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Veldmaarschalk

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Oh BTW, stop using caps

Using caps means that you are 'shouting' and that is not really necessary and a thing that we like on this forum, thank you !
 

Driggsd

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Veldmaarschalk said:
Oh BTW, stop using caps

Using caps means that you are 'shouting' and that is not really necessary and a thing that we like on this forum, thank you !

Sorry about that.
 

unmerged(62241)

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Driggsd said:
If you want to talk about automotive repair should listen to someone who has seen a show about cars on TV or a mechanic.


The level of actual military experience of the majority of HOI players with military experience seems to be at most senior NCOs or junior officers. If I want to know about leading a platoon or company, or driving a tank, or fixing a truck, then yes, I would ask and pay attention to you or others. But this game deals with high level strategy and the political/economic aspects of war. We have 20 year old kids on this forum who have never heard a shot fired in anger who would put many full time soldiers to shame in terms of fund of knowledge.


I have been in combat, and I truly don't feel that that makes me better able to comment about this game-but the reading I have done over the years does-at least sometimes... :p
 

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Driggsd said:
Some people dont want to manage an economy or deal with little things like how to feed your troops. Becuase some people dont want to deal with that much detail....... That is dumbing the game down.

Depends.

If people demand REMOVING features that were in HOI II, that's dumbing the game down.

If people are against adding new "features" that make the game overly complicated (again, Vickynomics being an example) that's not "dumbing the game down" - that's "keeping the game manageable".

I do understand that PD wants to reach a broader market. The earlier post about about die hard fans dieing was just dumb! Lord Of the Rings has been a historicaly "nerd" passion, until there was an action movie made out of the series. But even though some old die hard fans died more kids picked it up and loved it.

First off, I didn't say "died", I say that die hard fans will leave (due to dieing, losing interest, etc), and Paradox HAS to attempt to create new die hard fans.

Second off, apples and oranges. Once someone has read the Lord of the Rings once, even if they lose interest afterward, it doesn't really matter, because, well, he's already purchased all the Lord of the Rings book and read them. Whereas, with Paradox, if someone loses interest in their games, then it means that person will NOT purchase Paradox's newest games.

Third off, Lord of the Rings didn't get new fans magically. It got them through word of mouth - because people were telling one another "I think you'd like this book".

It's not something Paradox should rely upon for their games. It's a very slow marketing strategy (word of mouth works over months and years, not over the weeks that game sales tend to be measured in), and, more importantly, it's something that requires an extremely positive fanbase.

The EU III and EUR forum show the Paradox fanbase to be anything but positive. "Big whiners" probably come closer to describing us.

Whiners do not make positive word of mouth.

As to dumbing down the game. Yes I miss-spoke by saying Pardox was dumbing down HOI. But I do stand by what I have said in here that it is the attention to detail and intracacies of the time periods that has made all the Pardox games so supperior. And I would hate to see them dumbed down just to reach a broader audiance.

Attention to detail and intricacies of the time period, yes, but at the same time, they cannot make the economic system so complicated that it takes the focus away from the game the majority of potential customers will want to play: a game about encircling enemy divisions with blitzing tanks (even if that's not the most accurate representation of blitzkrieg), sinking enemy battleships from above, and demolishing convoys.

Not a game about setting up convoys, and about producing aluminium from bauxite and energy at an aluminium plant, which you can then combine with foods at a canned good factory, which you can then ship on a hand-organized convoy (ie, you manually transport the convoys and resources) to your far off supply depots, which you have to manually organize and relocate every which way, and....

Yes, these things (convoys, supplies, possibly food - I'm not opposed to that being added in) need to be represented in the game. But not to the point where they are so detailed and require so much management that you have to interrupt your war-fighting every five second to adjust your economy and supply lines.

I think the economic system we saw in HOI II was exactly what it should be for a world-war-focused game. Some minor tweaks and modification, I'm all for, maybe even adding a ressource or two (adding food, maybe splitting rares into rubber and some other), but anything more than that would just be a bad case of "Detailing down" the game (ie, making it worse by adding too much detail to secondary game elements)
 
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Driggsd said:
When you read in the forum people asking for less interaction in Logistics and Resourses. Well doing that is DUMBING THE GAME DOWN! One of the beautiful things about HOI was you had driving economic reasons behind the warfare. BECAUSE OF RESOURCE MANAGEMENT. They got rid of rubber in HOI2 as a comprimise to improve game play. But in doing so they removed a economic drive.
Okay. Let us assume that Paradox was, indeed, "dumbing the game down".

