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  #51  
Old March 25th, 2004, 01:30 PM
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Default Re: Big Problem - Unbalanced random events

Just thought I'd repeat this, since I really would like to know and no one replied:
Saber Cherry made some amazing suggestions back there, has anybody (especially: the devs) taken that into consideration?
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  #52  
Old March 25th, 2004, 04:01 PM
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Default Re: Big Problem - Unbalanced random events

Luck scale can be good if you get lucky. Sometimes I've gotten several gold 500 events with just a few turns in between at the start of a game, and nary a negative event in sight.

I still think getting one's capitol hit with an earthquake (or something similar) during the first 5 or 10 turns should be impossible.
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  #53  
Old March 25th, 2004, 08:37 PM

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Default Re: Big Problem - Unbalanced random events

Even when searching for sites always have a squad of guards and make sure your pretender has some scripted commands.
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  #54  
Old March 27th, 2004, 05:19 AM

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Default Re: Big Problem - Unbalanced random events

Hey, Lintman, check the math.

If you lost $150 in each of 5 games, and won $50 in each of 5 games, you'd have lost $500 total, not $750.

The only way you'd come out with $750 lost overall is if you won $50 in each of 5 games, and lost $150 _more_ (in terms of absolute magnitude) in each of 5 games, i.e. you won $50 5 times, but lost $200 5 times.

Also, I'm going to start testing and taking note of a bunch of different luck scales and the testing of what happens where in my games, to try and get a possible track on what's happening.

Also, one Last note, with only 3 events possible, you might want to take the Lady of Fortune pretender with misfortune, if she triggers before normal event checks, as she would cut down on the number of bad events.

Just a neophyte's observations.

Wyatt
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  #55  
Old March 27th, 2004, 06:48 AM

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Default Re: Big Problem - Unbalanced random events

Well, count my vote for keeping random events in pretty much as-is. I like games with random events: makes all my puzzle-solving, aquarium-owning, control-nut friends work for a livin'. :-) More seriously, I don't mind losing a game to an event - I'll get them next time. Besides, there's oodles of luck in combat, but because we don't see the 'die rolls' we don't complain.

I would ask one thing, though - killing off population by 1/4 or even 1/10 is pretty dang harsh in a game where population growth is tiny. Those events should kill a very small number of people (like 1%); the huge numbers don't seem consistant with the rest of the game.

-Jeff
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  #56  
Old March 27th, 2004, 06:58 AM
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Default Re: Big Problem - Unbalanced random events

Jaif, I totally agree. It's the 1/4th population disaster that frustrates me to no end. I pick +3 Order and +1 Luck and still have my capital hit with the 1/4th nuke...

Incredible fury is generated which completely contradicts my otherwise adoration for Dominions II.

Either nerf the 1/4th event or add a 1/4th population growth event. The way population works now, you can easily eliminate population, but there is no easy way to increase it.
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  #57  
Old March 27th, 2004, 09:00 AM
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Default Re: Big Problem - Unbalanced random events

I would like to add my two cents into discussion. For some reason in about 75% of MP games I've played so far people seem to prefer "rare" random events settings. Obviously in the MP game with such settings combo Order3/Misfortune3 is more attractive than on "regular events". So far I choosed it in pretty much every MP game that I've played on "rare" random event settings, and I like the results so far - the bad events are rare enough to be of rather minor annoyance, but 120 free scale points from "misfortune 3" can go a long way toward imporving your dominion and/or your pretender.

Thus being said I reilize of course that such situation deals with game settings different from "normal", therefore it probably should not be considered for balance purposes. The reason why I meantioned this is that based upon my (still somewhat limited) MP experience so far "rare" events settings seem to be pretty common there.
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  #58  
Old March 28th, 2004, 06:37 AM
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Default Re: Big Problem - Unbalanced random events

Quote:
Originally posted by Wyatt Hebert:
Hey, Lintman, check the math.

If you lost $150 in each of 5 games, and won $50 in each of 5 games, you'd have lost $500 total, not $750.

The only way you'd come out with $750 lost overall is if you won $50 in each of 5 games, and lost $150 _more_ (in terms of absolute magnitude) in each of 5 games, i.e. you won $50 5 times, but lost $200 5 times.
Doh! I had the math correct originally, but at the Last second before posting, I changed the numbers without double-checking and screwed it up! Sorry about that.
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  #59  
Old March 28th, 2004, 07:38 AM
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Default Re: Big Problem - Unbalanced random events

Quote:
Originally posted by Stormbinder:
The reason why I meantioned this is that based upon my (still somewhat limited) MP experience so far "rare" events settings seem to be pretty common there.
Depends on the crowd I guess, since all the MPs I've been in thus far have been with common events. Generally "common" is probably more common , since it's the default setting.
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  #60  
Old March 28th, 2004, 09:07 PM
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Default Re: Big Problem - Unbalanced random events

Quote:
Originally posted by Inigo Montoya:
Jaif, I totally agree. It's the 1/4th population disaster that frustrates me to no end. I pick +3 Order and +1 Luck and still have my capital hit with the 1/4th nuke...

Incredible fury is generated which completely contradicts my otherwise adoration for Dominions II.
You think losing 1/4 population is bad? On one of my mosehansen games, turn 10, with Luck _3_, I get a random (Tidal Wave) that wiped out 40% of a province, leaving it with 9500.

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.
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