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Spore out soon

Fez

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:lol:


Changing it from three to five is too little, too late. The limit is crappy. Remove it and then the problem is solved.
 

Nightjed

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its funny how EA changes the % of users that "only install the game 1 time" each and every time they throw that bs at us.

anyway we wont see the end of this story until xmas.
if they do bad enough compared with other publishers they might drop this madness, but then again, they might just blame piracy (or the "think of the pirates!" defense, i think i liked it more when they used Chewbacca defenses, at least they gave me a laugh)
 

Shannow

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Jeff Graw said:
If they were smart they just wouldn't allow two or more computers to use the same CD key *at the same time* when requesting online features. That's what Blizzard does and nobody complains. You could have a million copies of Spore installed, but you'd only be able to play one at a time that way.

Seconded. The only problem I could think of is a key gen mimmicing legit keys and thus causing problems for legit customers. But then at least it would truly be the pirates being evil (arr, arr) and not the corporation fucking their customers as collateral damage in their ineffective war on terr...eh...copying.

all kidding aside this is bad news. if EA gets really pissed they could just pull the plug on PC gaming and it all goes to shit. keep in mind how many developers are under the influence of EA.
That'd simply open the market for more courageous companies. Keep in mind how PC gaming has been dying for years under EA's influence.
 

aron searle

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Other than sim city 4 (which EA killed of any sequels to anyway) i can't think of any other EA game i own, or would want to own on the PC.

If EA dropped the PC, it would only benifit people like me.


· Expand the number of eligible machines from three to five.
· Continue to offer channels to request additional activations where warranted.
· Expedite our development of a system that will allow consumers to de-authorize machines and move authorizations to new machines. When this system goes online, it will effectively give players direct control to manage their authorizations between an unlimited number of machines.

And when it's actually less hassle to pirate the game, guess what, people will pirate the game.
 

Chork

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Cloaked Figure said:
all kidding aside this is bad news. if EA gets really pissed they could just pull the plug on PC gaming and it all goes to shit. keep in mind how many developers are under the influence of EA.
Good, we need another death and rebirth. Clear out some of the vultures and bean-counters.
 

Micmu

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if EA gets really pissed they could just pull the plug on PC gaming and it all goes to shit
GOOD FUCKING RIDDANCE.

To shit what? No more awesume PC-only games like Dragon Age?

...
 

Heresiarch

Prophet
Joined
Mar 8, 2008
Messages
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No more awesome games liek SPORE AND SPORTZ GAEMZ AND SIMS OH NOZE SINCE I PREFAR PLAY SPORTS IN PC RATHER THAN GO OUTSIDE SINCE THE SON BURNS MY SKIN AND I DUN HAVA REEL LIFE SO I MUST LIVE AS SIMS LOL


Seriously, just the fucking non-skippable EA logo appearing in every damn game wasting trillions of hours over all the world is evil enough deserving capital punishment.
 

HanoverF

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MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Divinity: Original Sin 2
They stopped making sports games for the computer already, didn't they?
 

Saint_Proverbius

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Okay, since I actually have a bit of time off from work..

Cell Stage: I agree with some of the points here about how placement and such matters with the parts, but.. It's kind of like Pac Man without the maze. While there is a bit of fun found in putting on the spikes and such, then hunting down cells three times your size, it just seems overly simple. It's too simpliistic. There's only six parts and you hunt down all six parts each time. It's just the least interesting to me in terms of execution and potential.

Creature Stage: I actually like this stage because this stage is where you define your creature. You start as a lump with legs, and eventually tune your critter in to what you want. Sure, impressing other creatures isn't nearly as fun as just killing them. But hey, it's kind of fun making a race of giant frogs that can jump forever with the most upgraded frog feet. Or bird men who can fly.

