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Re: Big Problem - Unbalanced random events
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I'm sure the people of the province are thankful they live in a land of such wondrous luck: "Ayup, half my family and neighbors were wiped out - but I'm lucky - I ain't got a nail in my boot." Like you, I'm immensely bothered, upset, frustrated, by the random events and so-called "Luck" in Dom 2. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">ROFL! Love the comment about the nails. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Big Problem - Unbalanced random events
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Bayushi Tasogare |
Re: Big Problem - Unbalanced random events
Well now that ive seen the light im not all -that-certain the luck scales are imbalanced.
Remember, and just by the descriptions if not actually experience, the Magic and Luck scales go together. Ive seen the light i think http://forum.shrapnelgames.com/images/icons/icon7.gif . 1500 free twice makes a horse's mouth very attractive. Remember population is just income. Its worse to endure if you get hit with a 1/4 loss in your capital (which happened to me early in a multi game, bleh) but its just income lost. So you lose 50/turn in your capital. 30 turns? Does this equal or surpass the bonus resources given during the same time with high luck? I don't have enough data to make a judgement. |
Re: Big Problem - Unbalanced random events
[quote]Originally posted by Cainehill:
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Many players tend to overvalue losses compared to gains (and I would argue that both Mr Cainehill and Mr Montya in this thread are guilty of this), a 25-40% poploss of the home province in one of the early turns is from time to time lauded in this forum as a reason to quit a SP or maybe even giving up in MP. That is obviously a setback but it does not come close to approaching the loss of income you will incur by choosing order 0 or even -3. Starting with order -3 instead of +3 represents a permanent 33% income loss in the home province, well on par with many of the worst events. And this income loss will come to affect most if not all of your provinces. The occasional poploss events is unlikely to ever come close to having such a negative impact on your overall economy. If anything both bad and good luck events should be cranked up. EDIT: On pop loss in general: It is not an oversight that population decreses it is a design choice, there is a global war between would be Gods going on, people die. There is also game mechanic reasons why opportunities to farm population are sparse. We did not want dominions to have the sort of population farming and herding mechanisms that many civ like games have suffered from. [ March 28, 2004, 20:56: Message edited by: johan osterman ] |
Re: Big Problem - Unbalanced random events
Fortunately, the devs have given us the ability to mod the scales.
As I understand it, the scales can be modded such that no unlucky events ever occur in luck 3 dominion. But keep in mind that some of your provinces will not be in your full dominion effect. And one thing that makes misfortune somewhat attractive is that "hostile" lucky dominion I believe still prevents certain unlucky events. Even when I take luck 3 I have yet to see the 1500 gold event. Maybe I need to take other scales too. I don't know. |
Re: Big Problem - Unbalanced random events
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But I wouldnt expect it to get general acceptance. Especially not to the point that you will ever be able to play using it in a multiplayer game. As I understand it ALL of the games players have to run the same mods. Still I think some mod changs have been useful in convincing people that the original settings were a pretty good idea after all. |
Re: Big Problem - Unbalanced random events
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Re: Big Problem - Unbalanced random events
I think many underestimate +500 gold event in the early game. You can buy a lot of extra troops or hire couple of mercenary bands. Either way, it's 1 turn bonus to your expansion plan. Comparing to that 1/4 population loss is not that bad. Even it happens in your home province, the impact is not felt immediately and by the time income loss has accumulated (to let's say 500 gold), you already have many other provinces, so probably getting +500 gold and 1/4 population loss in the capital on the same turn is a good event.
Those extra gems events also may be underestimated, if you get right gems it boosts your plans a lot (making important item one turn earlier or summoning one turn earlier). Considering, that these extra gem events are happening quite often, they have significant positive effect. The really bad event, probably worst I've seen is to lose the lab. Early in the game you lose 200 gold and one turn worth of research. And this even can't happen in unimportant province, because you don't have labs there. Even later in the game when the importance of the random events is much smaller, losing a lab in the research center is quite bad. Again one turn research loss http://forum.shrapnelgames.com/images/icons/icon9.gif But if you get really good event (+1500 gold) and loss of lab on the same turn, is it positive or not? I'm not sure, maybe it depends on the nation. So far, it luck/misfortune seem to be balanced to me, but whether the perfect balance is achieved or not, nobody probably knows. |
Re: Big Problem - Unbalanced random events
The worst event possible is this.
I was playing Ulm during the demo and on my first turn, an earthquake struck and obliterated my temple. Now normally temple losses arn't really bad, but it was my only temple. Thus I could build no preists to build more temples, and my pretender could not build temples either. My dominion was 3 luck as well so it was simply the luck of the draw I guess. Needless to say I restarted. But by far that is the most crippling event I have had happen early in game. Thanks http://forum.shrapnelgames.com/images/icons/icon7.gif [ March 29, 2004, 03:13: Message edited by: Mandalore ] |
Re: Big Problem - Unbalanced random events
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