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Dwarf Fortress => DF General Discussion => Topic started by: arthos on November 04, 2007, 07:43:00 am

Title: DF future
Post by: arthos on November 04, 2007, 07:43:00 am
Hi, I've playing for a couple of weeks with DF, and I really like the new version. My brother has introduced the game to me.
I have a serious problem with the game, and that is the following:
The game is very dull after a period. There are no goals in the game, I have a feeling when my fortress is big enough, that I am playing in "sandbox" mode. Basically after the fort is big enough, you have lot of dwarves, and lot of stuff built, you cannot do anything. I dont see any point to continue that fortress. If I start a new game, I will end up like that again.
Its totally understandable, since this is an alpha version, the problem is that the development is very very slow. Perhaps when the military stuff will be added and other new stuff, it will be more fun to play after you have a big fortress...right now its just boring and dull. I fear that a real game concept change wont happen in the upcoming months, since this new version was in the works for almost a year. I am talking about the military stuff and the other planned features. Its a pain to wait so much time.
Take this new version for example. I really love it, but now my fortress is big already, Ive built what can be built in the new version, now I dont know that what should I do. I had some invaders, and easily destroyed them all. (Marksdwarves are still insane powerful    :o }

Please dont take my words as it was rant or whining, I am just only sharing my feelings about the game. I know that there will be a point to continue playing when you have everything in your fortress, but its probably many months or even years? away.

Anyone can give me some advice that what should I do when I have a very powerful fortress already? What are you doing when you have everything what is possible in the newest version? I've already built 2 fortresses in 2 very different biomes, and both of them are huge already.

[ November 04, 2007: Message edited by: arthos ]

Title: Re: DF future
Post by: Teldin on November 04, 2007, 09:01:00 am
Try a more challenging location, try to do something special instead of just make a big fortress. The goal isn't "make a big fortress and survive", it's "have fun doing it". If you're bored with just managing a fortress, try something else.

Examples:

* Glacier map, no magma.

* Learn how to mod the game by editing the raws. A lot of fun stuff you can do there.

* Try to build yourself the Great Lighthouse of Dwarfexandria by building a huge tower by the ocean.

* See how long you can last by building your fortress on top of a goblin city.

* Try to carve out Moria from Lord of the Rings, complete with narrow bridge over a 10-level-deep cavern and secret entrance into a cliff face. Bonus points by naming your head dwarf "Gimli".

* Get some experience in creative writing by making a journal for one of your more fun forts and posting it online here. Or, join succession games, which are always a lot of fun.

Title: Re: DF future
Post by: Tormy on November 04, 2007, 09:25:00 am
arthos is my bro.     :D
Btw, hes a good DF player, he had more success with the new version than I had so far, I wasnt able to build a proper fortress yet at all.     :D

[ November 04, 2007: Message edited by: Tormy ]

[ November 04, 2007: Message edited by: Tormy ]

Title: Re: DF future
Post by: ravensword227 on November 04, 2007, 11:17:00 am
quote:
Originally posted by arthos:
<STRONG>There are no goals in the game, I have a feeling when my fortress is big enough, that I am playing in "sandbox" mode. </STRONG>

I don't feel this way at all - maybe I just got lucky.  In one fortress I got attacked by mega beasts: hydra, bronze colossus and dragon.  They seem to be thrown at me in increasingly difficulty (from what I read, people have been getting their hydras before dragons, for example).  Granted, they were no match for my weapon traps, but my fortress still starved with 60 dwarves.

The goal, as I understand it, is to see how long you can survive.  Then when you're wiped out or you abandon, you should be able to go through in Adventure mode as a dwarf and reclaim all your masterpiece steel weapon and armor - you did make masterpiece steel weapons and armor, didn't you?