It would have been nice if they took a page from RoboForge for the Creature Stage. If you have a maceball on a long tail, speed and reach are defined by the length of the tail for the maceball's strike. If you put spikes on the back of the creature, they shouldn't really have a charge value but a defensive value instead. Basically, they should have implimented a mechanics of design element to the creatures. It's kind of silly that I can hide parts under other parts just for the sake of having that ability without ruining the look of my creature.

Tribal Stage: I hate this stage the most. In order to get the blue badge out of it, you have to carefully balance killing tribes and allying with tribes. There's no "middle way" to go about things. It often involves balancing the killing with gifting and domesticating along with the musical concert allying. It also seems to cheat a bit when you're killing the other tribe. They go from losing half their tribe back to normal numbers pretty fast. Of course, if you do a quick attack, kill as many as you can, then raid their food.. You can eventually starve them out and have your way with them. At very least, you should be able to domesticate and trade animals for a middle ground route.

Civilization Stage: Okay, what's the difference between military and religious other than the animations? The religious units shoot some kind of happy beam or something which causes the enemy city to switch religions. But hey, it seems to do about the same as the bullets. They couldn't come up with something better than that? Something like setting up your city as holy cities so that people from other cities make pilgramages to your city which turns more people in the enemy cities towards your cause would have been better, kind of a reverse trade type situation.

Space Stage: Hey, it's basically a space trader CRPG type thing. You do things, you get experience, you gain abilities. But.. The quests are generic as hell from what I've seen. Sure, they're a bit better than most space traders because you can terraform and such. However, it's too limited. You can only establish three trade routes at a time regardless of what level of trader you are. It takes forever to buy out an empire because of that which is silly considering the galaxy is HUUUUUUUUUUUUGE. It should be three routes times your level of trader, so once you're level 5 in trade, you can buy up 15 systems at a time. In fact, nearly all the little skill thingies are like that. You can max yourself out, but you're still once ship with a few chums doing everything yourself with the speed, or lack thereof, of just being the only one in the galaxy doing anything. If you're the warmonger guy, you should be able to control other fleets and send them to attack a system for you.

It would also be nice if you could make drop ships for fighting. I'd much rather be able to drop off tanks as opposed to zapping cities with lasers until they surrender. Often times, you shoot a city, all your allies will shoot and destroy the city. Ugh.

Also, I have religious weapons on my space ship so why no religious conversion of colonies?

All stages: There seems to be a decided lack of taking things from one stage to another. So your creature is a frog, they don't seem to do jump attacks in tribal mode. If they can fly, they use flight when moving, but they never use things like that in combat. So you allied with a bunch of creatures in creature stage, where are they in tribal? No where. If you ally with them in tribal, where are they in Civilization and Space? Sure, there's no reason why the allies from creature stage would evolve, but you could start with domestic animals. I don't think it would be hard to implement something simple like that.

Bonuses to certain things based on how your creature is built would be nice. If they're spitters, bonuses to shooting bullets would be nice. If they can fly, faster planes would be nice. If they have natural armor, more hit points on vehicles. Just something you can notice based on how you made your creature.
 

Fez

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The thing is, once you are in space there is far too few things to do for even the local area of space you start in. Terra forming a planet isn't even particularly interesting once you've done it a handful of times. Pick up nine animals and nine plants and then drop those same creatures off at every single planet you want. Job done. Terra forming a blue planet instead of a purple one isn't a whole new wondrous experience. It's just cosmetic with no game play changes.

Trading is extremely dull as there's no real economy and only spice or random useless objects that you find on planets that you can sell to other aliens. The aliens can have various appearances, but only a handful of set personalities to be assigned and you'll hear the same speeches from them and see the same behaviours matching those personalities.

The fans rave about how big the galaxy is, but who cares when it's big and empty? It's like claiming Pong or some other old arcade game is a huge game because it just loops forever. At least games like Elite/Frontier or others of that kind have something to do and some variety in their big universes - and they were made long before Spore.

