Polytopia

Polytopia Dev Tracker




28 Nov

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We know about this and are trying to fix it

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Originally posted by PatriotSK

Is there a way to play version before this update? Been playing the game for years, but this version did not catch me at all.. thanks!

No, there is not.

I do know that a patch to help fix terrain generation is coming out soon, though

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Originally posted by According_Bit_6299

Judging by the reception you are wrong. And judging by how you are deflecting criticism you are not ready to listen.

You could have added more water units, gradually, as you have implemented changes in the past but you fundemantally changed the game mechanics. Why would that necessitate significantly changing the economy?

The economy had to change as it was creating bottlenecks. Some things, like Lumber Huts and Roads were pretty much dictating the meta, and thay was something that had to be addressed. We also didn't like Custom Houses being restricted to water only and wanted to make them more versatile.

We couldn't have added water units gradually as all 3 of them are meant to balance each other out. You wouldn't want Rammers being the only ship type, or Bombers, or Scouts. All 3 are designed to work together.

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Originally posted by ApaganWarrior7

Talking of game mode suggestions, a team mode where you can team up with randoms or friends, and it acts as a permanent peace treaty. The game ends when one team has all the capitals.

That's already on our TODO list

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Originally posted by kratima

I really hate the new Continents map. Gone are the smallish landmasses with water separating them, replaced by 2 huge continents separated by a lot of water. Gone is the type of play associated with hopping from landmass to landmass. The best memories I have with Polytopia is holding the line on 3 continents across the entire map while simultaneously trying to break the front in one point (usually a flank). It's an OK type of map, but they should have also kept the old Continents type under a different name.

Also, the games against the AI have somehow lost their appeal. Playing on Crazy on a Massive map, as usual. It seems the victories are easier to obtain now - there are less surprise attacks in the beginning, so I end up quicker with a juggernaut steamrolling the opposition on all fronts.

The naval battles are a mess (possibly because I haven't gauged the proper tactics yet), but are usually won pretty quick. The slower naval units (bombers and giant ships) are l...

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We are looking into map generation currently.

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Originally posted by longhegrindilemna

Aquarion tribe cannot use roads. Every unit can move only one square, with roads, without roads, on land, on sea.

One square only.

Aquarion cannot move.

Amphibious units should move 2 on water.

Not using roads isn't a bug.


27 Nov

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Originally posted by Holistic_Snow

I think you only care about multiplayer and didn't think about domination mode at all. Which is fine but I have no interest in that, for me the fun was trying different strategies using different techs in different scenarios, and now that's gone. It's a real shame is all. If there's really no chance of a clash mode for domination players I might as well delete :(

Midjiwan has been talking about giving an update specifically for single-player fans, as we haven't really touched either of the gamemodes for 7 years, and they're both in drastic need of updating.

No confirmation, though.

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Originally posted by jomm69

I hate the update so much. Thank you to the devs still, this has been a great game. I’ve put effort into making it work and learning new system. Gameplay has become completely incoherent. I was very happy spending time in the mindless op customs house meta but the diversification of economy thing is weird and ignores the aesthetics of maxed out industry buildings. It fails to spark joy.

Been playing since 2018. This is entirely a wind down by myself kind of game so maybe I’m just not the target audience. I don’t really play multiplayer at all. I own every tribe and several(but not all) of the skins.

I deeply hope you create another app with classic polytopia. I will gladly buy everything again. Or make classic available in sandbox.

It is nice to see such care and effort put into the game. I am trying to keep an open mind about it but no longer enjoying the game :(

We're keeping a close eye on Markets.

I wouldn't be surprised if they get some adjustments in the future, but I can tell you that we're not super big into "spam 1 building around them for 16 stars" anymore. We would like to give you options.

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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

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Originally posted by togetherwem0m0

I really appreciate all of the hard work that's gone into this update, but I don't like it. The game is a lot harder now. I can't even score above 50k. I might figure out how to play the game again but I'm not sure I want to. It's much harder to get started now. The mechanics in the new market port specialty building is innovative, but requires more careful analysis of placement and frankly doesn't work for most city layouts.

I don't know. I just am not having a good time with the update. I wish this was polytopia 2 or available as a gamerule option instead.

I expect the Market to get poked and prodded a bit before we consider it "done". Sometimes these things just take time, especially with the new stuff, which might just have to go through some growing pains before they're good again.

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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) ...

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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".


26 Nov

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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

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Originally posted by megaeggplantkiller

I really love this update after playing a few days. Feels much more balanced to me in the use of all tech and buildings. I haven’t mastered it yet.

I played this games since release for years and years with all tribes unlocked, and honestly I had gotten a little bored with the game. I have maxed out all my scores, 150,000+ pts and 100% on all tribes, I played each tribe countless numbers of times, and honestly I was finding the min/max strats needed to get high scores was getting a little boring and tedious.

At this point, it seems to me some major differences in stats are:

  • city planning is critical to place markets with all four buildings by it (ports, sawmills, windmills, and forges)
  • more of tech tree is critical to get somewhat early to get rank 3/doubled markets
  • spamming one type of building seems way less important now thankfully… (e.g. good riddance to spamming multiple ports around custom houses, multiple ports are not that use...
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We're glad to hear it!

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Originally posted by NevadaSmith02

There was not anything lucklustre in the game before. People were playing a free tribe regularly and winning with it most of the times too. For Christ sake, you got 10 mil + downloads. The game was a legend. The way you took it from people is just outrageous.

"I'm tired of Battleship spam and wish water was more fun" was like, #1 request for a long time.

I can tell you, there was a lot of lackluster things judging by fan response, and it's our job to fix it. We don't want water to be dominated by a single unit, and neither did a lot of people.

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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.

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Originally posted by TemporaryTight1658

2 atk is low. Rammer have also 3 movement and do 3 atk, so it's better.

Nerf Rammer to 2 movement if you want to see Scout be a counter to Rammer and Bomber

Technically, it's currently set up as an RPS system.

Scouts > Bombers > Rammers > Scouts

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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.

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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.