[quote]I highly doubt that Kael is somehow going to spend the next 4 weeks of his time combing through ancient beta posts to see what was discussed and what the conclusions were.[/quote] I wouldn't be so sure. And if not, I wouldn't be so sure that he hasn't already. One of the first things that he is likely going to do is to get the pulse of this community, but he also needs to know the "medical" history.
Jharii
[quote]B. Assuming A is solved then in order for a player to guide the automation well they probably need to understand how the economy works and what the limitations of the economy are... (eg you can't just ask for forged steel without having an iron ore mine, smelter, coal mine, forge, etc) The more complex the economy is the harder this knowledge is to come by and the more the economy is beginning to intrude upon all other aspects of the game again.[/quote] That is one of the thing
Thanks for the link, Psy. Okay... [quote] Camp #1: “Sophisticated” [/quote] I am really scared that Brad even gave it the same "description" that I did recently. And this... [quote]3. Part of the fun of the game would be running a proper empire (or letting AI governors take care of it). [/quote] is exactly what I described as well. 1 and 2 are quite similar, but this is just eerie. I never saw th
[quote who="Frogboy" reply="154" id="2815119"]I think most people know which "camp" I was in back in the day. I liked the idea of managing resources -- turning something into another and working out the logistics. But I'm in a tiny minority on that feeling. But I do like the idea of letting modders eventually changing things a lot. [/quote] I'm of the same mindset it would seem, and in the same minority. If the engine/mechanic was robust enough to handle
[quote who="cephalo" reply="151" id="2814950"]For the stardock guys, these thread must be like watching an ant farm. Throw one little crumb into our tank and watch us go crazy over it. [/quote] LOL. Yeah, Frog is typically verbose. But this space has been intentionally left blank. :) I wish he would pay a visit and tell us what he thinks of the place and to drop us some more crumbs.
[quote]It has never been said nor implied that players are not intelligent enough to handle a complex resource system. The point that has been made by all proponents of a simpler economic model is simply that these players have limited desire to manage such a system. With respect to complex tech trees and building trees, a player does not need to micromanage these systems per turn, but are managed at milestone points. A complex resource system however has the possibility of needing turn by tu
[quote who="kenata" reply="143" id="2814813"] Let's say every resource provides some unique type of resource - clay from clay, stone from stone, wood from forest, etc. The question becomes how does the game handle all these distinct resources. In general, trying to maintain and balance an economy of over 12 different resources is an tedious experience where by the player is forced to heavily manage his various inputs. This does not even begin to attempt to structure and balance the vario
@feelotraveller - "Carting" was used as a general term to reference caravans moving resources, regardless of the caravan mechanic. It wasn't meant to be taken literal. __________ Just some more thoughts... With a sophisticated economy, and more defined resources (i.e. not generic), it immediately adds a layer of strategy to the game beyond the economy. Resources in the world immediately become more valuable. The current system, that clay pit produce
Caravans do need an overhaul, and that technically is part of an economy system. With more specialized cities, they could definitely play a much more important role. But whatever the case, it's really hard to discuss a caravan system unless we know what we are going to be carting around. :)
[quote]It doesn't sound like fun gameplay to have a building that turns iron ore into iron ingots, just so I can build a sword from iron ingots instead of iron ore. If you go down that road, why not make each weapon/armorpiece a "resource" of their own, that you have to produce before you can train units? It's just extra stuff tacked on to mimick something complex, when it really is not complex at all.[/quote] Agreed. But if there is a building that turns iron ore into iron ingo
[quote who="Tridus" reply="117" id="2814230"] This, totally. How it fits together with everything else is more important then how fancy it is... unless the goal really is to create a highly complex empire builder. In that case it fits together because everything else is secondary to the economic part and will be simple. But if this is intended to be a MoM style game, then the economy isn't the focus. Magical warfare is. Slapping a super complicated and time-consuming economy onto MoM wou
[quote who="Mistwraithe" reply="114" id="2814162"] Maybe a more complex economic system with more resources could help Elemental if it was used to add more depth to everything else AND was done in a really streamlined and transparent way which didn't require large amounts of micromanaging. But a more complex economic system WITHOUT carefully integrating everything together will just be one more timesink in the game, one more disjointed mechanic stopping Elemental from being fu
