Original Post — Direct link

I've loved Polytopia since it was called SuperTribes, and have over 1,900 games played on my account.

This new update, imho, is too much all at once. I'm still not entirely familiar with Cymati , and this has added way too much all at once.

Bridges, lighthouses, old units removed (navalon), new naval units; custom houses needed, aquaculture, starfish - it's overwhelming to try to take it all in at once.

(If I've missed any deletions or additions, please post below!)

Midjiwan, if you're reading this, please understand I mean no disrespect- it's still my absolute favourite.

But right now, imho, Polytopia is starting to feel a lot like Axis & Allies - there's so much to remember, and I'm feeling the gameplay is suffering to the extent of all these additions.

To put it in layman's terms - it's like going from a 1981 VW Scirocco to a 2024 VW Tiguan - so many new features you don't know what you don't know.

What I would like to see is many more tutorials on explaining the new features, what the advantages and disadvantages for each tribe, how to play each tribe to their best advantage.

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12 months ago - /u/Zoythrus - Direct link

This is partially why I pushed for detailed blog posts that we posted during every beta patch - I tried to ease you into the new stuff. Easier than coding a new tutorial (but I'll push for one).

We knew it might be a lot to absorb at once, and we knew it'd mess with your muscle memory, but the new stuff got rave reviews during our beta testing, telling us that maybe it just need some polish. We hope that the new features get some refining and end up more fun than before, and we hope you're there to join us on this journey :)

12 months ago - /u/Zoythrus - Direct link

Originally posted by Justeeni_lingueeni

A new and/or expanded tutorial would be great. There’s so many intricacies in Polytopia that the game never teaches you that would greatly help many players

I'll push even harder for one.

12 months ago - /u/Zoythrus - Direct link

Originally posted by Fluid-Opposite1919

I absolutely love this man

And I love you, too! :D

12 months ago - /u/Zoythrus - Direct link

Originally posted by JungMikhail

It would be nice to get a replacement unit for the Navelon

I wouldn't be surprised if they get a replacement of some sort during their rework.

Might not be a sea unit, though...

12 months ago - /u/Zoythrus - Direct link

Originally posted by bassturducken54

I’ve played the game casually for years. My complaints are probably mostly going to be just not liking change but I will keep going for now. I will say the biggest change out of everything is the flow of the game. Because of the population and cost changes to almost every branch, it is completely changing any path anyone would be used to, especially early game. This isn’t to speak for ranked play because I have no concept of what is balanced. I’ve played Elryion since release and I’ve always loved the chance on a large map to get 3 cities turn 4, and research lumber yards. Turn 5 gets me two pop for a city and another unit spawn. I don’t even care about the navalons, the impact to just the usual flow could be enough of an upset to turn me off a good bit. I’m not saying I speak for any other subset of player base or any other individual, but those are just some of my thoughts. Would love to be able to play an “old school” version. Like OSRS haha.

As we've been saying, Elyrion is going to get a rework in the near future. Consider them, and the update as a whole, in a state of flux right now.

12 months ago - /u/Zoythrus - Direct link

Originally posted by No-Wrongdoer-7654

Kickoo starts with a tier 2 tech now and can get the other naval techs, especially navigation, much faster than others

Yeah, Kickoo is in a really good spot right now. Maybe the best.

12 months ago - /u/Zoythrus - Direct link

Originally posted by TemporaryTight1658

You will first make last 3 skins or the Special tribes rework ?

Last 3 skins?

The Specials are getting skins, too.

When is everything going to be released? I'm not too sure, but probably soon.

12 months ago - /u/Zoythrus - Direct link

Originally posted by flynnfx

u/zoythrus - a question you could ask midjiwan , would there be a way to keep 2 separate versions of Polytopia?

That way, players could become accustomed to the new version at their own speed, and also allow people who like the precious version to still be able to play the old version.

Well, I can say that the chances of something like that is slim.

Not only because the servers wouldn't like it, but because, ultimately, we would prefer to not set a precedent of needing to support multiple versions. Changes happen, and at the end of the day, people will need to move on to the newer versions.

Polytopia was never designed to be "stagnant", but a game that receives new content and updates on the regular.

Most likely, after some patches, the game will stabilize as people figure it out, and then this will be the next beloved patch people fight for after the next update

12 months ago - /u/Zoythrus - Direct link

Originally posted by SilentWarehouse

It moved away from the core element of the game. Which is simplicity and balance.

You keep trying to add new units and features that unbalance the game.

E.g the freaking lighthouse.

Why does it have to give 1 pop? 1 pop seems insignificant, but it gives players near edges of the map unfair advantages (where they already get benefits from not having to fight battles from multiple sides). Having to get that additional 1 pop often means having to research an additional tech, (worth 5-6 stars early game) which is about a 1 turn delay. But now you're just giving it for free, just because.

Sometimes as product managers and product designers, removing (or not including) features actually makes the game more playable.

Top things as a product manager I think should be removed 1) Lighthouse shouldn't give 1 pop. 2) roads for 2 stars make more sense, 3 seems excessive 3) Lumberyards have lower pop density, and I think a cost of 2 makes sense 4) Remove the knight and rammers animation, the previous knight animation looks nicer and more elegant. The current one looks like ass

Generally from the games I played I notice 1) Game play tends to be slower, now that lumber is 3. Players are disincentived to pursue that tech branch. 2) naval is good though 3) AI seems better 4) Some tribes are now unbalanced

So, the Lighthouse pop was actually asked for during alpha testing, as alpha testers didn't like how the Lighthouse killed a tile, since you couldn't build on it. We added the pop as a "consolation prize" for not having the tile, but also an added incentive for finding them.

The nerfs to roads and Lumber Huts disincentivizing their respective techs was the point, and that's working as intended, as we didn't like either of them being economic "bottlenecks".

12 months ago - /u/Zoythrus - Direct link

Originally posted by SilentWarehouse

But why was the lighthouse even needed? I think the Eye of God monument being unlocked by visiting every spot was a a good incentive already.

I think how the question was phrased to the alpha testers is also important. "How do you think we could improve the lighthouse" could have 2 solutions 1) Pop as a consolation prize 2) Just no lighthouse at all

And I think the product team clearly picked the option that creates more problems that it solves.

I'm curious what the comments were from the alpha testers regarding the lumber hut and roads though.

Thanks for justifying the decisions too, you're doing a good job as a community manager :)

The reason we added the Lighthouse was because the Eye of God was rarely acquired unless you were already winning. We're talking like, multiplayer, here.

The Lighthouses make the job ultimately easier and predictable - find all 4 corners, and we hope it makes getting the Explorer task more common. So, yeah, they're kinda a necessity from this perspective