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SnorlaxRae

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Everything posted by SnorlaxRae

  1. Welcome! Please Read

    Welcome goblins and goblettes! This forum is the place where you can ask the developers questions, give feedback and make suggestions, all while building a strong community around this great city-builder. Together, we can make it even more amazing. As always, be courteous and respectful when posting. Constructive criticism need not be harsh. I can speak from experience that the developers are as passionate about the game as we, the players, are about playing and enjoying it. We are One. We are Legion. We are Clan!
  2. While I have heard that a god power to grow trees may be in the works, it's not going to solve the bigger problem. Without natural regrowth, a population can and will devastate the forests of an entire planet well before 'space age' play. Talk about global warming! Aside from natural regrowth, I think that by the time Nuggets have figured out how to refine lumber or deforest quicker, they'd understand sustainable forestry and replant trees themselves. You see this ability as the standard in Anno1404 (Dawn of Discovery) and while the regrowth rate would be massively overpowered here, I think the idea is sound.
  3. Is it just me or is getting believers hard

    I feel the same way. I do all this work and few believe in me and unless I blow all my points, all the time, I lose followers fast. Not only that, faith point gain is so slow that I can't keep up the 'small' acts of power for a CHANCE that the recipient will believe in me.
  4. [BRAINSTORM] Let's have faith and talk about it!

    You just gave me an idea. You're talking something akin to demigods. Divine children made through immaculate conception whose actions will reflect your attitude as a good. Terrorizing if evil, helping if good. Their traits are defined by their creator, naturally. It's an interesting concept to consider. Perhaps, in a small way, TU's answer to B&W's animal.
  5. My list of bugs

    My last game went like this: Spring/Summer/Fall - Picked a good spot with food, wood, and stone. Built the grand hall, then storage, then warrens, then crafting hut, then woodcutters and finally a defense tower. Nothing to do but wait for materials to build up. In this time no new goblins are produced, at all. Winter - The defense tower is still not done. There are still no new goblins. Two skeletons come. Kill two goblins before King/Chief kill them. Dead bodies lay there and start to rot. Everyone gets sick. I build a lumbermill. Defense tower finally finishes. Goblins are dropping like flies. Finally 3 new goblins are born. I try to build a temple, still not enough materials to finish lumbermill because everyone is sick and dying. I get the message that all of the females have died. All three of the new goblins are male. Tribe dead. Game over. This scenario has repeated in every game. I've tried everything I can but it's all so unbalanced and brutally hard that it's impossible for me. It seems to me that RNG is the only variable. Just sheer dumb luck to get past the first winter, as I've only made it once.
  6. Ask Us:

    Which counts as evil every time I do so to clean up the mess. Which also brings me to another question, will the 'evil' tag be removed from telekinesis in the future?
  7. Ask Us:

    I've grumped about this before but I'm really wanting to know what the plan is to fix the cemetery and the massive issue of dead bodies? It vexes me every playthrough to no end, lol.
  8. [BRAINSTORM] Let's have faith and talk about it!

    So I played TU all afternoon and considered how it would all work with traits. One major problem is that nuggets auto-assign themselves when someone dies. That makes it really hard to make sure that the ones with the right traits end up in the right jobs. And, if you're doing it all by hand, that's a ton of micromanagement. More than most might want. Once my population reached a rather impressive amount I was having a hard time just making sure everyone had access to food/water/engineers/etc. I can't imagine this on a macro scale across planets.
  9. What features are missing from Goblins of Elderstone

    I must really suck. I could never get a watchtower built before the winter on multiple attempts. But yeah, the chief would chase and not catch up while I watched each goblin slaughtered and was helpless to do anything about it.
  10. Dump of bugs

    Can confirm the following bugs from my playthroughs: birch shadows, dirt texture on well, godmail not responding when quest to find nuggetling fails or is completed, nuggetling can spawn literally anywhere on the planet, fishing boats flip upside down often, white square shows up near water. I'd like to add also that telekinesis also causes the white square when dropping dead bodies over the water. Also, telekinesis is getting stuck in that it sometimes fails to notice that it's still holding a nugget and the ability has to be recast to drop them.
  11. [BRAINSTORM] Let's have faith and talk about it!

    Ohh, that makes a ton more sense. I can't wait to see the trait system in action! Thank you for explaining
  12. [BRAINSTORM] Let's have faith and talk about it!