EDIT: When you get attacked by a bronze colossus or dragon, send your "too powerful" marks dwarves out to stop them.  
 :D

[ November 04, 2007: Message edited by: ravensword227 ]

Title: Re: DF future
Post by: Death Dragon on November 04, 2007, 11:40:00 am
quote:
Originally posted by arthos:
<STRONG>There are no goals in the game, I have a feeling when my fortress is big enough, that I am playing in "sandbox" mode.</STRONG>

That's how I feel about the new version.
Title: Re: DF future
Post by: Tracker on November 04, 2007, 02:06:00 pm
It's how I've always really felt about the game, but I still have fun.
Title: Re: DF future
Post by: Baneslave on November 04, 2007, 02:29:00 pm
quote:
Originally posted by Death Dragon:
<STRONG>
That's how I feel about the new version.</STRONG>

But what was versions before this? They were sandboxes too, but there weren't too much difference between them. It was always the same, river, chasm, magma, pits and adamantine. There was every medal in every fortress, cliff-face was always the  same too.

Now? You tell me.

quote:
Originally posted by Tracker:
<STRONG>It's how I've always really felt about the game, but I still have fun.</STRONG>

Agreed.

[ November 04, 2007: Message edited by: Baneslave ]

Title: Re: DF future
Post by: Grek on November 04, 2007, 02:34:00 pm
Set some challenges for yourself. Right now I am on a map with an undead ruin, a volcano and a cave. No starting military dwarfs. It's great.
Title: Re: DF future
Post by: Serialized on November 04, 2007, 04:08:00 pm
In the previous version digging deeper and progressing the fortress felt like a clear cut goal. In this one, it all feels a little pointless in some sense to me, and I can't quite figure out what would fix it.

I liked hitting the river, building a farm so I didn't die, then the chasm, then the magma... it all felt very goal oriented.

Maybe if there is more outside world interaction, like being sieged more, more advanced alliances or something, the game would feel like it had more of a purpose again.  I think it needs some end-game things that are very hard to achieve, like defending against a dragon attack, or making legendary items and gaining a very successful economy.

Title: Re: DF future
Post by: RPB on November 04, 2007, 04:21:00 pm
Yeesh. And here I thought I was bad at being self-motivated.
Title: Re: DF future
Post by: Funkadelic Jive Turkey on November 04, 2007, 04:21:00 pm
I think one major problem here is that your land area is always so huge with no clear direction of where to mine. Before you knew to dig inward for your iron and magma, now you don't even know if you have it. Add to this that sieges are often broken and many people are left with no direction or danger after farming.

Solution: Find a challenging start location, or continue searching your current one till you find something nasty underground. My super river creatures of dwarven doom have whittled away half my fort last night. And there I was thinking that river would be a cakewalk on my way to the chasm! Good fun though.

Title: Re: DF future
Post by: isitanos on November 04, 2007, 04:51:00 pm
I agree, in the current version the game seems kind of pointless, even if being able to build anywhere is cool. Before if danger didn't come from outside (calm area and no elephants) it would come from inside: the cave river, chasm and magma river. There was an incentive to dig deeper to get better minerals, or to get more action if you were bored. Now you can have totally and utterly boring maps.

Another thing is that the "dig deeper" feeling is completely lost: you can dig stairs straight down to the bottom of the playable area in no time, and 1- there's nothing there most of the time except an artificial limit, and 2- it's not deep at all.

Toady warned us that the new version would be less playable overall than the last one, until he implements new stuff, but we can still discuss how the game could be made more fun.

Personally I think that you should be able to dig down indefinitely (but rock could get harder and harder as you reach pure magmatic stone eventually); and there should always be something to find down there. Between underground rivers, cave systems, ancient mines, underground (friendly or hostile) civilisations, magma, demons, spirits of the deep, Cthulu and his friends, or whatever else, there should be something at almost every location. This is a fantasy world, after all, and most of all it's a game, i.e. supposed to be fun. Now, we might want to keep a few safe-ish locations so that people who actually like to play sandbox can get a safe place to play.

Title: Re: DF future
Post by: Sukasa on November 04, 2007, 05:13:00 pm
Well, for example I like to challenge myself to build advanced mechanical systems, like for example systems that just produce obscene amounts of power. (current project), and next I'll..  uh...  Hm.  Well, I'll figure out something  :D
Title: Re: DF future
Post by: Grek on November 04, 2007, 06:15:00 pm
I would also like more things in the ground to dig up. Lost tombs? Cave systems full of undead lizards?
Title: Re: DF future
Post by: gimli on November 04, 2007, 07:13:00 pm
Yeah I agree. No endgame content can be painful over time. The old version also had this problem btw. Killing demons was also boring after a period.
We gotta wait for the next release to have some real fun. Armies gonna change the endgame for sure.
Title: Re: DF future
Post by: Funkadelic Jive Turkey on November 04, 2007, 07:39:00 pm
Yeah, I dunno if every area should have horrible death at every turn, but there should be a (more accurate) way to judge threat assessment maybe.

