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Pollution is broken

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4 years ago
Sep 2, 2021, 2:29:14 PM
Reicha wrote:

Here on local pollution: https://humankind.fandom.com/wiki/Pollution is that local pollution per turn per city? If so, then it must be a bug, because I had total collapse of some of my cities at 20-ish local pollution per city already.

Local pollution is per territory not city. 

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4 years ago
Sep 2, 2021, 4:52:27 PM

yes really disappointing, i just saw game ended at 20k pollution, 12k for one ai and then me at 8k, and im barely out of the steam age ?? at this point cant play the game at all no point, i mean how have they played even like one game and not see this ??? 

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4 years ago
Sep 2, 2021, 10:49:15 PM

At this point I don't get why can't we simply get a quick update with an option to disable pollution. I will admit that my knowledge of game programming is close to non-existent but how hard is it to add one toggle that switches all instances of pollution to 0? I can get that developers have "vision" for their game but to be honest I feel punished for once again pre-ordering the game. If not for the fact that my first game lasted ~20 hours and I am no longer able to refund the game I would have had done that. This is how big of an issue pollution is for me. And in that first game, since I got that first pop-up about pollution my game lasted only 30 minutes before it ended due to pollution. To have your first epic experience end in such anticlimactic way killed all the enjoyment I had and I have not touched the game ever since. Seeing no acknowledgment or fix for pollution mean I will probably move on to other games and forget humankind ever existed. 

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4 years ago
Sep 2, 2021, 11:11:35 PM

The Entire Contemporary era needs to be reworked.  From pollutions to events and even cultures. Example America was given expansionist , America has not gained a single territory in the 20th century besides some islands no one cares for in the pacific.  They could be science , economy , militarist , aesthete . Somehow they chose the wrong one. In my opinion they should switch  with the soviets who were in fact expansionist. The trees need to better at clearing out pollution. It should be a balance of # of forest  tiles left untouched in the worlds vs polluting tiles. Not the way it is set up now where the trees only work until the forest is built. Tree don't stop filtering out  air pollutants once they are fully grown.  Finally Events in the last era don't particularly represent too much historical accuracy or scientific evidence. Examples are :

The Wild Frontier, Fever Season, Inconvenient Truths.  These could be fixed with more options that are not as black or white as subject itself historically and scientifically have had more than one or two solutions. Others  can be fixed by nerfing the damaging effect of going against the narrative. The contemporary eras has lots of issues that need to be looked into . Its feels lazy and rushed.

Updated 4 years ago.
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4 years ago
Sep 3, 2021, 3:45:08 AM
Wredniak2003 wrote:

At this point I don't get why can't we simply get a quick update with an option to disable pollution. I will admit that my knowledge of game programming is close to non-existent but how hard is it to add one toggle that switches all instances of pollution to 0? I can get that developers have "vision" for their game but to be honest I feel punished for once again pre-ordering the game. If not for the fact that my first game lasted ~20 hours and I am no longer able to refund the game I would have had done that. This is how big of an issue pollution is for me. And in that first game, since I got that first pop-up about pollution my game lasted only 30 minutes before it ended due to pollution. To have your first epic experience end in such anticlimactic way killed all the enjoyment I had and I have not touched the game ever since. Seeing no acknowledgment or fix for pollution mean I will probably move on to other games and forget humankind ever existed. 

Pseudo-Code 


Before game start:

if disable_pollution == True: 

      for all pollution_producing_objects:

            pollution_producing_object.pollution_production_rate = 0


This assumes that the underlying code base is well organized and modular enough to make this easy fix possible. If it is not, then yes, a large amount of very tedious work would be required. Cannot comment on the cleanliness of the developers, so I hope its good. 

Updated 4 years ago.
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4 years ago
Sep 3, 2021, 5:30:24 AM
MetallicGeranium wrote:
Uitaneko wrote:
RintFosk wrote:

It is been two weeks after this issue being raised and so far no official news about they are going to fix or change pollution mechanic, not even any sort of reply from dev in this post.


Dissapointing, Amplitude, what is the point of official forum if this is how you treat players' feedback? 

They did communicate on this, in their "What's next for Humankind" blog published one week ago ( https://www.games2gether.com/amplitude-studios/humankind/blogs/780-what-s-next-for-humankind ), they talked about the patch released earlier this week and also of future updates.