So what?

In what way is a "dumbed down" game a worse game than one that hasn't been "dumbed down"?
 

unmerged(62241)

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Tambourmajor said:
Okay. Let us assume that Paradox was, indeed, "dumbing the game down".

So what?

In what way is a "dumbed down" game a worse game than one that hasn't been "dumbed down"?


Because then the gaming elite would have to share a game with the gaming masses, who can have fun without truly understanding things such as economic imperatives! ;)
 

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I do not see what is being dumbed down in HoI3 with respect to HoI2... I thought they are adding a few new features and automating some processes. :confused:
 

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Tambourmajor said:
Okay. Let us assume that Paradox was, indeed, "dumbing the game down".

So what?

In what way is a "dumbed down" game a worse game than one that hasn't been "dumbed down"?

It depends on how it has been 'dumbed down', if for instance Different doctrine paths were deemed to be too complicated and replaced with a single path then the game would IMO loose a lot of appeal. The impression I get is that some players are worried that Paradox might loose the uniqueness that HOI has in the process of triing to gain more marketshare. Everyone their own "steckenpferd" {don't know the english idiom at the moment}, mine is land Doctrine and Combat, others are worried about the modeling of the production economy. I'm sure that it will die down as more information will be released - but not before everyone has a good gripe ;) .

Let's face it HOI2 will be hard to top.
 
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Wulf145 said:
It depends on how it has been 'dumbed down', if for instance Different doctrine paths were deemed to be too complicated and replaced with a single path then the game would IMO loose a lot of appeal. The impression I get is that some players are worried that Paradox might loose the uniqueness that HOI has in the process of triing to gain more marketshare. Everyone their own "steckenpferd" {don't know the english idiom at the moment}, mine is land Doctrine and Combat, others are worried about the modeling of the production economy. I'm sure that it will die down as more information will be released - but not before everyone has a good gripe ;) .

Let's face it HOI2 will be hard to top.
But that's not "dumbing down", that's normal simulation. No functioning simulation can model everything, and the more aspects of the world you are trying to simulate, the less detailed each of these aspects will have to be modelled. If you want one aspect to be detailed, you need that simulation to focus (more or less) exclusively on that aspect, and leave other potentially interesting aspects on the sidelines.

So focusing on a complex treatment of military doctrine and training, for example, you'd have to lose detail in other aspects of the game.
 

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Tambourmajor said:
But that's not "dumbing down", that's normal simulation. No functioning simulation can model everything, and the more aspects of the world you are trying to simulate, the less detailed each of these aspects will have to be modelled. If you want one aspect to be detailed, you need that simulation to focus (more or less) exclusively on that aspect, and leave other potentially interesting aspects on the sidelines.

So focusing on a complex treatment of military doctrine and training, for example, you'd have to lose detail in other aspects of the game.


sigh... No you DO NOT - that in essence is the difference between HOI and a zillion other WW2 games.
If you want a easily accessible and simple gameplay, the why not buy one of those?

I simplyt do not agree to the parameters that you lay down. This game has precisely the potential to model all the interesting aspect at the expense of accessability.

Its an offer that I am quity willing to make!
 

Driggsd

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mlipo
As to sharing the game with the gaming masses. If all HOI is about is encircling enemy divisions and destroying them, then it would be a Panzer General clone........ Not HOI. It is not about eliteness. It is about the type of game. And the economic imperative is the driving force for that. Oddly enough you dont have to understand it to be affected by it. (Or for that matter to play the game as it is engineered into the game flow.) Just like you dont have to know all the history that you see popping up in the game events, to be able to play the game. But wouldnt HOI be less fun with out all those pop-up events? I think so.

Guillaume HJ
1. yes you are right removing feature (as has been asked for tin the forums but from press realease and screenshots will not happen) would be dumbing down. Not adding would be keeping the game the same.

