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Eapple1145

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  1. Like
    Eapple1145 got a reaction from Alex Koshelkov in Tips System   
    I'd recommend some basic tips for how the emergency shelters work. I had absolutely no idea the bell was used to get nuggets to go into the bunkers until about 2 weeks ago. That could've been explained and cleared up very easily if I had some tips for that.
  2. Like
    Eapple1145 got a reaction from Alex Koshelkov in Tips System   
    I'd recommend some basic tips for how the emergency shelters work. I had absolutely no idea the bell was used to get nuggets to go into the bunkers until about 2 weeks ago. That could've been explained and cleared up very easily if I had some tips for that.
  3. Like
    Eapple1145 got a reaction from Alex Koshelkov in Tips System   
    I'd recommend some basic tips for how the emergency shelters work. I had absolutely no idea the bell was used to get nuggets to go into the bunkers until about 2 weeks ago. That could've been explained and cleared up very easily if I had some tips for that.
  4. Like
    Eapple1145 got a reaction from threeheaded monkey in Research Prototype Panel   
    To keep it short and simple, the third prototype is the most logical and neat one. It's easy and appealing to look at, keeps all the convenient information at the bottom of the screen where it's not distracting anything, the color coding actually serves some purpose it seems, and is overall just less clunky than the other prototypes.
     
    Sometimes people make interfaces that are all fancy pants, but they never take into consideration the actual utility of the interface, and it becomes too clunky. The third prototype checks a ton of boxes that make it the obvious candidate for what the research tree should look like in a very efficient form.
  5. Like
    Eapple1145 reacted to Sasha in Research Prototype Panel   
     
     
    Hi Guys, 
    Due to numerous requests that we received from you, here we will provide current prototypes & ideas that we considering to implement and working right now for the Research based on your feedback. Please note that some of those prototypes are very ambitious and we would love to implement them, but they require a lot of man power and time, which unfortunately we don't have. So please consider that even though after finalizing the approach which we will take on that, we might still will have to cut some things from it due to time constrains.  Also, this is something that we are planning after steam release, not before. 
     
    Don't hesitate to post your ideas and thoughts about those prototypes. Constructive critics are also welcome. 
     
    Sincerely,
    Sasha
     
    Prototype #1

     
    Prototype #2

     
     
    Prototype #3

    @Lissa Gloom @threeheaded monkey  as promised
  6. Like
    Eapple1145 got a reaction from Bludragon in What do you think about research?   
    People before have made clear their moderate distaste of the way research works in The Universim. I certainly agree to a degree with them, that the research in The Universim is definitely not the best system it can be, and can have major changes to it. I don't have the most creative or useful ideas, but I would like to just suggest that The Universim needs to change its research system. Randomized research bubbles that pop up don't give many people any real sense of progression. "I unlocked fishing piers. Cool." So what does that mean for your nuggets? What does it mean for the progression of your civilization? Well, it's hard to figure that out because it's randomized and doesn't tell people how far they've advanced. A pretty big part of the game is obviously helping your nuggets progress through the ages, but then if research is the driving force behind that progression, why should it be randomized? Let the players see how far they've progressed in research, let them know how close they are to the next era.
     
    This is some concept "art" I made in MS Paint because I'm too poor (and too unskilled) for any type of "real" photoshop, but I think it gets my point across to how a research system could look in The Universim.
     

     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
    The picture shows a progression bar at the bottom, which shows how close someone is to the next age (similar to the bar in Spore, where once you get to the end, you get to the next stage in the game) telling by their research. Finished research could be marked off in some way, I used a check mark because it was the easiest to make, but there most definitely can be other ways to show that a research has been researched before. The greyed-out bubbles are research that hasn't been unlocked yet, and cannot be researched yet. They may be hidden or partly transparent, but I just made them grey, because again, I am using MS Paint. Side research could really mean a lot of things, they could simply add-on to existing research, or do something different entirely. By the last research bubble, you could either research something that changes the nuggets' way of life significantly, or you can just have it be a button to move onto the next era.
     