Making contact with other aliens of any stage of development is also extremely basic. There's really no reason to contact anything other than space races. Contacting the Space-faring races is only useful if they are right next to your borders. The last thing you want to do is ally with a race that is far away and then end up having to rush over there every half hour to help them with their every problem. Again, once you've spoken to a handful of races you'll have seen it all anyway and realise there isn't going to be anything new or any challenge no matter how long you play or what you do.

The Grox are just plain ridiculous and speeding through their territory was plain miserable.

Spore is a terrible game.
 

Saint_Proverbius

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Fez said:
The thing is, once you are in space there is far too few things to do for even the local area of space you start in. Terra forming a planet isn't even particularly interesting once you've done it a handful of times. Pick up nine animals and nine plants and then drop those same creatures off at every single planet you want. Job done. Terra forming a blue planet instead of a purple one isn't a whole new wondrous experience. It's just cosmetic with no game play changes.

I'm kind of disappointed there aren't better terraforming tools at the end of the terraforming skill tier. I've terraformed hundreds of planets in one galaxy, and it would be nice to have an object I could just drop off and it would T3 the planet on it's own. I have no problem dropping off the critters and such, but raising the atmosphere, heating it, etc. time after time gets boring.

Trading is extremely dull as there's no real economy and only spice or random useless objects that you find on planets that you can sell to other aliens.

I agree. It would have been nice to have seen the ability to sell things like animals, colonies, and so forth. If they'd hashed out the creature stuff more, they could have used creatures as commodities.

The aliens can have various appearances, but only a handful of set personalities to be assigned and you'll hear the same speeches from them and see the same behaviours matching those personalities.

I tend to agree. I have one game I played when I was on vacation. I set out with the idea of taking over the whole galaxy. Well, I don't know how many Followers of Splode I've seen. What gets me is that it'll use my creatures for space races, but it won't use them as I created them. It was neat seeing a race I created, then I was disappointed to find out that the personality assigned to them was completely randomly assigned. I ran across my zealot race and they were just the happy go lucky party animal personality. Ugh. They didn't even use the right ships.

The fans rave about how big the galaxy is, but who cares when it's big and empty? It's like claiming Pong or some other old arcade game is a huge game because it just loops forever. At least games like Elite/Frontier or others of that kind have something to do and some variety in their big universes - and they were made long before Spore.

Well, Elite didn't. But really, as big as the galaxy is, you should be able to do things faster. I don't see the point of having a galaxy that big when it takes twenty minutes to take over three planets economically. Fighting it out takes trips to and from a friendly planet over and over again, and so forth. Sure, you get new tools and such, but no fundamental mechanic gets to the point where you can carve out large sections of the galaxy quickly.

Making contact with other aliens of any stage of development is also extremely basic. There's really no reason to contact anything other than space races. Contacting the Space-faring races is only useful if they are right next to your borders. The last thing you want to do is ally with a race that is far away and then end up having to rush over there every half hour to help them with their every problem. Again, once you've spoken to a handful of races you'll have seen it all anyway and realise there isn't going to be anything new or any challenge no matter how long you play or what you do.

That's where being able to have multiple fleets would have been nice. I hate working on some area of my territory, getting a call, and then forgetting what I was doing. It would be nice, once you can afford it and such, to be able to call up another fleet and have them take care of a problem.

The Grox are just plain ridiculous and speeding through their territory was plain miserable.

Which is why it would be nice if you could do more with the space stage. Buy up planets faster, use multiple fleets to attack, and so forth.

Spore is a terrible game.

Well, not terrible, but given the wait for it's release and the hype, it could have been much more.
 

Fez

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Saint_Proverbius said:
I'm kind of disappointed there aren't better terraforming tools at the end of the terraforming skill tier. I've terraformed hundreds of planets in one galaxy, and it would be nice to have an object I could just drop off and it would T3 the planet on it's own. I have no problem dropping off the critters and such, but raising the atmosphere, heating it, etc. time after time gets boring.

