That's fine. I believe it is also important to weigh the value of a proposal against developer resources and more important agenda items, especially if I don't see the proposal as "necessary" -- but you don't have to share in that opinion. To me, things that make the game easier, when easier isn't necessary, just water down the enjoyment of the challenge and homogenize the player base. I like that I've found a way to have decos and cultural buildings, but not suffer by people clicking the aid button. I think it's a success of mine. I would not vote no to this proposal just for the sake of voting no, but regardless of developer time constraints, I just don't like the idea of making the game "unnecessarily" easier. I don't believe that is lemur's intent. I believe he wants to have decos for the pretty factor. But, his proposal would have the side effect of making the game easier in a way that he doesn't intend. That is why I am arguing my points. I hope it makes sense that I am not interested in having the developers "waste their time" (in my opinion) on a barely-needed feature. I'm sorry if this sounds selfish, but honestly... I could argue that the proposal is a bit selfish, could I not?
Why are you performing unnecessary extra logical work to justify your vote by augmenting your
no argument by bringing up "developer resources and more important agenda items"? That shouldn't be a factor in our discussions and decisions. Bringing those points up is to devalue the proposal and make it appear "less worthy" of our attention. Is that your intent?
There are many, many players who build towns with decos... in fact many (making me cringe) spend all their free diamonds on premium decos.
The fact that premium decos being bought with diamonds makes us cringe is a good indication that decos are 'broken'. Buying diamond residential or production buildings has a clear benefit. If another game mechanic is limiting the use of decos, then maybe the mechanic is the flaw in the system.
Salsuero said:
I still believe this would make it much easier to gain useful happiness without the existing consequence of having to trade motivation for polishing based on random chance. And don't forget, this would affect the cultural buildings too. So you could build fancy happiness structures, but not worry about them stealing your aid from SoKs (for example). In my opinion, if you want all of your SoKs motivated, you should build a solid friends list and limit your attacks on your hood so they aid you. If you can't/won't do that, then you should build less "other" buildings.
If I understand you correctly, you like the
unintended consequences to the happiness/Motive/polish strategy layer that the Aid algorithm created. I see no issue there, but you don't address the issue that decos were
MADE non-optimal with the change, while before they were a non-issue. So, the strategy for SoKs you speak of, do we know if that was the intent of the change? Do you believe it was the intent of the Aid button implementation?
Salsuero said:
The bottom line for me is that you should have to strategize your build priorities, not just have a setting that gives you whatever algorithm you want. With this proposal, you get to have your cake and eat it too. This is a valid reason to be against such a proposal in my opinion (as is any attempt to make the game easier to strategize, even if only as a side effect), and so I remain a no. I am fully aware that I am in the minority on this, but when people say they can't imagine "any" sort of abuse/drawback, I don't feel like my point is well understood.
Interesting point. I believe that the proposal would
add strategy back to the game. Right now, there is no legitimate strategic use of decorations other than to 'not' use them. This is because of the RNG of Aid Algorithm. That RNG is what makes using decos a 'waste of space' because they soak up more useful mo/pos. With your language of 'making the game easier', I worry that your opinion is biased towards keeping a system that harms players that use decos.
We get to choose whatever buildings we want, why not have some control over incoming aid? How is a strategy that was developed in
reaction to a game change better than a feature that allows the player more decisions and control?
Salsuero said:
I have a compromise. You should be given a setting to enable or disable happiness for decos/cultural buildings. When the happiness is turned off, they can no longer be polished. And it should be city-wide, not on a per-building basis. All or nothing. Then if you want to build unlimited decos and cultural buildings, you wouldn't be penalized. But you don't get the benefit of happiness from them if you enable this setting. If all you really want is to beautify your town, and not actually make the aid function "easier" -- then this would solve that problem.
Eh, Compromise only occurs when there is a tug of war. If you are the minority opinion, then you lose the tug of war by default. [A Random Semantic, Pedantic Note: brought to you by the arrogant professor]
I'd agree with your idea, if the only concern was 'decos are for pretty cities'. The implementation of your idea would further the division between 'pretty' cities and 'warehouse' cities. There is no strategic benefit analysis for flipping a switch and turning off all your happiness generators. There is strategic depth to a slider a player controls.
However, I DO like modifying your idea to allow for turning off/on INDIVIDUAL buildings; more player control! But, that falls directly into the DNSL realm while lemur's proposal...
How many times have people asked to be able to pick their aid order? So many times that:
•Ability to prioritize which buildings in your city you want aided first
is right there, blazing bright on the DNS list.
The second post on the thread pointed that out. You should also read the 3rd post if you don't understand why it's on the DNS list.
/thread
I argue the proposal gets through on a technicality. It does not designate a 'first specific' building to be aided. So the question becomes, what is the spirit of this law? To preserve the RNG nature of Aid's Time saving QoL feature?
The 100% Motivation/Polish setting part of the proposal does make it fall closer the realm of 'specific first building' realm, but it's about the interpretation of the law. If the mod team deem this as a DNSL item, then that'll be that. Till then, I'll enjoy the logical arguments we can come up with.
The issue I've boserved is the 'hate' on decos and 'pretty cities' being justified with 'but there is a strategic choice to be made!'.
If the strategy stems from an unintended consequence from a Quality of Life feature, then the argument is nonsensical. It strikes me as someone arguing that because capital punishment exists(Aid's Mo/po strategy), people should just avoid doing crime(Decos). It misses or dismisses the ethical argument of 'SHOULD' punishment work that way(Are decos supposed to be THAT hated)? I agree with you
@Hootengoben that decorations are a crutch, but I think their strategic penalty should be the 'lower happiness per square' ratio. The penalty should not be augmented with the 'remove them to maximize useful po/mo' strategy. Especially if that strategy only emerged as an unintentional consequence of a new feature.
I don't see why the current meta-strategy needs to be maintained. Especially when everyone agrees that decorations are not optimal. So, a question to players that played before Aid was implemented: Were decorations used more often back then? Did they make the game 'easy'?