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Re: Luck/Order scales after 2.06 Patch
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You shouldn't try to balance +3 Order with -3 Luck. It's like saying Sight is as important as Hearing, therefore making your vision 75% better is worth reducing your Hearing by 75%. |
Re: Luck/Order scales after 2.06 Patch
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Thanks, Rabe |
Re: Luck/Order scales after 2.06 Patch
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-Cherry |
Re: Luck/Order scales after 2.06 Patch
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Re: Luck/Order scales after 2.06 Patch
Just ot repeat some things I said earlier as they seem out of keeping with much of the opinion being expressed and I'd like to know why.
1.Turmoil3/luck3 is not suicidial As I understand it nothing has changed about this option with the patch and in my experiance it works for some races - just not as well as order/misfortune used to. I have played many test games with this combo using races like Tuatha, BK and S&A and have only once seen my capital hit big time. Thats playing events commen. 2. Order3/turmoil3 may well prove suicidal. As I understand it this combo is like it was in dom1 and in dom1 it was a killer and Alex warned us all away from anything like it. I would like to hear back from games people have played with this combo, what the events frequency was, and how bad it proved. I find it hard to imagine taking this set of scales in MP yet most seem to assume its still the norm and some have expressed the idea you would be silly not to which I really doubt to be the case. It may be this is a entirely viable option but it needs to be tested. I would like to hear alot more on this one as I'm working on the War of the Ring mod and have no time for testing. 3. Order3/luck0 would seem the new norm. If point 2 above is true then this is what alot of people are going to go for. It costs 120 design points more then turmoil/luck and will be stronger even though its not as strong as it was and wasn't chosen often previously. While Turmoil/luck has not improved order has got worse which makes turmoil/luck stronger. I'm a little suprised that alot of people seem to have written off the value of the changes to order/luck scales and are working on their own yet I have still seen no sign of a thorough test of the new scales. If the patch has been ineffective I'd like to see this demonstrated not just claimed. Feedback from games played under the new system is the key. I am not sure the value in moddding the main game features to fix luck unless you are sure it doesn't work and people seem to be guessing on this. They may be right but that will take serious testing to demonstrate not one province runs. Are you playing events commen or rare? If rare then try commen for some better balence. Playing events rare and then insisting the luck scale is weak and something needs to be changed seems odd to me when you have the option of increasing the events frequency. Sure it takes a bit of getting used to putting up with the setbacks you will get but then I'm sure ancient rulers were pissed when they discovered some of their lords had revolted - thats what you get with all that turmoil. On the other hand if you try Luck you will find you do get some real big bonus's and Turmoil/luck costs no design points. Illwinter you could do yourselves a real favour on this one by removing things like gaining militia from the good list as many, many, players have pointed out this is generally a very minor bad event and very seldom useful. That events like this are still in the game is, I think, one of the issues heightening people irritation as its been complained about for a long time, without a counter argument I've heard of, yet it remains. Militia "good" events ranks up there with Abysian fire mages precision in a list of the mean things Illwinter inflicts upon us. I have read many times how annoying people find such features and never read a defence of them yet they remain. Features like this bias people against you. Cheers Keir ps. Saber don't take this as aimed at you as I realise what you are trying to do is make a major change in how the scales work not just fix luck. As such your mod represents an alternate way of playing not just an attempt to provide a new norm. [ January 14, 2004, 21:15: Message edited by: Keir Maxwell ] |
Re: Luck/Order scales after 2.06 Patch
I kinda agree with Keir here, its a bit early yet to write off the Illwinter change as ineffective in fixing the percieved (though I percieve it) imbalance in order/misfortune.
I don't think the proper solution can be had by just tweeking the existing numbers anyway, I think that the effect of luck on the actual events should be changed. Such that there is no longer a bias toward good or bad events, but with luck good events are better and bad events are not as bad. With misfortune the opposite. Others have suggested this before as well. Assigning a straight % or having a set of 7 levels for each event depending on your luck level. The latter makes luck a bit less quantifiable, which I think it should be anyway http://forum.shrapnelgames.com/images/icons/icon7.gif edit- Spelled Kier wrong http://forum.shrapnelgames.com/images/icons/icon12.gif [ January 14, 2004, 21:25: Message edited by: licker ] |
Re: Luck/Order scales after 2.06 Patch
I am just very happy that they gave us the mod tools we already have. Everyone can make the scales the way they like the scales in SP. Whatever feels right to you. http://forum.shrapnelgames.com/images/icons/icon7.gif
So no one loses any of his toys. http://forum.shrapnelgames.com/images/icons/icon12.gif And the old order/misfortune combination can still be used in SP just by making events rare. Except that that feels like cheating just a bit. I'm going to try order/misfortune in a SP game with events set to "common." But I'm not looking forward to all of those bad events. I suspect it will be worse than a death scale of 3. Because we're talking no overall reduction in events (which was formerly at least half the benefit of taking order) and 80% of the events will be bad. I'm starting to think that Order0 Luck3 might be interesting to play. Because it will increase events some though not too much. If anyone uses the Cherry Mod and takes misfortune-3, I would love to hear their tales of woe. Because with events increased by 21% (assuming order zero) and 89% of them bad, I think you will be in dire straits. What I love about the ability to mod is that we will be able to gain experience with the game and then change the scales to our own points of indifference. This would be especially true if we were allowed to give them non-linear effects. How much turmoil will you accept for 120 design points? Unfortunately, changing the scales will have unintended consequences for how some of the nations with forced turmoil play if the scales were lessened to one's point of indifference. I guess I will just use default scales when I play around with tien'chi. |
Re: Luck/Order scales after 2.06 Patch
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...and I did not feel safe taking Luck 3 with the default 2.06 scale effects, because with luck 3 you get more events than luck 0... and thus, probably more bad events, but I can't say for sure because I don't know how event probabilities are calculated. "+21%" event frequency does NOT give you 21% more events - more like 100% more, I think. [ January 14, 2004, 22:05: Message edited by: Saber Cherry ] |
Re: Luck/Order scales after 2.06 Patch
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[ January 14, 2004, 22:12: Message edited by: johan osterman ] |
Re: Luck/Order scales after 2.06 Patch
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1. Is a clear handicap, because of the lost income. 2. Looks Dangerous to me too, although perhaps for nations with Misfortune averting mages. 3. Order 3 + Misfortune 1 has been working pretty well for me so far. This feels like the new min/max strategy to me. I look forward to seeing Alex's scale mod. |
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