Later on you get a tool that instantly terraforms any planet to T3, including all the animals. This actually makes things even more dull.

Well, Elite didn't. But really, as big as the galaxy is, you should be able to do things faster. I don't see the point of having a galaxy that big when it takes twenty minutes to take over three planets economically. Fighting it out takes trips to and from a friendly planet over and over again, and so forth. Sure, you get new tools and such, but no fundamental mechanic gets to the point where you can carve out large sections of the galaxy quickly.

That's where being able to have multiple fleets would have been nice. I hate working on some area of my territory, getting a call, and then forgetting what I was doing. It would be nice, once you can afford it and such, to be able to call up another fleet and have them take care of a problem.

Which is why it would be nice if you could do more with the space stage. Buy up planets faster, use multiple fleets to attack, and so forth.

Agreed.

Well, not terrible, but given the wait for it's release and the hype, it could have been much more.

Sort of disagree. :P

I do think it is terrible and it could and should have been a lot more with all the wait and hype (and with the obvious potential of some of it). I've played that game for only a couple of days and the second day was me going back to the space stage to get through to the ending just to see if I had missed anything. Very little enjoyment out out of it. He should have just stuck to The Sims 3 or another expansion pack for The Sims 2.
 

DraQ

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Fez said:
At least games like Elite/Frontier...
*appears in a puff of smoke*
... or others of that kind have something to do and some variety in their big universes - and they were made long before Spore.
Well, Elite had very little variety, but Frontier had entire solar systems. And it was newtonian. And those systems were full sized. And the galaxy was almost full sized.
 

Fez

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Elite didn't have that much variety, but the point was that it was made long, long ago. Spore isn't any better but it doesn't even have the excuse of age.
 

Saint_Proverbius

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Fez said:
Later on you get a tool that instantly terraforms any planet to T3, including all the animals. This actually makes things even more dull.

Really? What's it called? I'm pretty sure I have nearly all the tools in the big game I have on my laptop, and I don't see it.

Sort of disagree. :P

I do think it is terrible and it could and should have been a lot more with all the wait and hype (and with the obvious potential of some of it). I've played that game for only a couple of days and the second day was me going back to the space stage to get through to the ending just to see if I had missed anything. Very little enjoyment out out of it. He should have just stuck to The Sims 3 or another expansion pack for The Sims 2.

Well, there's gobs of potential there. It's just what's built on the potential is pretty darn flat. Impressing in Creature Stage and Allying in Tribal Stage being really sad minigames is one of the things I'm the least impressed with. The Civilization Stage seems like a huge afterthought. The Space Stage has a whole hell of a lot of very little to do.

That said, they probably could add a few things and make it one hell of a good game. They could tweak a few mechanics and make it a decent game. The problems are there, sure, but the big framework is there already.
 

Trash

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Spore is a terrible waste of a great idea. All it seems to be right now is a bunch of mediocre minigames with a shitty DRM attached. Perhaps the gazillion expansion packs will turn this into a gem, but right now it's not even worth a playthrough. Especially with EA being utter fucktards in how they behave towards their customers.
 

Saint_Proverbius

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Fez said:
Spore isn't any better but it doesn't even have the excuse of age.

I agree with that. The six types of spice makes for really simplistic trade. Though, the trade model is dynamic in Spore. If you trade too much spice somewhere, they will buy it cheaper.

That said, I still think they should have had some sort of trading of plants and creatures since you can suck them up and haul them around. If a planet had flying herbivores but their carnivores couldn't fly, they might want to buy flying carnivores to keep their herbivores in check. Things like that would have been interesting.

One thing I really don't like is that alien planets only sell one of certain items. For example, when I need colony packs, I have to fly all around the empire that sells them cheaply to buy as many as I like to keep on hand. It's kind of an annoying time sink that I don't really need. It would be better if it sold the amount based on your Colonizer skill, say one pack per level of the skill.
 

