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Re: Please don\'t take my toys away!
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One thing I see come up often in game debates (30 years worth of game debates) is a vary basic difference in opinion over what is or isnt strategy or tactics. Some people (lets call them chess players) feel that balanced maps and no surprises makes for the best strategy game. Others (gamblers?) like to make best tactical use of whats thrown out to work with. Of course most people arent cut-and-dried, they tend to be some of both. This discussion feels like its headed that way though. Trying to decide which scale is more important to the players, or which ones will be an automatic choice, is difficult to do if its done by one type of player or the other. Those who like their variables set will always feel that order is an automatic choice because it is (for them). Those who like to roll the dice will go toward luck and wonder why anyone takes order at all. IMHO whats needed is to maybe stretch the scales out abit so that all choices can be used to create a complete strategy for those who want to play that way. So its not so much whether the order takers feel luck is worth anything, just whether they feel order is worth using. And luck needs to be judged by the luck Users. I dont think we want them to both be desireable by both Groups. Just my opinion. [ November 25, 2003, 16:48: Message edited by: Gandalf Parker ] |
Re: Please don\'t take my toys away!
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What I am asking for is for the luck scale to be readdressed, so that it is not as digital as it seems to be now. I want luck to be a comperable choice to order from a competative stand point, even though I don't typically play very competatively http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Please don\'t take my toys away!
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Re: Please don\'t take my toys away!
Well; the Devil's Advocate question is?
Johan you've had and played the game longer than any of us; you've played with the different situation. If you wanted to win a MP game; and didn't have any "Fantasy" notions, or "Roleplaying" notions not using Ermor or any other Point Rich race/theme. What % of the time do you choose Order and what % of the time do you choose Turmoil? Then the same for luck and misfortune. |
Re: Please don\'t take my toys away!
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Though I will admit that I've not done alot of testing on this, but others have, and their results are out there. Also quickie on the Lady of Fortune... what and how exactly does she effect luck? I've had her for 40+ turns now and only had one good event happen in her province (though with Order +3 I suppose that may negate some of her ability...) [ November 25, 2003, 17:54: Message edited by: licker ] |
Re: Please don\'t take my toys away!
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Jasper the Medusa you mention is inadequate as a pretender for most of the bless effect races I'm working on. Earth mother with two 9's or Son of Niefel with Water 9, earth or nature 9, Lord of the Desert Sun with two 9's, Prince of Death with a 6 death and 9 water - these are the sort of pretenders I'm using. Only the very best sacred troops work as a basis for a race design, IMO, with one 9 or less to boost them and I'm more interested in the borderline sacred troops. I'm generally playing drain3, Growth 0, and sloth2 or 3. Someone suggested I shouldn't take growth3?! If it were so easy I would indeed be blowing smoke. The only reason I don't play death as a norm is that its crazy to kill off the population in the only place that can build sacred troops. On luck Johan there is for me one central consideration - MP games I'm in take a couple of months to play. Of course I don't want to get an earthquake on the first turn as my carefully crafted race (that I will probably never play again) suddenly can't start as planned and if I'm playing a borderline race design (and I generally am) that can mean can't start enough to be in the game. I don't take that risk. I'd rather weaken my race to avoid the chance - oddly enough in Dom II I don't have to as I just take order3/misfortune3. That is why I take order3/misfortune3 - to cope with luck not to get the gold - thats just a bonus. If you want to make order less effective in bringing in income I don't mind as I'm taking order for order not gold. Sure the gold is nice but its just not fundamental to what I'm trying to do and losing some of it will not break the back of the races - just slow them a bit. I personally don't see the problem with improving specific races which should use turmoil and luck so that they are happy. I have been testing a nice looking Tuatha race with luck +1. If Barbarian Kings gets to recruit through the success of their Khans then playing turmoil won't bother me in the least and if recruiting is turmoil related I'll be +3 turmoil every time. As for Pangaea main theme I wouldn't play them without luck3/turmoil3 and don't see why they can't be a decent choice with a bit of tinkering if they aren't now. Turmoil should be bad for most but good for some in my opinion not a reasonable choice for anyone. How many races can play death3 and pretend its a decent choice? I guess my approach to race design must be a bit odd as for me what is fundamental and obvious can't be seen be other perfectly intelligent human beings. If its just my particular bent that is at issue then go on - throw my toys away. If in fact the toys are only of interest to my particular subjective bent then they don't really matter to game as a whole. I still believe what I'm describing has a basis in objective reality based on my experiance of MP - my race designs tend to do very well - but of course this has little or no validity for others. I know I'm trying to avoid balence questions and said I'd stay away, and sorry for stealing your Last word Johan, but when a developer joins in there is an added incentive. http://forum.shrapnelgames.com/images/icons/icon12.gif And maybe just maybe if I state the point in a different way people will get what I'm saying about the difference between quantitive increase in race power vs qualitive changes. Enough small changes makes for a completely different thing. Ciao Keir [ November 25, 2003, 23:19: Message edited by: Keir Maxwell ] |
Re: Please don\'t take my toys away!
