Topic

direction of game

hey devs

one of the things that brought me to glitch and inspired me was the idea of having users heavily involved in making the world through cooperation and teamwork. i loved street projects and recently voting on a new animal.

is this still going to be a focus of the game?

thanks
kate

Posted 6 months ago by Geeki Yogini Subscriber! | Permalink

Replies

  • It still is.
    Posted 6 months ago by AwesomeCardinal2000 Subscriber! | Permalink
  • Some evidence of that would be nice, AwesomeCardinal2000. 
    Posted 6 months ago by Lynnt Subscriber! | Permalink
  • Is this because there were no street projects for the recent streets?  They found street projects do not scale into a larger population.  They were, actually, just plain miserable.  The mechanics are being used on a smaller scale---home street resources and probably group locations in the future---and they have something in the works or that will be in the works to replace the street projects in the future.  In the meantime, they are just going to release streets.

    Though personally, I never felt as if street projects gave us any role in creating the world, anymore than I think using a key to Ajaya Bliss creates Ajaya Bliss: street projects were just over-complicated, one time only keys.  
    Posted 6 months ago by Red Sauce Subscriber! | Permalink
  • Actually Lynnt, how about evidence of the contrary?
    Posted 6 months ago by Red Sauce Subscriber! | Permalink
  • I'm just sad that they are unavailable to newer players for badges and trophies.  

    Also I have way, way, way more UrthBlocks than I will ever need, produced on the assumption that there would someday be a use for them...
    Posted 6 months ago by Tribeca Subscriber! | Permalink
  • Resource routes are a good example saucelah.  Resource routes are basically the only serious method of group participation in game right now. And yet many streets sit unused due to what I can only see as progressively restrictive qualifications for inclusion into the resource routes.
    Posted 6 months ago by Woochi Subscriber! | Permalink
  • I would also like to see more massive group participation (Where most of Ur joins in!) - discovering quests, unlocking regions, birthing skills, making art etc. - I think the limitation on that right now is that things get very laggy with even just 50 Glitchen on one street.
    Posted 6 months ago by La Mariposa Subscriber! | Permalink
  • lol Merth things get laggy for me when there are 5 glitchen on one street.  If I ever came across fifty I think my laptop would sue for divorce!!
    Posted 6 months ago by ~Arabesque~ Subscriber! | Permalink
  • I can see the point about street projects not scaling well - I managed to catch one of them when they still happened, and it was a struggle to even be able to contribute anything at all, considering the number of people trying to get in, and the fact that high-level players apparently appeared with huge amounts of the relevant materials prepared, making it practically impossible for people like myself to be involved at all.
    Posted 6 months ago by Not a Princess Subscriber! | Permalink
  • There are still Trophies so there will be some way of winning them.  When the Group Homes are ready, there may be projects again.  At the end of 1st Beta (before Launch) we had a test for Group homes that included building the Group Street.  Maybe we can do that again.
    Posted 6 months ago by Brib Annie Subscriber! | Permalink
  • I want evidence that group locations/homes are still in the making. I've heard "talk" about this ever since I joined in November, but never heard ANYTHING from staff.
    Posted 6 months ago by I'm Chris Subscriber! | Permalink
  • Ah Woochi.  Ever since the iMG bonuses for visitors came into the game, I occasionally encounter this idea that increasing the join requirements is somehow a bad thing, as if it should be easy to join, as if everyone should be entitled to participate.  Considering that I was the first to propose increasing requirements over time, allow me to explain: the entire purpose behind increasing the requirements was to be restrictive, to slow the rate of people joining, and to make it so that those that join add to the usefulness for harvesters, since adding to the route takes away from those further down the route.  

    If you were among the first five or so people to join a route, you'd be complaining that you no longer get visitors because the route is too long.  I'm very sorry, but I choose to make it harder to join my route forcing those that join to be more useful for the users rather than continue to punish my early adopters while not adding to the value of the route.  Your criticism tells me it's working.  
    Posted 6 months ago by Red Sauce Subscriber! | Permalink
  • I'm Chris: read the impromptu Q&A from the forums.  Not going to find it for you, but to paraphrase: "group locations are coming after housing and some other things and will make much more sense then" -- stoot

    I vaguely remember the answer because I was the one who asked the question.  
    Posted 6 months ago by Red Sauce Subscriber! | Permalink
  • It's going that way --------------------------------------------------------------------------------->
    Posted 6 months ago by shhexy corin Subscriber! | Permalink
  • Yep - I continue to wait for the promised "Group Halls" - hell I'm even waiting for Release #2.

    Just another day in Ur.
    Posted 6 months ago by MeherMan Subscriber! | Permalink
  • stoot said a month or so ago

    It's not being worked on right now, but it is planned for the future.
    Posted 6 months ago by WindBorn Subscriber! | Permalink
  • Hoping for something that let us work toward the street trophies again one day.
    Posted 6 months ago by Tibbi Subscriber! | Permalink
  •   I'd love to see mini-games with the results accumulating until the project is complete.  I think such would be easily scaled: games would be instanced so would avoid the lag issues from crowding, and the total number of successes required to complete the project could be tuned as the game population changes.  
    Posted 6 months ago by Red Sauce Subscriber! | Permalink
  • @saucelah...Not a "bad" thing persay, just one that at least for me, has left me without an obvious avenue for linking into a resource route.  shrug... It feels confining right now.

    Maybe I'll have to consider alternatives. I'd prefer not to add another route, but I suppose I could.
    Posted 6 months ago by Woochi Subscriber! | Permalink
  • The old street projects will never come back, but large-scale collaboration to create more world will definitely come. We've been batting around several designs over the last 3-4 months and we're starting to hone on something good (which is not just large-scale and collaborative, but which seems a lot more fun to do that hit the button to donate resources/work).