Fez

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You get the special super duper terraforming tool when you manage the grim march to the center of the galaxy. There's some easy cheats you can also type in to get all the tools to save you doing the legwork.Tools are also unlocked if you grind through the tedium for the badges/Xbox-style achievements. "Adjust the color of a planet one million times", etc.

I've had times when I've had two planets right next door to each other (such as in my home system) that would give me top dollar for the spice produced on each other's planets. So it was a simple back and forth until I had all the money I'd need. Some of the spices also offer more money than others (I know some people suggest ignoring red spice altogether). It can quickly boil down to finding a planet that produces purple spice (or whatever to hand is most valuable) and then rush back and forth between that planet and whatever one will buy it for thousands (all others offering a pittance). I've seen exploiting trade routes in other games, but in this one there is no other choice but to do this. It's a completely fake and boring economy. You can do missions instead, but seeing as there are only a handful of missions to do it becomes boring as well and only takes more time for less profit (and you'll be running around the galaxy babysitting them all seeing as there is apparently only one ship and person capable of doing anything).

The trading of plants and animals would definitely improve matters and give a reason for me to explore planets and scan the life on them, but that would also require them to implement these things in a way that all the parts and designs aren't purely cosmetic. Right now it really doesn't matter what they look like. It's a name and a mark in the relevant box that says what of the five categories it fits in for terraforming purposes (large plant, medium plant, small plant, herbivore, carnivore - nothing else). Other than that they are completely generic. All that time in the creature editor doesn't matter as it is only another blob on the map that acts the same as the other blobs. There's so little depth to it that your ankles are barely going to get wet. The lifeforms and the space races would need to be overhauled to implement these ideas and to make them remotely interesting or varied. It would be great if they did it, but it would either be some distant expansion or it won't have occurred to them to make it more worth while (I'm almost tempted to say it is beyond them after seeing what they delivered after years of work).

They made it so the alien races sell items fitting with their "personality". Spode believers will sell the same inventory from one side of the galaxy to the other and so on. As there is only a handful of personalities and only a couple of inventories they can have it ends up a case of running about between two empires to get your gear. Pointless wandering to grab that one colony pack from each planet in turn is how they've deliberately decided to set it up. Infuriatingly, they never increase their stock beyond one or two items for most of what is available. If it built up depending on the colony level, trade, your abilities and time it would at least add some variation and give the player a sense of growth and development. The identical inventories across the galaxy only adds to the blandness of Spore all the more.

I can see why they did force you to travel so much though. Without these time sinks the game would be even shorter and it's already far too thin on content. It also "helps" you work towards those exciting achievements or badges, like the one given for displaying your mastery of the mouse by clicking 1500 times on the galaxy map. Such skill!

There's so many of these elements that seem to show a complete lack of thought or testing that I wonder how they managed to do it all so badly. Didn't anyone actually play this game before they released it?
 

Saint_Proverbius

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Fez said:
You get the special super duper terraforming tool when you manage the grim march to the center of the galaxy.

That explains why I haven't found it. Every time I make it close to the center, I get recalled to help with something either in my colonies or an allies. Like I said, it would be much better to allow the player to call up another fleet and have them deal with things like that at a certain point.

I've had times when I've had two planets right next door to each other (such as in my home system) that would give me top dollar for the spice produced on each other's planets. So it was a simple back and forth until I had all the money I'd need.

I've seen this as well. I terraformed a Yellow Spice planet in my home system and my homeworld was buying it at 22k a unit for a bit.

I didn't do the route you did, because I fill up my cargo hold with a certain type of spice before I sell it off at those prices. I know that each time you sell spice, it lowers the value they're buying it at. So, I'm greedy.

Some of the spices also offer more money than others (I know some people suggest ignoring red spice altogether).

In my BIG game, Red Spice is fairly rare because I didn't trade it for a while. I've been terraforming Red Spice worlds lately to cash in on that.