    This is only my very basic idea of a research tree page that can easily let the player identify progression, research, and the different eras. I'm certain there are many better designs, but this is just the one I can make up for right now.
  7. Like
    Eapple1145 got a reaction from AceOfSpadez in April Update   
    Yes

  8. Like
    Eapple1145 got a reaction from Alex Koshelkov in Tips System   
    I'd recommend some basic tips for how the emergency shelters work. I had absolutely no idea the bell was used to get nuggets to go into the bunkers until about 2 weeks ago. That could've been explained and cleared up very easily if I had some tips for that.
  9. Like
    Eapple1145 got a reaction from threeheaded monkey in Let's talk! About micromanagement in The Universim   
    I generally see this as a conflict in the community between "more automation because we're God" and "more automation makes game boring."
     
    In short terms, I think a very good way to keep the "God game" aspect and to not diverge into a self-building-city-builder game which is not what Crytivo probably wanted, is to first automate the nuggets. To make up for the automation of nuggets (which removes some gameplay but not all gameplay as we're still in complete control), we should get new responsibilities to keep the game fresh. Preventing (or causing) disasters, changing the way our nuggets have faith in us (as there is already a fear/love factor) which determines how they work and whatnot. This roughly fixes a ton of complaints that both sides of the community currently have, and in a relatively short message too. No need for a TL;DR on this one.
  10. Like
    Eapple1145 got a reaction from Bolerro in Let's talk! About micromanagement in The Universim   
    I absolutely agree with just about everything that Goldmos said. As the civilization progresses through the eras, more and more basic needs should be automated by the nuggets, such as by "chief" or "manager" nuggets who oversee the automation of one system such as water. It would be a realistic design choice, as the stone age obviously didn't have any sort of organized civilization, it was just groups of Homo Sapiens without any leader or directive other than to survive. As the civilization advances, different responsibilities should be moved onto the player, and others should be moved to the nuggets.
     
    From having to manage food and water, to managing wars and politics, to managing whole planets and (hopefully) star systems. This makes an incentive for people to want to experience more of the game, and prevents the progression from feeling too repetitive and grindy. No one wants a Universim where every era is the same but is only graphically different. Micromanagement should be constantly shaped throughout a playthrough, which puts more work on you developers, but can interest more fans into the game and the ultimate product will be much better. 
  11. Confused
    Eapple1145 reacted to Theophilus in Let's talk! About micromanagement in The Universim   
    So far its been okay, im just noticing that for some odd reason that the nuggets will gather recources that are far away from what they are building rather than gathering close by resources. This wastes a lot of time and is very frustrating. Also I really wish there was a way to rotate the buildings before placing them. Also would be nice to be able to move already built buildings.
  12. Like
    Eapple1145 reacted to Alex Koshelkov in Let's talk! About micromanagement in The Universim   
     

    Hey there!
     
    Welcome, everyone! It’s been quite a while since our last coffee date. We’ve missed our talks about world domination and cats. Most of all, though, we missed hearing your thoughts on The Universim. We want to hear your opinion on how we can improve a certain little feature in the game.
     
    Let’s talk about micromanagement. What do you think should become more automated as your civilization develops? How much micromanagement should remain? We are already halfway through the Medieval Era and have begun working on concepts for the Modern Age. Should Nugget assignment to the buildings be automagic? How should we prioritize who is assigned and who is not? Which buildings should be prioritized when there aren’t enough Nuggets in your civilization to keep them all running? These are the kinds of questions we would love to hear your thoughts about. We need your suggestions and ideas doesn't matter how wild they are.
     
    Also, to make your wallet a little thicker, here are some Crytivo Coins.
     

     500 Crytivo Coins
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    This will help gravity to keep you locked down as all of the new changes distort the world around you. If being consumed by the infinite void of space doesn’t bother you, you can also redeem them for discounts on games in the Crytivo Store. These are the Rewards that Matter!
     