"We’ve seen many avid discussions about the game, and many interesting suggestions for how to change or improve it. Diplomacy, pollution, religion, and war resolution are only some examples"


That post honestly whitewashes the severity of the issue. I mean, it's something that you only notice when you reach endgame, if you are an ambitious sort who minmaxes, and if you paly on higher difficulties where the AI is quick to industrialize (The AI really does not give a damn about pollution, and is aggressive to boot. How do you survive without polluting?). I am genuinely confused that this issue hasn't blown up even more; I haven't played a single game of humankind since the first few right after release, just like others in this thread, because I know that the endgame is doomed and I have no way to fix it. 

Considering that the only major fix coming in the upcoming patches is resource generation and that war resolution and pollution are the most discussed topics, yeah this statement definitely tries to downplay the most controversial and unpopular topics of the game. Frankly I don't know if there was a change in leadership or whatever, but it feels like Amplitudes been making more mistakes than usual recently.

Updated 4 years ago.
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4 years ago
Sep 3, 2021, 6:22:22 AM
DragonGaming wrote:

Considering that the only major fix coming in the upcoming patches is resource generation and that war resolution and pollution are the most discussed topics, yeah this statement definitely tries to downplay the most controversial and unpopular topics of the game. Frankly I don't know if there was a change in leadership or whatever, but it feels like Amplitudes been making more mistakes than usual recently.


What's that Steve Jobs quote? As a company becomes more successful, the marketing people gradually take over from the technical and design folks. They gain more and more say in development despite lacking technical expertise. Their role is to generate profit - they are inherently disconnected from how the merits of the product generate long-term revenue and brand-loyalty because they always think in terms of days or weeks instead of years and decades. 


So the people that know more about how the product works get increasingly sidelined in the decision-making and eventually have to abide by whatever the marketing people say.


And the stench of business degrees is all over the announcements and patch notes and even the description of the game. Magnum opus? That is a title that others apply to your works as recognition of their greatness. Jumping the gun and giving it to your project smacks of a shortsightedness interested only in day 1 sales and pre-orders, and not in a growing long-term playerbase. 


Is my assessment roughly correct? I suspect the developers themselves knew the risks and raised concerns, and maybe pushed for another OpenDev where they actually tested pollution mechanics and the dynamics of the endgame, but were simply ignored or shouted over by the office dollar sign club pushing firm release dates to generate sales. 


There should have been at least one or two more OpenDevs. Unfortunately the release is rushed, and everyone who pre-ordered is a beta tester.

Updated 4 years ago.
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4 years ago
Sep 4, 2021, 10:15:42 AM

My suggestion for pollution would be that effects of pollution should be global on every city on the planet. I think we should also have some way to fight climate change. Switch to clean energy sources, and some futuristic technologies like clean aviation or even a large end game atmospheric project. 


We should also give these effects time to actually happen, but in my second and third game I got to the end of tech tree very quickly and the game ended (psa: don't play as Sweden if you don't want to beat the game super fast). 

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4 years ago
Sep 5, 2021, 6:31:15 AM

I'm really enjoying the game overall despite some caveats, but man the current implementation of the pollution mechanic has truly ruined it for me. I finally finished my first game ever (Endless, Large) and was very surprised to find that there was no way to slow the pollution mechanic quickly enough to survive (despite me going hard for clean energy solutions as soon as the mechanic started). It left me not wanting to play another game (despite me being very hyped about this game, enjoying the betas and this genre, and being a very strong climate change advocate).

Please keep the local and global pollution mechanics (and all aspects of the mechanic), but just balance out the actual numbers. As previous posters mentioned, there should be an option to get the really sinister stuff (factory farming, etc), and really roll the dice on cutting it too close if you want to roleplay a nation like that. Specifically I want the stability penalties left in to some degree (because this makes sense, and I think may be more of a factor in real life than people are realizing).

Along with this, we need a much clearer interface elements in terms of Stability and Food penalties. Please have a total benefits and total maluses section of Stability (instead of it breaking it down into 2 or 3 super categories; I can't be doing addition constantly to try to figure how much stability loss I have to make up for). Please also call out the local pollution stability penalties in the cities' interface, not just the global. The only reason I even noticed each district was giving me a stability penalty in a polluted area was because I accidentally moused over a district and noticed it. Before it was just "why are my cities randomly going from 100 stability to 0 from one turn to another in the late-middle game??"

