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Alex Koshelkov

Tips System

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Hi everyone, we're working on a new Tips system and we would love to learn from you what you think we should help players to understand better.

 

There will be tips for camera controls, Water Well and Pump. But I really would love to know if there is something that is not really intuitive and easy to understand.

 

Alex

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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.

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Just now, Eapple1145 said:

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.

And we don't have this in the list! Thanks a lot @Eapple1145 I will go ahead and add that.

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I know there is a tutorial video for how to use the god powers in the game, but some impatient/overeager people (eh,me.) may skip it but unfortunately there is no tip anywhere else to find (or is there?).  Anyway, I think, when you are going to use a god power there could be a tip, how to do so.

 

Am 6.4.2018 um 23:51 schrieb AKoshelkov:

But I really would love to know if there is something that is not really intuitive and easy to understand.

 

There is a thing I've been thinking about for quite a while now, when talking about  intuitivity.   Highlights. Things we are able to interact with should be highlighted when moving the cursor onto them, be it a nugget, a building, a tree or an GUI element and whatnot. You could use the highlights also for tutorial purpose sort of guidepost.

 

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Make a tutorial !

 

I come to the game Godus to speak. :P

The tutorial in this game had caught me immediately.
Everything was explained step by step.

Please do a tutorial!

greeting

Brillo

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1 hour ago, threeheaded monkey said:

I know there is a tutorial video for how to use the good powers in the game, but some impatient/overeager people (eh,me.) may skip it but unfortunately there is no tip anywhere else to find (or is there?).  Anyway, I think, when you are going to use a good power there could be a tip, how to do so.

 

 

There is a thing I've been thinking about for quite a while now, when talking about  intuitivity.   Highlights. Things we are able to interact with should be highlighted when moving the cursor onto them, be it a nugget, a building, a tree or an GUI element and whatnot. You could use the highlights also for tutorial purpose sort of guidepost.

 

you are not alone :lol: I too just pushed skip and wondered if that was to smart of me :lol:

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I haven't seen a tip that covers the strategic placement of homes, or nugget assignment. Once they sprawl their town out a bit, it's possible for nuggets to live very very far away from where they work. This reduces their efficiency, and wears them out a lot faster. 

 

Another thing I've noticed, is that if all of the nuggets have jobs, the birth rate drops. So it's always important to make sure that you have at least a few nuggets around for general labor and reproduction. I understand that the upcoming change to allow work shifts, will likely tackle this dynamic and change how it works, but I'm sure there will be something useful to say about this either way.

 

Oh, another thing that has bitten me a few times. If you start a town on the shore of a body of water, they will often try to build homes on the other side of the water. Who wouldn't want a secluded home to get away from it all, am I right? But this goes back to my first tip about how important it is to ensure that nuggets live near where they work. All too often in this scenario, the nuggets form a 'trail of tears' as I call it, littered with corpses that fall to the bottom of the ocean... it's very sad...

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On 6/8/2018 at 8:36 AM, arachnode said:

I haven't seen a tip that covers the strategic placement of homes, or nugget assignment. Once they sprawl their town out a bit, it's possible for nuggets to live very very far away from where they work. This reduces their efficiency, and wears them out a lot faster. 

 

Another thing I've noticed, is that if all of the nuggets have jobs, the birth rate drops. So it's always important to make sure that you have at least a few nuggets around for general labor and reproduction. I understand that the upcoming change to allow work shifts, will likely tackle this dynamic and change how it works, but I'm sure there will be something useful to say about this either way.

 

Oh, another thing that has bitten me a few times. If you start a town on the shore of a body of water, they will often try to build homes on the other side of the water. Who wouldn't want a secluded home to get away from it all, am I right? But this goes back to my first tip about how important it is to ensure that nuggets live near where they work. All too often in this scenario, the nuggets form a 'trail of tears' as I call it, littered with corpses that fall to the bottom of the ocean... it's very sad...

Yes. So much this! It would be awesome if Nugget families would just move to a hut  closer to their jobs. There has got to be a way to structure the game engine to auto-build the homes around "public" buildings more and also relocate Nuggets who live outside a certain radius from their job.

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Hi! Just bought the game in your Steam early access debut -- congratulations on an exciting, new game -- looks great. I come from a long line of godlikes, citybuilders, resource gathering, etc. Looking forward to following along your progress.

