the game is becoming less fun patch after patch. especially since they're balancing the game around multiplayer which drags down single player. (i play both single player and multiplayer and single player gameplay should always be the priority)
I work in QA for a different game developer. There are obviously more than just the three options you've listed, but let me just tell you how QA generally works during the development process, to debunk a lot of the negative perceptions in this thread.
Ok, so we have a game, and the company determines that there is a market for additional content (DLC). So the developers need to create that additional content and add it to the base game. During the development process, QA will test basic functionality of the new features while they are being put together. It will be buggy as heck, but the goal is to get it up and running and in a semi-workable state. We expect there to be bugs... sometimes lots of bugs. Once the key criteria of the functionality works, then QA will bug all of the polish issues like alignment, wrong tooltips or whatever else makes it look unfinished, ad hocing around the feature to simulate a normal user experience.
Now, once all of the new features are added to the game, and all of the patch's main bug fixes are included, QA will run a checklist of key functionality FOR THE WHOLE GAME, including new features. Checks include things like:
[ ] User can declare war
[ ] Allies are correctly called to arms
[ ] Attrition is calculated properly
...etc, etc
Notice how I included a check for attrition, which as Arumba discovered after El Dorado was released, was completely broken. When someone from QA goes down the checklist, they would probably just check to see that units can take attrition. They don't check EVERY possible scenario involved with taking attrition, because the checklist would take forever if that was the case. The purpose of the checklist is to ensure that nothing is majorly messed up. Unit took attrition? Check, moving on. Unlike Arumba, they won't be sitting there for 8 hours with a calculator and spreadsheets deducing exact numbers and expectations from every angle. That's just unrealistic.
Bugs are often the knock-on results of other bug fixes or feature evolutions (such as making the disaster system more transparent). As we see from every patch, the EU4 devs fix a lot of bugs. Combined, there is a huge potential for small things to slip through the cracks; the slight changes here causing unwanted slight changes over there. No QA team on the planet could find everything that eventually pops up after release. Even the "bigger" issues. After one hour of release, the user base has already clocked on more man-hours than were put into the entire development cycle of the DLC/patch. And QA is only a fraction of that cycle.
Recall my explanation of the checklist earlier in this post. Notice that I said the checklist is only run AFTER the features are added and the old bugs are fixed. So the build is theoretically ready to be released at this point. The devs throw it to QA to check at the end of feature development. I don't know how release dates are determined at Paradox, but I suspect, like most companies, they are decided well in advance. Management tells the devs, "Hey, have all these features done by this date or we won't make any money". Then they tell QA "Hey, make sure this is ready to be shipped by this different date, or we won't make any money". QA takes the build after feature development ends, runs their checks, and every time they find something, tell the devs "Hey, this is broken, we need it fixed before our release deadline". The devs fix it and QA checks that it is fixed. Rinse, repeat.
Unfortunately, sometimes there just isn't enough time to fix everything. The queue of bugs will be too large to fix before the deadline. The major known issues get prioritized, and the minor ones will be fixed in the next patch or even hotfix.
The dev multiplayer sessions have their own usefullness. They simulate actual user experiences, where some of the more annoying issues can crop up. Simple checklists miss such issues, because they don't look at the game as a whole. The granularity of checklists hides bigger issues. I'm glad Paradox utilizes both.
Ultimately, from an outsider's QA perspective, I think a lot of the hate directed at Paradox after patches is unjustified. The devs are obviously engaged with their project. And the small QA team have an almost impossible task in ensuring the quality of a game which exists in a niche market with a massive feature complexity.
If anybody expects the patches to go smoothly, they're kidding themselves. I don't begrudge the developers for releasing when they do. It ensures new content comes out more regularly. Consumers-as-QA isn't ideal, but let's be realistic in this situation.
Bravo EUIV devs
Bravo EUIV QA
I know what it's like, and you are doing fantastic. Keep up the good work, and I look forward to what comes next![]()
I'd like it more if the sass didn't sound unreasoned, incorrectly reasoned, or nested in a fallacy.
You can get all the new players you want but that has nothing to do with whether or not that other guy is right with the single vs multiplayer argument (Which I don't care about because the devs have stated they are going to do what they want in regards to multiplayer so the single vs multiplayer argument isn't actually relevant to much; I just dislike bad arguments because I have no life)
refering to what you said about multiplayer: unfortunately Johan said otherwise, and in the game you can kind of tell at times...
Yet you do nothing to remove that stigma, which for what it's worth I agree is ridiculous and I can't blame you for being tired of it. However once again, you ignored my post making a very reasonable request that might, I dunno, stop people thinking so negatively of you and your design process which in turn will reduce the amount of complaining on the forum which in turn will make band wagoners jumping on the 'multiplayer balance' argument look silly without you having to lift a finger on the front.
Every time you ignore a post like that merely reinforces the belief that you cannot defend your points and changes rationally, regardless of whether there is a good reason or not. I might not agree with the reason, but not having one at all looks far worse and just increase the discontent here because people will make their own reasons such as that overused conspiracy theory.
I'm sure its been asked in this thread already but I can't bothered to trawl 8 pages of what is no doubt "heated" debate but how about a CK2 style looting mechanic?
Wiz made two points ("the AI couldn't do it" and "if it could everyone would loathe the feature") in one sentence there, and you only answered the weaker of the two ("the AI couldn't do it").
Broadly speaking, if a game mechanic is only tolerable because the AI never uses it, then the mechanic is probably broken.
If the AI can't do it, the fact that it would be horrible for the AI to do it is irrelevant. That's why I didn't bother with the rest.
And even if the mechanic is broken, if it is fun for the player, and optional (as looting was, if you don't like it, don't do it...) then so what? The only time "balance" really matters is in competetive games. Such as...you know...multiplayer ones...
Why? Surely in the end all that matters is that the game provides enjoyment. If an imbalanced mechanic is more fun for the player than a balanced one, then inbalance is a good thing.
Hell, EUIV is by nature imbalanced - simply by the discrepancies in nation capabilities - and thats exactly why its s good and has the longevity it has.
I could take quotes like this a lot more seriously if it wasn't for the fact that, in the specfic case here, the "balancing" has gone from giving us multiple options, to a single winning tactic with no variation - stack wipe and carpet siege...
The "imbalanced" state had more variety and was more enjoyable than the "balanced" one is.
Oh certainly, I understand it.
I just can't see how this particualr chaneg improved the game for anyone. If you don't want to micromanage or take advanatge of "overpowered" features. You can, you know, just not use them...
Thats somewhat of a slippery slope argument there Wiz. There's a massive difference between a "kill all button" and leaving in (not adding...) a feature that is imbalanced under certain circumstances while adding to variety of gameplay and leaving its use up to the player.
Yeah somewhat. Still while that particular argument was junk, the base point they made was not. I mean sure, I understand a little better now why you did what you did in terms of looting but the original point still stands, that more depth was taken from the game as a result of this change.
Now I see the reasons and what goal you are trying to achieve thanks to your explanation but unintentionally or intentionally you removed depth from the game and didn't compensate it in any other fashion.
Yeah but based on the response here, you can pretty much say it was bad. Furthermore, depth isn't some random nonsense factor or content for contents sake, depth is something with meaning.
It's not just a few forum responses though. It's responses with rational thought and well thought through view points and ideas. Ideas that you yourself agreed might work.
Even in light of the fact that it reduces the amount of strategy in the game compared to how it was before?
there is not a single change to anything that is going to please everyone (nor should you think that because a few people on a forum disapprove that the majority of players feel the same).