Also digging infinitely down is bad for a number of reasons. There's insane amounts of space as is, this would kill anybodies fps after a while, it'd still be pointless, etc.

In the meantime, personally I'd recommend the following:
Quick start in a potentially fun area, use reveal.exe, go to the unit list to check what sort of monsters you can expect, end-process close, restart for real.

This way you can be fairly certain of danger in your fortress without having to know where exactly it is, the only thing you won't know for sure without looking around the map w\ reveal is if you've pits. Also, you don't have to look around and unwittingly remember where you're good ores are; unless you want to.

Furthermore(!); not sure about this but I think the exact location of mountain features gets generated upon embark, so if you end process after reveal and then restart you may not even be guaranteed the cave features will be in the exact same place, only that they'll be there. (I think features are tied to local tiles, but where within those local tiles seems random.)

Title: Re: DF future
Post by: Vengeful Donut on November 04, 2007, 09:44:00 pm
quote:
Originally posted by Funkadelic Jive Turkey:
<STRONG>Furthermore(!); not sure about this but I think the exact location of mountain features gets generated upon embark, so if you end process after reveal and then restart you may not even be guaranteed the cave features will be in the exact same place, only that they'll be there. (I think features are tied to local tiles, but where within those local tiles seems random.)</STRONG>

The same seed is used to generate it. It ends up identical.
Title: Re: DF future
Post by: JT on November 04, 2007, 10:03:00 pm
If you're worried about the game's future, a trip through the Core features and the Future of the Fortress development pages should set your fears to rest.  Right now, you're sandboxed.  Eventually, you'll be able to change the world.
Title: Re: DF future
Post by: Funkadelic Jive Turkey on November 04, 2007, 10:04:00 pm
Vengeful, I meant that, and am still pretty sure that, features maybe moved around within the space of the local tile they exist in. For example, a feature, say an underground river, will always appear within the same tile that was selected in local on embark screen, where within that tile it appears on the play screen may be randomized. So maybe you'll strike it 10 tiles sooner, for instance. Or chasm branches may look different.

Once again, I'm not positive about this though.

Title: Re: DF future
Post by: Alfador on November 04, 2007, 10:25:00 pm
quote:
Originally posted by Teldin:
<STRONG>* Try to carve out Moria from Lord of the Rings, complete with narrow bridge over a 10-level-deep cavern and secret entrance into a cliff face. Bonus points by naming your head dwarf "Gimli".</STRONG>

Gimli? Gimli came in as an Adventurer after Moria was already Too Deeped. I think it's Durin the Deathless you're talking about, or Balin, lord of Khazad-dûm in Reclaim Mode.

Title: Re: DF future
Post by: Alfador on November 04, 2007, 10:54:00 pm
One of these days, perhaps not too distantly in the future: Fortresses where nothing really eventful happens, but which have a steady economy and source of food, can be ended not by abandoning, but by simply stopping YOUR RULE. The fortresses will have a measurable effect on the economy of your civilization.

For example...

In a freshly-generated world, a civ might not have the resources to send out many supplies to its fortresses. Your starting locations might be limited in distance from the Mountainhomes, as you don't have the supplies to build outposts further away. But as you build more functioning fortresses, you have the resources to found forts in more and more interesting areas. Perhaps eventually have the player directly control a siege on a goblin tower.

Title: Re: DF future
Post by: Tormy on November 05, 2007, 10:48:00 am
quote:
Originally posted by JT:
<STRONG>If you're worried about the game's future, a trip through the Core features and the Future of the Fortress development pages should set your fears to rest.  Right now, you're sandboxed.  Eventually, you'll be able to change the world.</STRONG>

This is what I told to my bro also.   :)
The problem is that he is VERY impatient. I think that hes playing more DF than me. Its quite funny actually. When I showed him the game, he was like "omg what is this crap". 1 day later he was playing like a madman.   :D

