Gamewizard
Emperor
- Joined
- Jan 24, 2011
- Messages
- 1,234
I enjoy the building quests being uncovered through playing the game. I don't take my games super seriously and try to enjoy the stream of surprises the building quests deliver.
The hidden nature of the building quest is by design. Your civ builds the generator and they discover that the thing is a bit more powerful than they'd anticipated. How do you wish to utilize this extra enery? Extra production or extra energy? This is a good design IMO. Not with the mainstream (majority of posters here?), it would appear. Still, my voice needs to be heard as well![]()
The hidden nature of the building quest is by design. Your civ builds the generator and they discover that the thing is a bit more powerful than they'd anticipated. How do you wish to utilize this extra enery? Extra production or extra energy? This is a good design IMO.
I HATE THAT IDEA.
If you want to do that just don't look at the civilopedia
Perhaps they could have an option called 'Blind Play' where the only information the game gives you is the names.
You can research Genetics, You don't know when it will be done or what it will give you.
Hiding info like that is TERRIBLE LAZY game making. (For any game that is expected to be replayable)
No, it's terrible design. As a strategy game, CivBE is a puzzle. The reason to play is to try and beat the puzzle as quickly and reliably as possible by making the best decisions. If the game UI is not being honest with new players about the consequences of their decisions, then they are not capable of making informed decisions. Which is indistinguishable from being incapable of playing at all.
I suspect that the reason quest information is not readily available is simply that they forgot or ran out of dev time. But if they are deliberately withholding the information, then they are actively detracting from the game quality just to fuel their goofy and superfluous narrative.
Besides quest transparency, the game also needs deterministic quest spawns. Many quests are currently critical (Autoplant, Fence) and it is beyond ridiculous to sometimes wait two turns and sometimes wait thirty.
For what's it worth your thread convinced me to create a little mod that shows Quest Rewards in the building tooltips. So fear not! Help is on the way!![]()
Hooray for free speech and mod authors! Hooray!
How about showing in the building tooltips that it "Has associated quest."?
What if it potentially can have 4 choices, and in any game it will randomly present 2
As a strategy game, CivBE is a puzzle. The reason to play is to try and beat the puzzle as quickly and reliably as possible by making the best decisions.
The quests would be great if they were
1. Visible & documented
2. Better balanced
The idea of the tech web is a good one, but that choise you mention is mostly an illusion.The thing I like most about Beyond Earth is the freedom of choice in your play style. The tech web allows you to follow some unspecified route throughout the techs to get specifically what you want, unlike regular Civ where you get railroaded through the same techs every time.