disposal to try to overpower it by finding broken combos, and the adaptive kind where the difficulty comes more with your ability to adapt to random-y situations with a limited unpredictable toolkit (Against the Storm, The Last Spell, Crypt of the Necrodancer, etc). I feel dotAGE tends to favor the latter due to the entire memory system, but the relentless scaling of the game can make it pretty hard to really appreciate some of the more exotic options which is a shame because the wackiness is where the game truly shines IMO (The Folk event turning my tiles to water was technically pretty bad for the run but the fact it sank a resource patch generated not even 10 turns earlier by a good event along with the funny fishkin music made me laugh) but fun-looking options can be very risky to invest in since if they don't pay off you'll have wasted precious manpower and resources making something inefficient, or worse - useless. And if you're playing in higher difficulties, God help you because everything I said about efficiency and inertia gets multiplied even more - so much that the optimal strategy is to go directly against the game advice and completely ignore Overpipulation penalties by pumping out as many pips as the map can physically hold, while resetting until you get the "Good Options (tm)" from the research tree - as in, play the optimal strategy or you will lose.

So, that's a lot of words and a lot of criticism, but where are the solutions ? Well, I'm only a humble casual-ish player with around half a dozen runs and while I can try to infer the design of the game, I lack both the dev's intents, thought process and player data so I will focus on suggestions I think could improve the game. Not all suggestions necessarily work together.

First, to combat the relentless threat of Inertia, I believe the game needs a sort of catch-up mechanic for villages in trouble - something that makes the game slightly easier as it looms towards defeat to make it easier to stabilize, or straight-up die in the process. In Against the Storm, the primary losing condition is by having Impatience reach a certain value (either by being too slow or losing too many villagers). As Impatience grows however, the difficulty decreases, making it easier to fix mistakes and progress again. By contrast, progressing towards victory reduces Impatience, which in turn brings difficulty back to its "normal" level. This makes the game's pacing very enjoyable, as good play keeps impatience low and difficulty normal, while struggling players can rubber-band back to victory if they play well - with the punishment being creeping closer to defeat.

My suggestion would be to give some kind of breathing room when domains accumulate skulls - maybe by lowering the Threat of domains, lowering the event level of subsequent failures, increasing the event level of Good events and/or giving some other boost until the village can get Good events, clearing skulls and returning to standard difficulty. You still get the effects of bad events - and the Deadly event if you get your third skull - but you are never in a position when winning is impossible, merely harder to work towards.

Next, I think the game needs some more tools to fight the inherent randomness of options. The ability to reroll boons when unlocking new ones could work, or some kind of ability to choose at least part of the research tree variants feel quite important, even as a mere stopgap measure until the game balancing is perfected, especially at higher difficulties.

Finally, I believe the game would benefit from some simplifications to make planning easier, as even Normal difficulty feels too pressuring at the time. As I said in another thread, I think adjacency bonuses could do with a rework as they feel less like bonuses and more like mandatory conditions due to the fact they raise output without raising input, and recipes are balanced with the use of these bonuses rather than without (When did you last make a Bookmaker or Carpenter without adjacency bonuses outside of absolute emergencies ?). I get that the intent is to reward "logical" layouts, but imo they tend to penalize newer players who may not know which kinds of buildings will appear later or how they will need to be laid out in advance, and results in many useless buildings whose sole purpose is to enable bonuses for other, more important ones - and sometimes, this compounds with the RNG blueprints, for instance, Social requirements are considerably easier to fill with Shared Table compared to Seaside Bench. I would much prefer adjacency bonuses to considerably increase a building's output and input, and maybe require an active building as the rule rather than the exception, with the expected balancing to compensate of course.

My other major gripe is with jobs - I feel the game is already too punishing for low pip strategies since you already lack the manpower compared to a larger village, and having to micromanage jobs on top of everything else is draining - in these cases, overpipulation feels more like an additional, mandatory punishment rather than a balancing factor. One solution I could see would be to allow some advanced jobs to perform tasks of other, earlier jobs - for example a Toolsmith could work as a Toolmaker, a Brykemaker could also work as a Stonemason, etc. This would also give a sense of progression to the pips and lessen the impact of promoting pips to advanced jobs. Maybe some new jobs could even be created without unique buildings but the ability to work as multiple basic jobs - for example a job allowing work as both a Hunter and a Fisher.

Finally, I think there should be more revealed information on undiscovered elements. I know that low-pip villages are technically viable, but they depend on boons that only appear at low-pip counts, except I have no way of knowing these even exist without experimentation (which is discouraged by high difficulty) since they don't even appear in the Agepedia until encountering them. I would suggest to show limited Agepedia entries for all technically discoverable elements (i.e. not locked behind Memories), revealing metadata but not content. For instance, if there is an undiscovered Event, I would see its rarity, level, types, domains, tags, constraints, etc. but not its name or effects - this would encourage players to try and fulfill the conditions to discover stuff they haven't seen before, and also make filling the Agepedia possible without having to consult external sources.

...Well there went my evening :winter2019joyfultearsyul:. If you read everything then I salute you, I know there is a lot to unpack here but I hope this will resonate with at least a few people. I'm curious to see what you think about it ! And Catman if you see this your game is dope and I'm curious to see your thoughts on this :winter2019happyyul:.
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2
车裂商鞅马匹募集帖
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Felix
8
how do you get a chance to earn significant amount of points?
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AdamvR
4
Warning to Forum Goers......Steam Users Are The Ideal NPC
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NomadTR
1
anyone wanna play??? miccc okay?? add me
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『Ða Funk』
2
Shut up and take my money!!!
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KevMscotland
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