    It's not our highest priority right now, but it will be once we finish the current round of major projects. (I'll post an update soon about what we're currently working on and what's coming next "soon" ;)
    Posted 6 months ago by stoot barfield Subscriber! | Permalink
  • Looking forward to that stoot.
    Posted 6 months ago by Mal'akh Subscriber! | Permalink
  • Street projects and rook attacks are examples of group cooperation, but one gets tired of them quickly because one's contribution is ultimately meaningless.  In order for collaboration to sustain interest, individual contributions should have some affect on the outcome (and not just be a fixed recipe being executed by multiple people at once).
    Posted 6 months ago by Janitch Subscriber! | Permalink
  • Exactly, Janitch. There are several ways to make that happen right off the top of my head...

    1. Limit contributions to one at a time. Or is that already in place? I only did one street project and that was a while ago. 2. Mystery ingredients. These could be combined with mini-quests or strictly random chance. "You tried to donate an Urth block, but I don't need that." "Thanks for the Piggy Cubimal, I need five more!" 3. "Harvest three cherry trees on random street and donate them to Lem." Or just donate random ingredient to random giant... 4. "Someone with a polka dot hat needs to feed me an awesome stew."  All of this could be generated randomly. 

    5. Help build the game itself... For instance, resources have a random response to an operation (feeding a piggy, e.g.), but there are only like 4-6 of them and they are evenly weighted. The mechanics are already in place to have common and rare answers. Roll a d1000 and common responses fill the first 500 slots (If random < 100 say "this stuff" and exit) then decreasingly likely outcomes as you go up. It's still a lookup table, but with >/< instead of =. Could even be an achievement for getting all 71 cherry tree responses. Incorporate creating those responses into game play.

    Sorry, semi thread jack.
    Posted 6 months ago by Pancito Subscriber! | Permalink
  • "large-scale collaboration to create more world will definitely come"

    and to modify what's already there too hopefully ... ;)
    Posted 6 months ago by Lemo Subscriber! | Permalink
  • Looking forward to the update! Can you also address the street project badges? I know I'm not the only one dying to earn some more of them.
    Posted 6 months ago by Pii Subscriber! | Permalink
  • @Woochi - check out the Imagination Loop, a route that sounds like what you may be looking for!  Or get creative! We could all benefit from social or img-oriented routes, who knows where it could lead!

    @Saucelah - "adding to the route takes away from those further down the route."   Thank you for pointing this out; I've been wondering how many people on routes are aware of this! 
    Posted 6 months ago by Litenup Subscriber! | Permalink
  • Thanks stoot...oh, goodie...there are still major projects coming...and of course, we all look forward to those awesome updates (even if you guys dread them since they seem to create a bazillion more questions from us).
    Posted 6 months ago by b3achy Subscriber! | Permalink
  • I'm an original member of the serious gas route and can vouch for the decrease in img. When the route launched I was getting about 2k per game day. In just a couple weeks I'm typically getting 1000 or less now. Thats with 15 gas trees. Ironically, I was just wondering if some restrictions (e.g. High resource density as on the Serious routes) actually compound this effect because visitors become sated that much faster and never move further along.

    What I wish we had was something similar to the web rings of yore where one could choose to be taken to a random node...
    Posted 6 months ago by Koftun Subscriber! | Permalink
  • @Litenup:  It wasn't originally an issue when there weren't iMG bonuses.  We've had a few curator meetings to answer the question: "are we  here to serve the route members, or are we here to serve the route users?" -- I think the answer is a little bit of both, and things like increasing join requirements are attempts to balance those concerns.  

    @Koftun: I've actually been wondering if the formula for awarding iMG has changed, as I seem to be having quite a few visitors but am receiving less from the rock.  I can't be sure though since I don't have any traffic data from before the butlers.  And of course, I could actually have more visitors, but if they don't interact with anything, less iMG.  
    Posted 6 months ago by Red Sauce Subscriber! | Permalink
  • I don't know about the formula but there is a hard limit IIRC of something like 120% of your level or somesuch, 20% of which you get no matter what.
    Posted 6 months ago by Moehr Ossum Subscriber! | Permalink
  • thanks @stoot!
    Posted 6 months ago by Geeki Yogini Subscriber! | Permalink
  • @Moehr: The minimum iMG earned is the same as the base value of your qurazy quoin (when at full mood, you earn 1.2*[base value]).  The qurazy quoin value increases with level.  The minimum iMG is also 20% of your maximum iMG you can earn from your home street.

    But it still wouldn't make sense if people were earning LESS than they previously were if they were getting the same amount of visitors, especially because they must either be at the same or higher level than they were before.  I think it is safe to assume that, unless the formula for iMG earned on home streets has changed, these people are getting less visitors that are performing actions on their home streets.

    From my observations, the calculation for the minimum iMG earned on my home street has not changed.  It is, however, possible that the calculation for the amount of iMG earned from each visitor action has changed.
    Posted 6 months ago by >^.^< Subscriber! | Permalink
  • @Saucelah - "adding to the route takes away from those further down the route."

    I have defintiely found this to be true - I am on the bean route and I rarely get more than 300-400 iMG when I log in.

    What I have personally started doing is when I want to use a route, I go to the full route list and pick a random yard to start on, not just start with the "route starts with X" glitch. I figure that makes it a little bit more fair to people at the ends of the routes.
    Posted 6 months ago by Aliera Subscriber! | Permalink