Thanks for your consideration.

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4 years ago
Sep 5, 2021, 10:03:57 AM

Hello,

I have to agree DuncanIdahoMonk.

This game is so fantastic until the last era. I really love this game and I think it is much better than CIV except for the last era. The last era with the pollution system destroys the complete game.

The first problem is that the stability decreses to 0 if a city has "low pollution".

Today we would be happy if our cities have just a low pollution in real live.

This is disturbing but you can prevent it.

But the worse thing is, that the game ends by to much pollution.

Every single of my cities just has "very low pollution" and even that is too much.

My nation produced the most pollution in the world => But just every city with "very low pollution".

And nevertheless, the game ends because of too much pollution.

This is so fustrating.

I hope that this will be improved => At the momnet I don't want to play another match.

Bye.



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4 years ago
Sep 5, 2021, 1:12:46 PM

Hello! I apologize for the spelling, I am writing via google translator.

With the pollution mechanics, alas, a clear problem, playing on Humankind difficulty, the game ends at 230. The world is just dying. Most of the time, AI pollutes the world. There is no war on planes, tanks and artillery. You can only abruptly end the game by winning through space projects.

It would be nice to have the ability to optionally disable this mechanic!


Please do something about it! I want to play, and not receive moral instructions about ecology)

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4 years ago
Sep 5, 2021, 7:06:33 PM
Windforce100 wrote:

Local pollution on the other hand has effect of -15/-20 stability & -50%/-100% food faith influence science money production on each district within polluted territory. This means merely 10 district in a low pollution territory would cause -150 stability(probably need to build about 5 new garrison to support this territory alone) and at high pollution whole territory is practically dead weight.

Garrisons doesn't help that much, garrisons are districts which carry the same penalty ;-)

So you need to get your garrison bonus over +20

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4 years ago
Sep 8, 2021, 5:41:08 AM

This issue needs to be fixed, I have no interest in playing this game anymore before that happened.

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4 years ago
Sep 8, 2021, 9:52:34 PM

im not playing again until this wacky system is fixed or removed.  it is completely unbalanced and no fun. the game does very little to warn you about pollution and there is no way to remove the infrastructure that is causing it.  literally 1 infrastructure can make a +100 stability city go to -500

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4 years ago
Sep 9, 2021, 1:56:28 PM
RintFosk wrote:

This issue needs to be fixed, I have no interest in playing this game anymore before that happened.

Agreed. There has to be a way to go carbon neutral, even if it comes at the cost of stability, gold and influence.

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4 years ago
Sep 9, 2021, 2:07:49 PM
Gondock wrote:
The trees need to better at clearing out pollution. It should be a balance of # of forest  tiles left untouched in the worlds vs polluting tiles. Not the way it is set up now where the trees only work until the forest is built. Tree don't stop filtering out  air pollutants once they are fully grown.

THIS! It makes total sense. it is no coincidence that the era not subjected to a public beta test is the era that nobody seems to enjoy. Fortunately for me, the game almost never progresses to the contemporary era before the turn limit is up, so it has not been too much of a pain, but I find I simply stop building infrastructure once pollution is a factor. It just isn't fun to play with, so that piece of the game goes unexperienced. 

Updated 4 years ago.
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4 years ago
Sep 10, 2021, 7:45:10 AM

Luckily I play on endless and huge maps, so I haven't had any issues. It's kind of crazy too me the amount of scaling ther eis  for map sizes and turn speed. 

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4 years ago
Sep 11, 2021, 9:52:12 PM

Agree with everyone here: this poorly implemented pollution mechanic kills the endgame.

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4 years ago
Sep 13, 2021, 2:47:08 PM

I didn't read the full discussion, but the pollution is broken.


-You don't get any benefits for not cutting the forests

-Planting new forests is just a small short-term impact

-Having a few cities with low-very low pollution is enough to create a major backslash.

-It creates a snowball (for me it's the biggest issue). The pollution raises and your food production decreases, but then you need to build more food production... which increases the pollution.

-We need better and more effective ways to decrease pollution (especially for the farms)

-Big diplomatic backslash if you have any pollution at all (even if it is super small)


The pollution mechanics are by far the worst attribute in this game.



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4 years ago
Sep 13, 2021, 7:03:28 PM

I really love this game, but knowing that the pollution WILL end the game what ever I can do, made me stop playing it until it's re-worked.

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