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One of the problems with the game is that the Order scale is so good, people see Order +3 as the norm. They need to reduce the gold bonus of Order to +4% per tick and remove Order's effect on random events. Then you could take Order +0 and make your cool pretender without crippling your nation in multiplayer. They also need to remove the population killing bad luck events to finish balancing out the Luck scale. -Catquiet [ November 25, 2003, 12:17: Message edited by: Catquiet ] |
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Your arguement that Turmoil should have bad effects and not be a reasonable choice for all doesn't jibe with your arguement for free points from Misfortune. Quote:
To me you are simply saying "I won't be able to easily max out 2 blessings by taking free points from Misfortune", rather than "Races with strong blessings won't be effective if Order is balanced". I would consider the 2nd a problem, but not the first. |
Re: Please don\'t take my toys away!
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Bad events are always bad, suffer from increasing decrements, and are more likely to destroy something critical permanently than good events are to give a permanent increase. Good events are often not usefull, sometimes even harmfull, have decreasing increments, and are likely to be minor things like gems or worthless troops. There are occasionally _very_ usefull things -- but these are rare. Good events I usually see: Random worthless troops, small amounts of possibly usefull gems, usually unusefull items, laughable increases in province defense, etc. Hero, Gold and mine events also crop up, but are relatively rare. Very often "good" events don't actually improve my position. Bad events I usually see: Gold lost through unrest, event, or province loss. Temple and lab destruction. Permanent income reduction. Theft of stuff I was planning on using. Bad events typically hurt my position. I'm not really sure why, and perhaps my tests are just skewed, but the balance of possible good vs. bad events seems substantially different from Dom 1. |
Re: Please don\'t take my toys away!
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Bad events are always bad, suffer from increasing decrements, and are more likely to destroy something critical permanently than good events are to give a permanent increase. Good events are often not usefull, sometimes even harmfull, have decreasing increments, and are likely to be minor things like gems or worthless troops. There are occasionally _very_ usefull things -- but these are rare. Good events I usually see: Random worthless troops, small amounts of possibly usefull gems, usually unusefull items, laughable increases in province defense, etc. Hero, Gold and mine events also crop up, but are relatively rare. Very often "good" events don't actually improve my position. Bad events I usually see: Gold lost through unrest, event, or province loss. Temple and lab destruction. Permanent income reduction. Theft of stuff I was planning on using. Bad events typically hurt my position. I'm not really sure why, and perhaps my tests are just skewed, but the balance of possible good vs. bad events seems substantially different from Dom 1. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I don't really see the good events that minor. I'm not sure you've never seen it or just unintentionally missed it while writing. There are equivalents or even mirror images of the bad events: there are permanent increase of province income and resource, increase of population from migration, random temples and laboratories - though usually not in the right places - or even castles... In Dom 2, you can also get some very good commanders from a few new events - wind master, lore master and the stalker (that ethereal assasain). I don't know. As Gandalf Parker said, the gambler in me always like luck. I've not battle-tested Dom 2 enough to form a solid judgement but of course, the income decrease from Chao scale is significant. |
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