2. First off, I didn't say "died", I say that die hard fans will leave (due to dieing, losing interest, etc),

Dude you said dieing. But i do get your apples and oranges arguement over word of mouth. But dont you think it is HOI (and all the paradox's titles) uniqueness that gets them notices and rave reviews?

3. Here I do differ. I think things like hand made convoy management (which leads to the tactic of wolf packs to try to choke the UK) should be included.
While I think that suply lines (like what Kantilian has made such a consice and insightful agruement for) should be included, I can understand where they should not be for game manageablity and system resources(computer).

I do agree that food should be added (but will not be. Oh well.) and the idea of reintroducing rubber as another resources and leaving rare material to be aluminum, uranium and such. Because this would add a realistic reason (need for natural resources) for the diplomacy/beligerency in the game.
 

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On 2, I said dying as one of MANY possible way for the people to leave the fanbase. Reducing everything I said to just "dying" is a bit absurd - most likely there are far more losses to people losing interest and people who don't have the time to play game anymore than to people who outright die.

Also, yes, the uniqueness of HOI2 helped it garner review...but the reviews on Vicky were hardly stellar, and the sales even worse. So while HOI should not go out of its way to LOSE its uniqueness, it shouldn't

On 3, Convoy HAVE GOT to be in the game somehow (and they were in HOI II) - that much we agree on! But the whole complicated outline I described cannot. Having you forced to hand-move every convoy would be an atrociously painful game - not a good thing.

HOI II had a good basic system for convoys: it simulate them, but without adding undue micro-management that would make the game harder to approach and play for new players.
 

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Guillaume HJ said:
On 3, Convoy HAVE GOT to be in the game somehow (and they were in HOI II) - that much we agree on! But the whole complicated outline I described cannot. Having you forced to hand-move every convoy would be an atrociously painful game - not a good thing.

HOI II had a good basic system for convoys: it simulate them, but without adding undue micro-management that would make the game harder to approach and play for new players.

You know you are right actualy. Because in HOI2 you can do them by hand if you wish. So I will with draw that arguement. Just leave me the ability to do it manualy.

On you comments earlier about whiners. Maybe not good word of mouth but all the gripes and what not show 2 things. 1.Love of the products and 2.Faith Paradox will fix legitimate problems and take reasonable changes into consideration. If you did not have those 2 things, then then I dont think many people would bother subscribing and posting.
 
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nick-bang said:
sigh... No you DO NOT - that in essence is the difference between HOI and a zillion other WW2 games.
If you want a easily accessible and simple gameplay, the why not buy one of those?

I simplyt do not agree to the parameters that you lay down. This game has precisely the potential to model all the interesting aspect at the expense of accessability.
What are you talking about? Paradox Interactive, contrary to what some people here seem to believe, does not have an infinite amount of time, money, and manpower to create a game, and even if they had, no computer has an infinite amount of system resources.

They have to work with a limited amount of resources, and this requires to focus on certain aspects of gameplay and discard others.

You may not agree with the parameters I am citing, but that does not change the fact that they are there, and that they place limits on game design.

To cite one very obvious example, Gary Grisby's War in Russia and War in the Pacific are probably among the most complex WW2 simulations ever devised, and even they model only a fraction of what HoI3 is supposed to cover. Please do me a favor and play through at least one full campaign of War in Russia, and then come back and tell me that you really want that level of detail for every single aspect of WW2.
 

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Oh, definitely in HOI II you can do it by hand, and that ability should remain. Setting up convoy routes manually is a *great* thing.

What I'm against is having to load your supplies on a ship in the harbor at New York, assign that ship to a flotilla, move that flotilla to Paris, and unload the supplies there, all of it manually. That would be awful.
 

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Mrdie said:
The Vic model works fine on its own; in Victoria. The best argument against it in HOI3 is just imagining trying to manage it while fighting a world war.


If it is possible to wage WW I in Victoria why wouldn't it be possible to wage WW II in HOI III if we have economy and social model like that in Victoria ?

MarcFloyd said:
I agree, for me ideal HoI3 would have economy and social model from Vic.

I like and approve this idea
 

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I positively loathe it.

While having some economy in HOI is a must, implementing Vickynomics would make the game an economic simulator first, and everything else later, because Vickynomics demand that the player focus a very great deal of attention on them.