A guild/black market system would be an interesting integration, particularly since they could actually function on their own, networking between all factions to earn profit for themselves. I think it would be an excellent suppliment to a resource mechanic, since it would help those players that are struggling to find specific resources. For a price, of course. :)
[quote who="Gwenio1" reply="107" id="2813696"] Depends on how it is done. If you have raw resources that are local that are then used (like houses use food, only this would be local) by the refining structures then it is XML (at least I assume local resources work, the XML supports them but I do not know if it will be handled correctly). To make it so you can get the resource directly from the mine if you do not have other buildings that 'convert' it then there would need to be code chan
[quote]I haven't played the game so can't comment on the resource system. All I can say is that too many resources is bad, micromanagment of resources is also bad. I only want to have to choose which resources to focus on, or what order to get resources. I don't want to have to juggle resources and its better to have a simple resource system that adds little depth to the game than a resource system that bogs down the game.[/quote] Options are never bad, particularly when implemented c
When I think of the resource/economy system, I don't think of the word "complex." Instead, I think of the words "sophisticated" and "elegant." I almost think of the resource system as a tech tree with some basic paths and some advanced paths. Yes, I can mine gold to be used as a raw resource. But I can also mint coins if I want a more evolved economy for my empire. Or I can make jewelry to enhance trade. I don't have to do the last two items at all, but t
While an updated PDF would be nice, a ll updates have a changelog which contains verbose descriptions of all things updated. Since it seems that the core mechanics of the game are going to be changed, I would assume that Stardock will keep their Elemental page updated with the relevant information. "Check the wiki" may not be a valid response to you, but "Check the Elemental website" can very well be. Also, as long as the Hiergamenon is updated, everything is at they
[quote]"These days, it seems like everyone wants to be a “game designer”." I am fairly confident that this will be taken amiss but I do think that it is important to post and, with any luck, it will remain posted and not start some sort of flame war. That said, it is not my intention to start a flame war but to post a very concise and bold point that has become more and more the case in recent years.[/quote] I think, more accurately, is that too many people thin
But I hope that you get the concept that exaggerating (particularly statistical data) to try to prove some kind of point is completely counterproductive. If you have an opinion, stick to your opinion. Don't try to back it up with worthless, conjured up data. If your opinion is solid enough on its own, it will stand tall. Fabricating crap to try to enhance your point does nothing but lessens your credibility, regardless if you blindly stumble upon some stati
[quote who="MOIISKA" reply="124" id="2803197"] "At this point" doesn't meant this exact instant. be it tomorrow or next friday or whenever. I'd like to see the original post by Frogboy revised/adjusted based on Kael's addition to the team. I thought I was clear about that. [/quote] Considering that "at this point" specifically means at THIS point in time, not THAT point in time, or THAT OTHER point in time... I would say that you were very clear.
[quote who="MOIISKA" reply="122" id="2803187"]So at this point I'd like to see a revision or update to the original post by Frogboy addressing the changes as a result of Kael's addition to the team. [/quote] Don't you think that all of that needs to be determined at this point in time? Sheesh. The guy's hiring just was announced. He may not have even moved yet. If the interview and announcement haven't given you enough insight, then I don't know what els
[quote who="EnMySites" reply="120" id="2803180"]must be Richard Garriott... haha, its a fantasy to ever hope Tabula Rasa would return, thats why i'm here playing Elemental =p [/quote] *crickets*
Rivers. More/better s trategic and economic impact of terrain. Improved/more complex economy.
[quote]Over 80,000 copies of this game sold already so the small portion of merely forum members don't represent 1/10000th of those that bought the game[/quote] Let me do some basic math... 80,000/10,000 = 8 There are 8 forum members that bought the game. Thank you for that enlightenment, Dr. Femmefatale. Oh, wait, you said they "don't represent 1/10000th of those that bought the game." So less than 8. Are there 7? 6? I'm running o
Yeah, Xia. That's the way. Drop another F bomb on someone while telling someone to check their attitude at the door. Pot. Kettle. Kettle. Pot. Nice to meet ya.