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Pharaoh: Game Help
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Caesar IV Heaven » Forums » Pharaoh: Game Help » Who is willing to admit the cons of this game?
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Topic Subject:Who is willing to admit the cons of this game?
iplaygames
Pleb
posted 05-14-19 00:17 ET (US)         
Not saying t his is a terrible game and all , it has its fun but I also see cons too….

I did a casual analysis on the cons….


Well folks who worship this games may not like reading my analysis but if you are objective , unbiased , you shouldn’t have a problem….



Cons:


1.

A single seating can glue you to the game for like 10 hours easily…. This can be problematic if you have do have responsibilities to do and not rich like bruce wayne or something who can afford to spend 2 weeks or something on leisure not having to fulfill responsibilities….


the fun factor should be focused on fun game play itself not on extreme lengthy game play . a game should not be fun because it forces you to drop like 10 hours to succeed…



2.


Potential bugs on staffing buildings….


I don’t know if these were bugs but I had occasions where buildings were close to residences and the buildings said t hey nobody live close by , now that is just dumb…

I cant imagine why the developer would purposely put in such an element that force you to potentially remodel the entire block to staff an important building say city palace to collect tax and gold if not a bug…

Another time was zoo, t he zoo just didn’t take straw and wasn’t working so I repositioned across the street and it worked but I ended up trashed somme buildings for it….now was this a bug?


Objectively this problem nnot major but did take me quite a while to compensate to resolve…….



3.

Constant attention required and over time becomes overtaxing…. This can make one anxious cuz you are like are all my gods pleased and did I set all my bazaars to get what they should get(when you have like 20) and so on….


Not major but you keep playing in one sitting ,sooner or later this element get to you….







4. random routes fromm your service providers make it difficult to predictably run things smoothly , an option of fixed routing would provide a logically system to service what needs servicing and prevent things falling into chaos like building collapsing/getting fired and lesser important ones like religion , so on….

Not huge but can be aggravating compensating for randomness…there no virtue to randomness that can lead to chaos….



5. games nowadays I seen allow gamers to report bugs and developers work to fix major ones allowing for smooth enough game play which is more ideal of situation ….

Yes I know this is 20 year old game , you cant expect t hat kind of service with this game especially since the developer shut down 2004? this work is as is , there expectedly not be much that can be donne in terms of bugs …..



6.

All and all , given this a 20 year old game , it not bad in terms of fun but game mechanic/behavior can use improvement and not perfect….

[This message has been edited by iplaygames (edited 05-14-2019 @ 02:19 AM).]

AuthorReplies:
evil_live_vile
Pleb
posted 05-14-19 06:05 ET (US)     1 / 4       
1. A single seating can glue you to the game for like 10 hours easily
How is this different to other games? Ever played the Civilisation series? A 12hr D&D session? A COD LAN tournament? You put in as much as you get out. It took me half an hour the other day to play Actium, it doesn't have to be long. You can always save the game and come back.
2. Potential bugs on staffing buildings….
and
4. random routes fromm your service providers
In before Brugle says something about bugs :P
Walker behaviour is a known, predictable thing which advanced players can manipulate to a very high degree. Managing walkers with road networks is a key aspect to the game. If you don't enjoy it, try another city builder like C4 or Children of the Nile which have different styles of play without road networks.
3. Constant attention required and over time becomes overtaxing
Some of us like the eye for detail this game requires. But also, check out eternal cities like Brugle's Improved Immortal Iunet. Thousands of years played on a single map without intervention.
5. games nowadays I seen allow gamers to report bugs
As you said, this game is 20 years old. Try and find someone working on anything in the Steam library right now in 20 years time. Hell, see if Steam is even around after that long.
Plus the game development cycle is completely different nowadays. This game was developed, tested and completed before it was released at full price and still underwent 2 version updates (one for Pharaoh and one for Cleo). No constant developing and updates in a half-completed game. No DLCs. No multiplayer servers that cost money to maintain. It was just a different gaming world back then.
6. game mechanic/behavior can use improvement and not perfect
Of course not, plus for an "objective, unbiased" review, perfection is the peak of subjectivity. Tell me one game that is perfect.

I'm always happy to engage in a chat about the pros and cons of a game but this just lacked an understand of gaming in general.

Eagles may soar, but weasels do not get sucked into jet engines
Two Eskimos sitting in a kayak were chilly, so they lit a fire in the craft. Unsurprisingly it sank, Proving once again that you can't have your kayak and heat it too
iplaygames
Pleb
posted 05-15-19 02:16 ET (US)     2 / 4       
im going t o causally discuss your counter arguments...not really in mood for a debate....


i play civilization series before... in fact i played civ 6 , civ :be, stellaris and so on...


none of them require amount of t ime like this one feeling wise...i m not goinng to actually tabulate the hours...stellaris is real time like t his but feeling wise doesnt suck up as crazy amount of time like this....