    Alright, you may now begin smashing your keyboard over on the forums. Impress us!
     
    With love,
    Crytivo
  13. Like
    Eapple1145 got a reaction from Bolerro in Let's talk! About micromanagement in The Universim   
    I absolutely agree with just about everything that Goldmos said. As the civilization progresses through the eras, more and more basic needs should be automated by the nuggets, such as by "chief" or "manager" nuggets who oversee the automation of one system such as water. It would be a realistic design choice, as the stone age obviously didn't have any sort of organized civilization, it was just groups of Homo Sapiens without any leader or directive other than to survive. As the civilization advances, different responsibilities should be moved onto the player, and others should be moved to the nuggets.
     
    From having to manage food and water, to managing wars and politics, to managing whole planets and (hopefully) star systems. This makes an incentive for people to want to experience more of the game, and prevents the progression from feeling too repetitive and grindy. No one wants a Universim where every era is the same but is only graphically different. Micromanagement should be constantly shaped throughout a playthrough, which puts more work on you developers, but can interest more fans into the game and the ultimate product will be much better. 
  14. Like
    Eapple1145 got a reaction from Bolerro in Let's talk! About micromanagement in The Universim   
    I absolutely agree with just about everything that Goldmos said. As the civilization progresses through the eras, more and more basic needs should be automated by the nuggets, such as by "chief" or "manager" nuggets who oversee the automation of one system such as water. It would be a realistic design choice, as the stone age obviously didn't have any sort of organized civilization, it was just groups of Homo Sapiens without any leader or directive other than to survive. As the civilization advances, different responsibilities should be moved onto the player, and others should be moved to the nuggets.
     
    From having to manage food and water, to managing wars and politics, to managing whole planets and (hopefully) star systems. This makes an incentive for people to want to experience more of the game, and prevents the progression from feeling too repetitive and grindy. No one wants a Universim where every era is the same but is only graphically different. Micromanagement should be constantly shaped throughout a playthrough, which puts more work on you developers, but can interest more fans into the game and the ultimate product will be much better. 
  15. Like
    Eapple1145 reacted to Goldmos in Let's talk! About micromanagement in The Universim   
    Hello, micromanagement is fine in early game but I think you should implement a little with every new era. For myself, water should be automated first, like well and pump when Medieval is there, after, I think food and other basic need should be automanage and finally, when we will be in other planet, exept for new building that isn't "vital" to the game, everything else should be AI manage (i.e. environement, electricity, water, food, cemetary/hospital and such, don't know all the system that will be implemented but what is necessary to run your village/city in your absence should be automatic. You don't want to micromanage disaster also when you are out of your planet. I would also like to have an option to decide if I want my nugget to be autoassign to building. If possible, we could have some "type" of building that can be automanage (like for example Food, ressource management, civics and other) and toggle a switch to say yes I want those type to be automanage or not. Also, maybe add some more power if you actively manage your colony, that would incentivize the need to take care of your civilisation. 
  16. Like
    Eapple1145 got a reaction from Bolerro in Let's talk! About micromanagement in The Universim   
    I absolutely agree with just about everything that Goldmos said. As the civilization progresses through the eras, more and more basic needs should be automated by the nuggets, such as by "chief" or "manager" nuggets who oversee the automation of one system such as water. It would be a realistic design choice, as the stone age obviously didn't have any sort of organized civilization, it was just groups of Homo Sapiens without any leader or directive other than to survive. As the civilization advances, different responsibilities should be moved onto the player, and others should be moved to the nuggets.
     
    From having to manage food and water, to managing wars and politics, to managing whole planets and (hopefully) star systems. This makes an incentive for people to want to experience more of the game, and prevents the progression from feeling too repetitive and grindy. No one wants a Universim where every era is the same but is only graphically different. Micromanagement should be constantly shaped throughout a playthrough, which puts more work on you developers, but can interest more fans into the game and the ultimate product will be much better. 
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