    I might be wrong, but I thought that was what Kickstart was for?
  13. What features are missing from Goblins of Elderstone

    I absolutely agree about adding arrows. I honestly cannot tell which way some are facing which is frustrating. Winter lasts too long for how deadly skeletons are. In the game's odd time, it should be 1 year at most. (Seriously, what's with the seasons?) Agreed on edge scrolling. Notifications need a lot of work to help prevent deaths, particularly from freezing. I can't see a way to stop starvation when there's no way to force feed them with the massive stockpile of food you have that they flatout ignore. I'd love to see how the trade building lets me micromanage peon's jobs but I just can't get far enough to test it. Once the game receives a fix to these issues I'll be able to proceed in testing but until then I will test what I have and continue taking notes.
  14. My list of bugs

    I feel your frustration and I too have encountered some of these issues in my playthroughs. I'd love to test out the advanced buildings but these game breaking problems prevent me from ever getting to that point. This game should not be available on Steam yet. It's no where near ready. It should still be in internal testing. It's sad that this game is going to get crucified early in the Steam reviews and possibly never recover from it as players hit the same frustrations and ask for refunds which is the last thing we want to see happen to this game. I hope the developers read our posts, take the criticism and make it better. And, I hope, understand that we're harsh because we care. To any GoE devs reading this, I am SnorlaxRae#8981 on Discord. I would be happy to talk candidly about my impressions, thoughts, suggestions, answer questions, etc.
  15. Let me preface this post with my experience in the RTS/Simulation/City-builder genre to show the games that I am comparing GoE at its core to: Warcraft, Anno, Banished, Rimworld, Age of Empires, Civilization, the entire Impressions Games series (Pharaoh, Cleopatra, Caesar, etc), Sim City, Cities: Skylines, and Tropico. I want to be clear that I absolutely want to love this game. I see the massive potential it has. But, in its current state (and I understand that it is early in its development), I can only give it a 4/10 after my first six games. It is, sadly, below average with the features and management in the game right now. I may seem like I'm nitpicking on some things but I would rather point them out with the hope of making GoE stand out on the market than to let it fall short of its potential. So, in no particular order or importance, here are some of the things I noticed: At tribe creation it's very hard to see the names of the goblins with white text over light gray background. It's not clear at the start of a new map that the first thing you click on is where the campfire will place itself. My first game my campfire ended up placed in a lake making it so I needed to restart. Out of six games (not including the first failed attempt), I was unable to build a watch tower before winter. Subsequently, I lost half or more of my goblins during the winter to unstoppable skeletons that no one seemed to be able to fight against. Skeletons are incredibly overpowered. I understand there's supposed to be a challenge but even in a Low risk area, I survived the first winter once out of six. That's much too hard and frustrating. The one game I did survive to the second winter on I was met with not just two skeletons, as I had the following winter, but a horde of five or so that wiped out the entire population. The AI does not prioritize survival. I had several peons starve to death with tons of berries available. The Goblins are very weak and die easily, even when they do try to survive. This peon died from cold while getting warm, The newsfeed gives useless information. Knowing who has gone to bed/woken up doesn't seem necessary to gameplay. There is more that I wanted to bring up but don't have the time to add currently. I'll add it in a follow up post but I wanted to get to the things I do like before I go. Art style. It's very unique. Goblin design. They're very adorkable and endearing. Building designs. Simple yet fitting for goblins. The prospect of Diplomacy with other races. Depending on its implementation it could really give GoE a leg up. As I said, I want to love GoE and as it stands, I really like it and I want to give it all the support I can. ~Rae
  16. Love Tower Not Rebuilding

    Sometimes building like the Godmail building and the Love Tower don't build where you would like them to, throwing off your whole city so when I see them building where I don't want them, I cancel them. In the case of Godmail, it'll automatically try to rebuild itself somewhere else. You can keep cancelling it and it'll just keep coming back in a different location. Not so with the Love Tower. If you cancel it, it's gone. It never tries to rebuild itself. I like the tower. I just did not like where it wanted to build at first. My suggestion going forward would be to give the player the ability to choose where those buildings go so we don't have to settle for bad placement or cancelling repeatedly and hoping to get the spot desired.
  17. [BRAINSTORM] Let's have faith and talk about it!

    As I understood Le Cupidon was a fix to a breeding issue in earlier development. As it's nigh impossible to tell who still needs to fall in love, what purpose will it serve going forward?
  18. Sign the petition!