4. random routes fromm your service providers


"
In before Brugle says something about bugs :P
Walker behaviour is a known, predictable thing which advanced players can manipulate to a very high degree. Managing walkers with road networks is a key aspect to the game. If you don't enjoy it, try another city builder like C4 or Children of the Nile which have different styles of play without road networks."


you can predict their route you say?
the other post said sommething about just building more services to compensate for neglect like firehouse /whatever..

tht not call predicting ,just build more to compensate for randomness...



another example is with religion priests , i observe how far they walk and they would purposely neglect residence area tht their distance range can cover t o visit area where nobody lives, that pretty dumb to me.... they call that stupid ai....

if you want to call it managing, you just build more to make up for randomness... if you can control their paths, that sommething else...

5. games nowadays I seen allow gamers to report bugs
"As you said, this game is 20 years old. Try and find someone working on anything in the Steam library right now in 20 years time. Hell, see if Steam is even around after that long.
Plus the game development cycle is completely different nowadays. This game was developed, tested and completed before it was released at full price and still underwent 2 version updates (one for Pharaoh and one for Cleo). No constant developing and updates in a half-completed game. No DLCs. No multiplayer servers that cost money to maintain. It was just a different gaming world back then."



minor bugs is one thinng but this game has somme major bug sh*t not addressed ... i had gatehouse that wasnt deleteble after an invasionn and that may've triggered somme o ther serious bugs that ruined t he game... i only later heard solutionn about keep regular save ovver time and reloading to counnter the problem... and i posted suspected bugs with misson editor and events not happening....

steam games these day can get all kinds of negative reviews for not fixing stuff this bad...

i didnt even cite the gatehouse problem in my original post...

these bugs are fact...however you choose to interpret them is a different matter... pointinng them out falls in line with objectivity.... before you raise this point , i wasnt even treating this one like it was even a big deal either...

[This message has been edited by iplaygames (edited 05-15-2019 @ 02:17 AM).]

Brugle
HG Alumnus
posted 05-15-19 05:59 ET (US)     3 / 4       
you can predict their route you say?
Not entirely, on any road network. However, it is possible to build cities so that service providing walker behavior is predictable enough so that one can play essentially without fires, without housing devolution, etc.
the other post said sommething about just building more services to compensate for neglect like firehouse /whatever
What other post said something like that? I certainly didn't when I replied to your similar thread in The Town Square forum.

It is possible to just add extra stuff to compensate (to some extent) for a badly built city, and some players prefer to play that way. Others (probably most) prefer to build in ways that avoid problems.
religion priests , i observe how far they walk and they would purposely neglect residence area tht their distance range can cover t o visit area where nobody lives
It is easy to build cities where priests don't go where nobody lives.
this game has somme major bug sh*t not addressed
I have encountered a few major bugs, but that's extremely rare. And, as you say, it's easy enough to regularly save the game and avoid significant consequences from doing so. Most of time I complete a mission without encountering a bug.

Some of us consider that playing Pharaoh is well worth the trouble of (very rarely) seeing a bug. If you disagree, don't play Pharaoh.
evil_live_vile
Pleb
posted 05-15-19 06:00 ET (US)     4 / 4       
you can predict their route you say?
I noted that walker behaviour is not a topic for beginner players but we could provide information if you wanted. The majority of walker behaviour is explained in StephAmon's Ambulomancy. However there are still further special cases relating to start and finish points of certain buildings, teleporting walkers, plauge walkers, trading units and many many others which are known and explainable. However most people playing don't want to know all this immediately and we tend try tailor advice and gauge experience before throwing you in the deep end.
steam games these day can get all kinds of negative reviews for not fixing stuff this bad...
My point was more along the line of... you know, this game is decades old. Before GoG started offering support, there was a big problem with the game not being able to run on new operating systems. Yes it will have problems but, you know what, like walker behaviour, most bugs have been analysed and are explainable. If you have anything new, don't just complain and moan about the game. Tell us, see if someone here can help. And if not, we want to learn about it too, find out why it's happening.

Edited:
tht their distance range can cover
As I said, this is a different type of game. Services here are provided by walkers who walk along a certain road network. If you are looking at buildings providing coverage to all houses within a certain, as the crow flies, range try the other city-building games I recommended for this style of game.

Eagles may soar, but weasels do not get sucked into jet engines
Two Eskimos sitting in a kayak were chilly, so they lit a fire in the craft. Unsurprisingly it sank, Proving once again that you can't have your kayak and heat it too

[This message has been edited by evil_live_vile (edited 05-15-2019 @ 06:09 AM).]

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