That's not what HOI is, and Johan has said as much. Among the Europa family, Hearts is the war-centered game - that is, centered on building units and using them to crush your enemy, with everything else being there to give a background and support this mechanism.

If you look at it, everyone of the Paradox "Europa" games (ie, games using the Europa and Clausewitz engine) fills its own niche. CK is the dynasty simulator. Europa is the nation-creation simulator (ie, creating and expanding nations is the game's main focus), Vicky is the Economic simulator, Hearts is the global war simulator.

Trying to muddle up the focus of these various games isn't going to do Paradox much good. People who buy hearts, buy it primarily to fight out world war II. Some economic system is necessary for that, but an economic system that is so complicated as to become the focus at the expense of global warfare would makethis game stop being Hearts of Iron III, and in effect make it "Vicky II in the Hearts of Iron timeline".

Not a good idea.
 

Wulf145

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Tambourmajor said:
But that's not "dumbing down", that's normal simulation. No functioning simulation can model everything, and the more aspects of the world you are trying to simulate, the less detailed each of these aspects will have to be modelled. If you want one aspect to be detailed, you need that simulation to focus (more or less) exclusively on that aspect, and leave other potentially interesting aspects on the sidelines.

So focusing on a complex treatment of military doctrine and training, for example, you'd have to lose detail in other aspects of the game.

I am not stating that everything be modeled in minute detail, all I am saying is that in every simulation you will have to abstract some aspects of it to keep it managable & fun for the user.
It is a question of which aspects you choose to abstract, as another poster stated, HOI is primaraly a grand stratagy war game - so abstracting certain details of the economy will not 'dumb down' the game. If on the other hand you choose to abstract land warfare doctrine then this would effect the main focus of the game a lot.
I liked the mutualy exclusive land doctrines in HOI2 and would like to see them implemented in HOI3, one of the things I did not like in HOI1 is that all nations shared the same doctrines.
As far as I am concerned Paradox can give players the option to automate every aspect of the game, but allow those who like to micromanage their pet aspect to do so.
 

unmerged(71941)

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Mar 17, 2007
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I get what Driggsd is talking about in this post. I'm not keen on micromanagement but all of the logistic and economic effects are important. As a government choices implimented by policy so that could be represented by sliders; but more sliders without the 12 month delay. Eg conscription from none to every man women and child with appropriate effects. Trade seeking to maximize types of resources, intelligence priorities etc

The most detail here IMO would be different settings for national and occupied provinces. The other aspect I would like to see varied is the ability to optimize policy - you shouldn't be able to do it in a practicable way. I realize that zero dissent could mean that no effective dissent but it seems to me to allocate IC to CG to get dissent to zero then balance is too easy. I don't want to have to keep looking at it while fighting in the Ukraine so have the AI, shaped by slider manage it. I also don't really want to manage my interceptors over Germany then, or my Battle of the Atlantic, either happy to hand that over to a competent AI (guided by sliders again also).

As some really rough guides to the sliders that could exist: conscription, rationing, propaganda, research, training time, production quality, and so on.

Just my two cents
 
Jul 29, 2007
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Guillaume HJ said:
I positively loathe it.

While having some economy in HOI is a must, implementing Vickynomics would make the game an economic simulator first, and everything else later, because Vickynomics demand that the player focus a very great deal of attention on them.

That's not what HOI is, and Johan has said as much. Among the Europa family, Hearts is the war-centered game - that is, centered on building units and using them to crush your enemy, with everything else being there to give a background and support this mechanism.

I would disagree with you. First of all, Vicky is NOT economy simulator. It is STATE simulator with all the aspects - social, economy and military covered.

HoI is NOT an military simulator (like Pazer Genaral) - it is simulator of a state in war scenario. That's why you don't start a game 01/09/1939

Simplyfied social and economic model in HoI is "too" simplyfied for a state in war. If you read "Memories" of Speer, you would probably find how important social and economic issues were; Speer had to himself organize production of all important supplies for army as well as for society. Covering it doesn't have to mean micromanagement, it means that game become to be more "state simulator" then "army simulator".

This aspect of war is missing from HoI. I prefere to see it rather then another "extra dyvision type" or something like this.
 
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