    I mirror the sentiment and agree, but why the clickbait title and post in the wrong subforum? *boggles*
  19. What features are missing from Goblins of Elderstone

    Something akin to the Eatery TU has might be beneficial in tracking food distribution. Also, the great thing about goblins is that they're considered as inventive as gnomes in terms of explosives and warfare. Delving into that with buildings and units would definitely give GoE another unique edge. Goblin sappers, anyone? I think trade can also really be deepened. A good example of trade production done right is Anno's Dawn of Discovery (Venice). There was a lot to do and a lot to micromanage which is what players tend to want out of an RTS city builder. I think the events currently are pretty good. I was reminded a bit of Civ 4's later expansions that added event cards. Missions to better explain core mechanics would definitely help and be more useful than pop up tutorials that a lot of players (myself included sometimes) will skip right on by, preferring to learn by doing, rather than reading. There's a fine line between hand holding quests and quests that tell you what you need to do, give a hint and let you do it. So, it'd have to be well done and have some humor to it.
  20. What features are missing from Goblins of Elderstone

    After playing several games I've come up with a handful of features that would make the game much more intuitive and enjoyable. The Esc key at the moment does not intuitively close certain windows that would be expected, such as the yearly report. The ability to prioritize which buildings are built first so that materials are shipped to the correct site would be wonderful. Being told who is cold would be very useful to know to prevent goblins from freezing to death. Better control over food distribution as goblins don't seem to prioritize survival over other tasks. I'm sure I'll come up with more but for now, these are what I felt were most important to suggest.
  21. Dev Blog "HOW YOUR CHOICES MATTER IN THE UNIVERSIM"

    I've said this in the discord but I wanted to say it here as well: I agree that, while I found them funny, references to real world politics needs to be nixed from the game. I love the idea of these special nuggets but they should be celebrating the scientists, engineers, artists and musicians, as Civilization did but, of course, with a nugget-themed spin.
  22. [BRAINSTORM] Let's have faith and talk about it!

    I would love to personalize my experience as a god and to have the nuggets react to my presence in their lives. I hate to bring up Black & White but it did have some great ideas on how to implement god abilities. I wasn't a fan of the animal avatar pet thing but having a holy building for prayer that will give you your god quests (love the GodMail lol) would be good. Above all I want to feel like a god. I want to feel like I'm really interacting with my followers and guiding their advancement until one day they leave the planet and carry my influence to other worlds. There are a ton of city builders/rts games on the market but the last god games of any repute is Lionhead's B&W games and Maxis' Spore. Nothing has been as good or captured the feeling of being a god but it had fluff and issues of its own that Universim has avoided so far. I really love this game. I've loved it since I ran the demo and saw what the engine was capable of. There's a huge void in this niche and I see this game being heralded as one of the best indies and likely, the best god game ever. [ /ramble off ]
  23. Closed steam pre-release. Yes or no? [EDITED]

    Just popping in to say that not only am I still massively on board for testing, I am fine with an NDA if there is one. I don't have an intent to say anything but understand the want to keep the new features under wraps until ready because hype can help make or break a game.
  24. Preface: I understand that the god aspect of the game will be addressed in later patches but I wanted to share my thoughts at this stage of development. Rejuvenate - At the low, low cost of 1+ faith per person/building it trivializes injuries, sickness and building degradation. (* Currently reads as needing only 1 point though it's a variable amount.) Trickle Effect - At a high cost of 100 it's almost useless. With the elevated rate of fires and the slow gain of faith points it's rare that it can be used for halting fires. Jolt of Joy - For a single shot gift of a good day 100 points is a bit steep. Telekinesis - Another power whose cost seems to be a bit low at 2 points. I would raise the cost a bit and add the ability to throw animals.. Le Cupidom - 20 points seems reasonable but to tell the truth I honestly have not found a use for this power given you can't really tell who needs to fall in love still and who doesn't (unless I've missed something). Windstorm - 650 points seems really high for this ability when a Tornado costs the same. Tornado - Seems balanced for a destructive ability. Fire - The price of 1 point seems really low for a destructive ability. Kickstart - This ability either does not function or isn't clear enough about what it is supposed to do. Either way, it still takes 1 point per use though Nugget stats do not change.
  25. Closed steam pre-release. Yes or no? [EDITED]

    I'm also on-board for closed beta testing, despite being brand new to the community, and I'll keep an eye out on how to sign up for it.
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