Is that character a variant? (I just love getting asked that in channel.) - Charis

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Patch 1.52 is out!!!

MeteorPunch Wrote:Renata, I want to use this as my sig on CFC...do you want to be credited or not?

I'd rather you didn't use it directly, though I don't mind if you 'steal the idea' by paraphrasing it into your own words. I don't like having something I wrote attached to someone else's posts, sorry. (Besides, that has to be the most awkward sentence ever written. I'm sure you could do better. smile )
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MeteorPunch Wrote:Reason for the change? I dunno.

I do. It's pretty simple.

Take a Warrior with 2 Strength and a wounded Modern Armor with 4 Str left (out of 40). The game SAYS the Modern Armor has 4 Str, which players will tend to interpret as the Modern Armor being twice as strong as the ancient Warrior. But in game logic, that was 2 Str with 100 hit points vs 4 Str with only 10 hit points, and in fact the Warrior is heavily favored in that situation.

The change was made so that the Strength value you see is closer to what you get. It's a perception thing.

The potential problem in my mind is that letting what amounts to a display glitch come before THE ACTUAL GAME BALANCE is a cardinal sin. The game balance was in a great location. The interface could be changed, warnings added, or better yet, simply display the REAL COMBAT ODDS.

The fact that the real combat odds are now shown... THAT should be the totality of the fix, in my opinion. One problem got two fixes, and the result is that more advantage is given to any side with higher base Strength values.


I haven't seen enough yet to form a final judgement on the new game balance. No doubt it is different, but that is not automatically bad.

Certainly the story (posted by someone here) of six units being unable to take out two regular Archers in a town with no city defense... That is Exhibit A, but a lot more evidence needs to be gathered.


- Sirian
Fortune favors the bold.
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Renata, I think the quote is good (obviously). It makes several points, explains why the change is bad, and does it with an attitude and passion that needs to be heard. I know we're talking about a game here, but still. I wouldn't spend hours playing if I didn't care.


Sirian, I agree totally with your analysis, but I believe that the change is absolutely horrible. We had a perfect combat system (not display wink ) and now it's broke, like you said, in favor of a bad display. If you have any sway, ask Firaxis for an option to display hitpoints (as numerals, for example), a little popup tip that says, "hitpoints are very important.," or something that would change it back. I can't really express how much I dislike this change without sounding loony. smoke
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Sirian Wrote:I do. It's pretty simple.

Take a Warrior with 2 Strength and a wounded Modern Armor with 4 Str left (out of 40). The game SAYS the Modern Armor has 4 Str, which players will tend to interpret as the Modern Armor being twice as strong as the ancient Warrior. But in game logic, that was 2 Str with 100 hit points vs 4 Str with only 10 hit points, and in fact the Warrior is heavily favored in that situation.

The change was made so that the Strength value you see is closer to what you get. It's a perception thing.

The potential problem in my mind is that letting what amounts to a display glitch come before THE ACTUAL GAME BALANCE is a cardinal sin. The game balance was in a great location. The interface could be changed, warnings added, or better yet, simply display the REAL COMBAT ODDS.

The fact that the real combat odds are now shown... THAT should be the totality of the fix, in my opinion. One problem got two fixes, and the result is that more advantage is given to any side with higher base Strength values.


I haven't seen enough yet to form a final judgement on the new game balance. No doubt it is different, but that is not automatically bad.

Certainly the story (posted by someone here) of six units being unable to take out two regular Archers in a town with no city defense... That is Exhibit A, but a lot more evidence needs to be gathered.


- Sirian

That was me tongue

But I have a feeling I may have gotten a little unlucky, or maybe it was something to do with game difficulty. Because I'm playing Adventure One, and I was in a similiar situation and I had no trouble laying down some hammer
lol
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Maybe one of the nice things about the game before was that combat was less random.

You knew if you were attacking, or getting attacked with a weaker unit you were probably going to lose (with extra odds everywhere)

It just seemed to make sense.

I personally would prefer a middle ground between the two. As you lower in strength you drop off in sections. half's, or thirds.

maybe that's too complicated?
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