Title: Re: DF future
Post by: Doler 12 on November 05, 2007, 11:27:00 am
Yep just wait. Toady is resting now. But he will be back on track, making Dwarf Fortress even beter, with armies.
Now here is a list of plans, Toady wants to do in 2008. http://www.bay12games.com/dwarves/dev_v1.html
Title: Re: DF future
Post by: Slartibartfast on November 05, 2007, 12:17:00 pm
Without reading anything but the opening post (I have to go somewhere and still want to give my advice) :
Strictly speaking there are no goals in DF, part of the fun is to make them yourself.
1) You can try something like building a fort in a much more dangerous/difficult zone.
2) You can play without traps or without marksman or without any army and just raise a militia against invaders. You can choose to rely only on hunting for food, or choose to restrict the materials you work with (like the elves).
3) You can set goals like replacing all the walls in your fortress with clear crystal walls, or making every single thing in the fortress out of glass, or building an elaborate tower that will reach from the lowest z-level to the highest z-level. Maybe try and dig out every single diggable tile in your area. (Should be much harder than in the previous version. Especially if you have some source of fluids.
4) You can do build all sorts of cool designs like this or a more humble this (Which I chose only because I made that little running man)
Title: Re: DF future
Post by: Nil Eyeglazed on November 06, 2007, 03:07:00 pm
Personally, I went for:

1) Build in terrifying locales.  More action = more fun anyways.

2) Don't use cheap tricks.  In the previous version, I found that drawbridges, traps, and "cheap" doors made things too easy, and played without them.  I also played without intentional floods to wipe out invading forces.

3) Make more soldiers!  My goal was to make as massive of a military as possible.  Maintaining a military of 25% of your troops is easy; maintaining 50% is seriously difficult.  Sure, you think it's easy, until your legendary engraver punches your one brewer in the head AND IT EXPLODES and you don't have a backup.  If you savescum, this isn't challenging; if you don't, occasionally crappy stuff will happen, and you'll get some adrenaline.

The thing to remember: this isn't an RTS.  This is a roleplaying game.  If you min-max, it will be easy.  If you make an effort to do it your way, it will be hard-- but possible.  Tell the elves to fuck off.  Drown all your prisoners.  Build a tower to heaven-- with a waterfall.  There's a reason that they say that losing is fun.  It's because winning isn't fun-- if it's even possible.  Play to your principles, and not towards some boring ultra-efficiency, and the game is no longer easy.

Title: Re: DF future
Post by: RPB on November 06, 2007, 03:16:00 pm
quote:
Originally posted by Nil Eyeglazed:
<STRONG>It's because winning isn't fun-- if it's even possible.  Play to your principles, and not towards some boring ultra-efficiency, and the game is no longer easy.</STRONG>

Bosh. Exercises in maximizing efficiency make for very interesting intellectual challenges. It's easy to produce enough food to feed your fortress, so just aiming for subsistence is not setting the challenge bar very high. Producing enough food to feed your fortress a thousand, ten thousand times over? That's a much more involved task.

Title: Re: DF future
Post by: Sowelu on November 06, 2007, 08:26:00 pm
I don't like that, in the twenty fortresses I've tried reveal.exe on, I haven't found the endgame area a single time.  Maybe I'm unlucky.

In the old version, I was constantly afraid of digging a little deeper.  What if I hit the chasm when I'm not ready for it?  What if I get swarmed by magma men when I open up the magma?  When am I going to be ready for the pits?  But there was always better stuff, so I was always going forward.

I don't consider DF as it stands to be a sandbox type game.  It would be more of a sandbox if someone handed the collective forum a map that had everything available to build with.  "Whoops this map has no sand" ruins that effect for me.  "Okay I've got a big military now where's that endgame, whoops I don't have one" is the same.  I'm not afraid of losing now like I used to be, I'm afraid of NOT losing.

I very much liked Rollercoaster Tycoon, but I had to stop playing its sandbox mode because it made me crazy (and ate up weeks at a time).  I enjoyed its scenarios much more, they seemed more fun, they had a distinct goal and a distinct end condition, and they were *balanced* at least a little.  Setting your own goals is very hard to balance, and I myself don't feel as accomplished when I complete my own goals as when I complete someone else's.

Maybe we need some organized competitions.