 

I have some thoughts from my first 2 hours in the game:

  • Water control.
    • Water generated/Water stored is pretty clear -- what's not clear is how much will be needed in the future. I ran out of water in the winter despite "some" pumps and "some" reservoirs. It's not currently intuitive how much water per season my village uses.
    • Wells vs. reservoirs and their use. It's unclear if villagers drink exclusively from wells. Therefore it's unclear if I should spread them throughout my village. The tooltip seems to warn against building too far from water pumps, but is that meant to deter me from building many in each stone hut neighborhood? I don't know whether water is needed, and why, and how to handle it.
  • Building placement.
    • Using "q" and "e" to rotate isn't intuitive - tooltip
    • Using "shift" to multi-place isn't intuitive
    • If there are keyboard shortcuts to bring up the builder menu and the submenus within it, they aren't known
    • Making the builder menu disappear when you select a building to build means often returning to re-open and re-find the building you want.
    • The 6 categories of building aren't intuitive. It's hard to remember the difference between an Epicenter building and a Resource one.
    • When I'm placing a new graveyard or engineer, seeing the AOE of the other ones is helpful. Why isn't that the case with all other buildings? If I'm trying to maximize food coverage, it would be helpful if all existing food places glowed or became illuminated to show previous placements.
    • The role of each building is unclear. Am I doing anything by adding eateries?
  • Population Control
    • I like the idea of breeding to get desirable traits, but it's too difficult to sort through all my nuggets. Once I had more than 4 nuggets, identifying each one and isolating them to pair with a different nugget was difficult. Once I had 70 nuggets, it was impossible.
    • It's very difficult to tell which buildings need workers, and which don't. The small flag next to a building isn't sufficient.
  • Menus/GUI
    • I LOVE the sorting function in the menus. HOLY CRAP YES. The downside is that the window size doesn't change, and only 10 results per page, and the numeration/clicking through pages is somewhat awkward. The GUI could be improved by auto-jumping to the top of new pages when clicking through sorted results, at least.
    • Being able to sort buildings by worker makes finding buildings w/o them easier. But ALL buildings without workers are listed -- including those that don't need any. Sending those to the bottom, or sorting them differently would make finding buildings w/o workers much easier.
  • Progress
    • In my first two hours, it was hard to tell what "progress" looked like. I wasn't responsible for telling the Nuggets where to build their houses, and I couldn't tell how many pumps/reservoirs/wells to build, so I was left just... watching. I'd wait til a new research came available, build its associated building and then... watch.
    • Something that more clearly explains what "progress" ought to look like would help, and a clearer picture of what very early-game is meant to be would be helpful.

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I think a tip on  how to better gain believers would help. I have over 100 nuggets and only 17 believers. I keep accidentally “blessing” the ones that already believe in me, so I don’t gain any new ones. 

 

 

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The side quests are fun but found most of them required a bit of trial and error to get through. Would recommend through a tip in how to go about completing the quests. For example it took me a while to figure out how to fling things into the air rather than just dropping them to the ground.

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On 8/29/2018 at 1:57 PM, heinyken said:

Hi! Just bought the game in your Steam early access debut -- congratulations on an exciting, new game -- looks great. I come from a long line of godlikes, citybuilders, resource gathering, etc. Looking forward to following along your progress.

 

I have some thoughts from my first 2 hours in the game:

  • Water control.
    • Water generated/Water stored is pretty clear -- what's not clear is how much will be needed in the future. I ran out of water in the winter despite "some" pumps and "some" reservoirs. It's not currently intuitive how much water per season my village uses.
    • Wells vs. reservoirs and their use. It's unclear if villagers drink exclusively from wells. Therefore it's unclear if I should spread them throughout my village. The tooltip seems to warn against building too far from water pumps, but is that meant to deter me from building many in each stone hut neighborhood? I don't know whether water is needed, and why, and how to handle it.
  • Building placement.
    • Using "q" and "e" to rotate isn't intuitive - tooltip
    • Using "shift" to multi-place isn't intuitive
    • If there are keyboard shortcuts to bring up the builder menu and the submenus within it, they aren't known
    • Making the builder menu disappear when you select a building to build means often returning to re-open and re-find the building you want.
    • The 6 categories of building aren't intuitive. It's hard to remember the difference between an Epicenter building and a Resource one.
    • When I'm placing a new graveyard or engineer, seeing the AOE of the other ones is helpful. Why isn't that the case with all other buildings? If I'm trying to maximize food coverage, it would be helpful if all existing food places glowed or became illuminated to show previous placements.
    • The role of each building is unclear. Am I doing anything by adding eateries?
  • Population Control
    • I like the idea of breeding to get desirable traits, but it's too difficult to sort through all my nuggets. Once I had more than 4 nuggets, identifying each one and isolating them to pair with a different nugget was difficult. Once I had 70 nuggets, it was impossible.
    • It's very difficult to tell which buildings need workers, and which don't. The small flag next to a building isn't sufficient.
  • Menus/GUI
    • I LOVE the sorting function in the menus. HOLY CRAP YES. The downside is that the window size doesn't change, and only 10 results per page, and the numeration/clicking through pages is somewhat awkward. The GUI could be improved by auto-jumping to the top of new pages when clicking through sorted results, at least.
    • Being able to sort buildings by worker makes finding buildings w/o them easier. But ALL buildings without workers are listed -- including those that don't need any. Sending those to the bottom, or sorting them differently would make finding buildings w/o workers much easier.
  • Progress
    • In my first two hours, it was hard to tell what "progress" looked like. I wasn't responsible for telling the Nuggets where to build their houses, and I couldn't tell how many pumps/reservoirs/wells to build, so I was left just... watching. I'd wait til a new research came available, build its associated building and then... watch.
    • Something that more clearly explains what "progress" ought to look like would help, and a clearer picture of what very early-game is meant to be would be helpful.

Very nicely written! Thank you a lot. We will look into everything deeply. Thank you for spending time and helping us to improve the game. 

9 hours ago, Socks1w said:

I think a tip on  how to better gain believers would help. I have over 100 nuggets and only 17 believers. I keep accidentally “blessing” the ones that already believe in me, so I don’t gain any new ones. 

 

 

We did not want to overload the tips system. Therefore we added a lot of info to the wiki in the game. Do you think it is not enough ? 

7 hours ago, ActionZ said:

The side quests are fun but found most of them required a bit of trial and error to get through. Would recommend through a tip in how to go about completing the quests. For example it took me a while to figure out how to fling things into the air rather than just dropping them to the ground.

Ah, this is a good one. I think we relied too much on the wiki. Do you think tip about the Wiki would help? Wiki has all the info on how to use each god power.

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On 8/30/2018 at 7:11 PM, Sasha said:

 

We did not want to overload the tips system. Therefore we added a lot of info to the wiki in the game. Do you think it is not enough ? 

 

Where is the wiki in the game? Forgive me if its an obvious answer.

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8 hours ago, Socks1w said:

Where is the wiki in the game? Forgive me if its an obvious answer.

In the top right of the screen, next to your Nugget population, there is a question mark icon. The wiki is brought up by that. :)

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There are some numbers in the city hall building screen, and some red and green buttons next to it (-5,-1,+1,+5). Seems to be a sort of ratio but I have no idea what they mean. The tooltip of the building is not defined also.

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On 4/6/2018 at 6:17 PM, Alex Koshelkov said:

And we don't have this in the list! Thanks a lot @Eapple1145 I will go ahead and add that.

I think one of the things that I encountered was the realization that during a windstorm nuggets will hide in their huts, so I thought that bunkers would not be required near the epicenter.  Then a tornado occurred, which demolished the nuggets who hid in their huts, even though during a windstorm they hid successfully in said huts.  I think the tip system should warn players of this discrepancy.

On 9/2/2018 at 12:22 PM, gumi said:

There are some numbers in the city hall building screen, and some red and green buttons next to it (-5,-1,+1,+5). Seems to be a sort of ratio but I have no idea what they mean. The tooltip of the building is not defined also.

I second that.

  On 8/29/2018 at 4:57 PM, heinyken said:
  • Building placement.
    • The 6 categories of building aren't intuitive. It's hard to remember the difference between an Epicenter building and a Resource one.

 I agree.  I think the categories are difficult to understand.  I almost, for example, wish there was just a "water" category that included well, water pump, and reservoir all in one simple location.  It just isn't intuitive.

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delete.

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I discovered that using your wrath and lightning on your rival villages also inspires believers - although they will fear you rather than love you.

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4 hours ago, Breech Loader said:

I discovered that using your wrath and lightning on your rival villages also inspires believers - although they will fear you rather than love you.

Yea! I didn’t know this! I thought they’d feel safe or wouldn’t care but they did care and well that didn’t go well after that. 

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