It can quickly boil down to finding a planet that produces purple spice (or whatever to hand is most valuable) and then rush back and forth between that planet and whatever one will buy it for thousands (all others offering a pittance).

Pink Spice, Green Spice, and Purple Spice seem to be the big bread winners, yeah.

I've seen exploiting trade routes in other games, but in this one there is no other choice but to do this. It's a completely fake and boring economy. You can do missions instead, but seeing as there are only a handful of missions to do it becomes boring as well and only takes more time for less profit (and you'll be running around the galaxy babysitting them all seeing as there is apparently only one ship and person capable of doing anything).

Missions are better in Spore than in Freelancer, which I find kind of odd considering the scope of both games. I would like to see more variety of missions, sure. However, Spore does offer more variety than a lot of strict space trader games. One thing that does annoy me is how many time limited missions there are so you can't collect a bunch and then work through a queue of them.

But yeah, Spore beats the hell out of EVN, Freelancer, and so forth in terms of random missions.

The trading of plants and animals would definitely improve matters and give a reason for me to explore planets and scan the life on them, but that would also require them to implement these things in a way that all the parts and designs aren't purely cosmetic. Right now it really doesn't matter what they look like. It's a name and a mark in the relevant box that says what of the five categories it fits in for terraforming purposes (large plant, medium plant, small plant, herbivore, carnivore - nothing else). Other than that they are completely generic. All that time in the creature editor doesn't matter as it is only another blob on the map that acts the same as the other blobs. There's so little depth to it that your ankles are barely going to get wet. The lifeforms and the space races would need to be overhauled to implement these ideas and to make them remotely interesting or varied. It would be great if they did it, but it would either be some distant expansion or it won't have occurred to them to make it more worth while (I'm almost tempted to say it is beyond them after seeing what they delivered after years of work).

Which is why I brought up RoboForge. It's an old programming game where you design robots to fight one another based on your design of the robot. Each part in that game has a set speed, range of motion, and so forth. Where it is and what's attached to it determines how well it moves. It would be nice if Spore were like that from the get go so that design actually mattered.

Even then, you could still look at what the creatures are on a planet and base what the planet is willing to pay for another creature based on that. If the carnivores have all kinds of Charge parts, Strike Parts, etc. and the herbivores are just brittle lumps of Charm parts with no defense, you could have the planet pay more for herbivores with some defenses so they don't get wiped out.

It can still be done as it stands now, but it would be nice if they implemented design mechanics for creatures. I believe it's too late for this now that it's out and people have made hundreds of creatures due to the lack of consequences.

Pointless wandering to grab that one colony pack from each planet in turn is how they've deliberately decided to set it up. Infuriatingly, they never increase their stock beyond one or two items for most of what is available. If it built up depending on the colony level, trade, your abilities and time it would at least add some variation and give the player a sense of growth and development. The identical inventories across the galaxy only adds to the blandness of Spore all the more.

I tend to agree. The problem is I'm Omnipotent level right now, and I still only have one fleet, I'm only able to buy one colony pack at a time, only able to trade route conquer three planets at a time, and so on. Basically, I have garnered nothing that increases the speed at which I can do things from the beginning.

Sure, I can star hop less because of my Interstellar Drive 5, and kill things a bit faster due to my allies in my fleet and my guns, but... It's still just me and much of what I could do at the beginning I'm limited to doing now. I just don't feel as powerful as I should considering how maxed out I am in terms of "level".

There's so many of these elements that seem to show a complete lack of thought or testing that I wonder how they managed to do it all so badly. Didn't anyone actually play this game before they released it?

Maxis honestly should have taken a page from most Tycoon games. Considering that's pretty much what Maxis does for a living, you'd think they would have gotten the point of the farther you are, the faster and better you can do things with less micromanagement. The big problem for me in the Space Stage is how I'm still micromanaging everything even though I'm maxed out on my character level.
 

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