Title: Re: DF future
Post by: Alfador on November 06, 2007, 11:36:00 pm
quote:
Originally posted by Sowelu:
<STRONG>I don't like that, in the twenty fortresses I've tried reveal.exe on, I haven't found the endgame area a single time.  Maybe I'm unlucky.

In the old version, I was constantly afraid of digging a little deeper.  What if I hit the chasm when I'm not ready for it?  What if I get swarmed by magma men when I open up the magma?  When am I going to be ready for the pits?  But there was always better stuff, so I was always going forward.

I don't consider DF as it stands to be a sandbox type game.  It would be more of a sandbox if someone handed the collective forum a map that had everything available to build with.  "Whoops this map has no sand" ruins that effect for me.  "Okay I've got a big military now where's that endgame, whoops I don't have one" is the same.  I'm not afraid of losing now like I used to be, I'm afraid of NOT losing.

I very much liked Rollercoaster Tycoon, but I had to stop playing its sandbox mode because it made me crazy (and ate up weeks at a time).  I enjoyed its scenarios much more, they seemed more fun, they had a distinct goal and a distinct end condition, and they were *balanced* at least a little.  Setting your own goals is very hard to balance, and I myself don't feel as accomplished when I complete my own goals as when I complete someone else's.

Maybe we need some organized competitions.</STRONG>


(possibly-)Guaranteed way to find the endgame area: Create a fortress on a mountain tile (must have some other biome or you won't be able to start in the area) at the maximum size, scroll down to the bottom level, designate the bottom layer, go and have a sandwich whilst it allocates all the tens of thousands of tiles (hundreds of thousands? millions?), then run reveal.exe. Reload the region from a backup and center your real fort around the area you remember the pits being, because maximum size forts are hell on FPS, not just the engravings of elves burning.

Now, ideally, one ought to be able to find a region where the endgame area, a decent-sized amount of magma, and possibly some sand, are all in the same general vicinity, such that one could have them all in a reasonably-sized area rather than filling up the whole region and making your processor sweat +silicon bullets+. For a bonus, this region should also possess at least a few squares of sand suitable for glassmaking, a cave river or the regional brook for irrigation/wells/tower-caps, at least a few trees, especially if you can't get tower-caps, and perhaps a chasm if you like that sort of thing.

That is pretty much the ideal of the Pregenerated worlds page on the wiki; hopefully someday soon we'll have an ideal site with everything in a known location on a known seed for everybody's processor architecture. It's already known that regions will generate differently under WinXP and Linux; I can verify that, at least as far as I could see, any changes between WinXP and Win2K are beneath my notice. (Which is only to be expected, it's nearly the same system.) Though I'm not sure quite how very slight differences in river generation crop up if the seed generates the same geography!

[EDIT: And once we have a "standard starter kit fortress location," as it were, the game will consist of two stages. 1) Experiencing the standard content including endgame pits and adamantine with magma smelting, on a standard seed. 2) Branching out and establishing forts in odd locations, like under a human town, or attacking the challenge of an aquifer. I think that, if anything, a goal for the game as a whole should be to make 1) more easily accessible, as something of a tutorial mode, and 2) more fun. This "more fun" could be achieved in multiple ways, such as different endgames (water demons in an aquifer? find a map with good and evil biomes and watch the two sides wage war?) or more interaction with the host civ, eg. the more successful forts you have, the better starting equipment a new fortress can have. Tutorial mode could simply be a lot easier than the reality of needing a full civilization backing you in order to stand a chance against the glowing pits.]

[ November 06, 2007: Message edited by: Alfador ]

Title: Re: DF future
Post by: Hyperion2010 on November 07, 2007, 01:04:00 am
I am currently in a rather large area with tons of trees, no lava, and only sliver, tin, zinc and bismuth ore which is rather peaceful and during sieges doesnt get attacked because goblins have bad pathing.  Sure I dont get to experience everything, but I do get lots of good practice (I also have no sand  :( ) trading and developing good fortress layouts and mechanism designs.  Its not all about glory (ask the first folks who settled Nebraska).

There is so much variation in DF now that the game is essentially limitless, which as games go isnt always satisfying (but it is oddly like life, rather limitless and unsatisfying).  Really the only problem is that it takes too long to loose in certain locations, but hey, thats part of the adventure right?  It might turn out that your amazing adventure turns out to be rather boring.

And remember "Loosing is fun!"  If you didnt believe it before, believe it now  :D.

(Its also worth noting that the things toady plans to add will open up this new world and make individual starts more interesting)

Title: Re: DF future
Post by: RPB on November 07, 2007, 02:15:00 am
quote:
Originally posted by Sowelu:
<STRONG>I very much liked Rollercoaster Tycoon, but I had to stop playing its sandbox mode because it made me crazy (and ate up weeks at a time).  I enjoyed its scenarios much more, they seemed more fun, they had a distinct goal and a distinct end condition, and they were *balanced* at least a little.  Setting your own goals is very hard to balance, and I myself don't feel as accomplished when I complete my own goals as when I complete someone else's.

Maybe we need some organized competitions.</STRONG>


CONTEST: Let's see who's the best at setting and accomplishing their own goals!

Title: Re: DF future
Post by: Keilden on November 07, 2007, 02:32:00 am
My goal: To make a dwarven hightech tower. And with hightech I meant using crude methods to make it look cool like doors that slide to the side and some kind of escape pod at the top.
code:

WWWWW
WFFFW    F
WFFFWBBBBF
WFFFW    F
WWWWW    S  
W=Wall
F=Floor
B=Bridge
S=Switch

So would this work? Would I be able to build a room like that only conected to the bridge? And if the bridge is withdrawn will it fall down? I will make a deep pond where it lands.

Title: Re: DF future
Post by: Malenfant on November 07, 2007, 05:34:00 am
I have to agree that the lack of goals and direction can start to bother you. When it comes to future content the most obvious initial goal in my mind would be to repay the mountainholms for the expedition. They will then also most likely expect regular deliveries of gold and riches until you obtain independence via diplomacy or warfare.

I haven't seen the economy activate under the new version but when it does it could provide an almost limitless number of goals. More rooms need to be built for rent, unemployed dwarves, demand for luxury good and foodstuffs, recreation areas need building etc etc.

Title: Re: DF future
Post by: SoloDwarf on November 07, 2007, 04:05:00 pm
First off, this verison of DF is absolutely amazing.  I am always excited to sit down and play.  I no longer have problems keeping my dwarfs fed or happy, but the new trade system and the limitless starting zones has really kept me playing.  There are so many challanging locations that are possible build successful fortresses at.  If you are finding the game too easy, don't use all your points in the beginning.  See if you can build a wooden fortress in the middle of the dessert.  Not using war dogs or traps and taking the bad with the good, really makes the game interesting.  If you want some end game content build a fortress at a goblin site and see if you can take them out.  I am so excited to try everything out, I keep starting new fortress after only a year.  Best release ever, you just have to have a little imagination.  Maybe you can make an outlaw town and kill all traders that come in using brute force.  So many options, you get to make the end game the way you want to make it or just start a new map.
Title: Re: DF future
Post by: mickel on November 08, 2007, 03:44:00 am
I'm still in the phase where I play with the new possibilities, like settling in a human town (makes for a much easier start due to all the free food) or making a very tall tower and filling it with water for no reason. I'm thinking of making a series of pumps to have my own waterfall, too. Imagine a fortress with a massive shaft, straight down from the surface down to the bottom, letting air and sunlight in, and with a waterfall on one side, feeding an underground river.

Actually, I ran out of ideas a while ago and started playing adventure mode instead, and when I found my first dwarven settlement (yes, finding it took quite a while despite starting on top of it) I got a whole bunch of new ideas, from the sheer epic size of it.

Title: Re: DF future
Post by: Anti-Paragon on November 08, 2007, 03:57:00 am
When I'm bored, I take 7 carpenters, 500 wood, and make stuff in the tiniest fort size I can.
Now whenever I run around in adventure mode, theres lots of strange and amusing things build everywhere.

Massive bridges over rivers.
Large wooden manors in remote locations.
Hollow wooden horses in human towns.
A huge wooden floor in an elven retreat...

Lots of amusing little projects can be had! Though, I just enjoy building things.   :roll:

Title: Re: DF future
Post by: arthos on November 08, 2007, 09:24:00 am
Thanks for the suggestions people. I am making an "underwater fortress" now, its quite fun.   :cool: