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LordNeidhart

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A loot bar counting down while you siege might be an alternative to just getting everything on siege victory. I'll be honest and say that I don't consider looting an important feature though, so it's not high up on my list of priorities.

Speaking of priorities, can we get a little sneak reveal or at least some hint on what area of the game the team is currently working on now that El Dorado is out?
 

PhroX

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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...
 

Wizzington

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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...

Balance absolutely matters in single player. This is very much a part of our design philosophy, and would be even if we did not have MP at all. You're free to disagree but that's not going to change.
 

Freudia

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Broadly speaking, if a game mechanic is only tolerable because the AI never uses it, then the mechanic is probably broken.

I can think of a number of mechanics that I feel are frustrating because the AI uses them and yet the game is probably for the better that they can use them. Therefore, I do not feel that this is proper justification.

With that said, back to being impartial in this discussion.
 

PhroX

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Balance absolutely matters in single player.

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 os good and has the longevity it has.
 

Wizzington

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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.

Balance is integral to fun in a strategy game. If there is no balance, you will quickly discover a single winning tactic for everything and the strategy goes out the window.
 

PhroX

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Balance is integral to fun in a strategy game. If there is no balance, you will quickly discover a single winning tactic for everything and the strategy goes out the window.

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.
 

Yugoslavs

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I don't take issue with the existence of bugs. It's an inevitability and I or anyone rational should accept that. I take issue with how bugs are prioritized.

Paradox has a track record of putting bugs that people like DDRJake find first even though there are many bugs such as vassals not converting provinces being present for more than six months which effects far more people than something that is extremely obviously an exploit, especially when this game has many features which some may very well define as an exploit and in many cases, it's not entirely clear whether it's an exploit or an intended feature. If this happened once or twice, it'd be 'fine whatever' but it has happened on numerous occasions.

Furthermore, I think bugs get an unfair blame for the patch notes which nerf how people want to play the game. Now granted, if the options these people were taking were no brainers and something every player must do to make progress with that nation then yeah, I'd get that, but removing manual exploration for instance making it more difficult for the likes of India and China to westernize in a good time frame, yeah that's not so good, especially when other options are very viable too (and honestly better). This isn't strictly speaking relevant mind you, but it's a misdirected source of hate towards bugs which just adds fuel to that particular fire.

Another source of fuel to the fire is the numerous changes that have no backing to anything the community asks for and come out of nowhere while things the community does ask for and largely agrees on get left out it's rare but it has happened a bit more as of late. Most recently, the change to looting is the most obvious 'why?' change, especially because it takes away a layer of strategy.

Most of all though a good deal of this could be prevented or at the very least an attempt could be made. Community testing is a thing these days. Many bugs or undocumented, unexpected features (such as no more manual exploration) that would otherwise miss the 'check list' get found this way and it doesn't cost Paradox anything other than giving a 'freebie' in the form of the product being tested to those people.

+1, completely agree
 

grommile

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I can think of a number of mechanics that I feel are frustrating because the AI uses them and yet the game is probably for the better that they can use them.
I experience more frustration from a single AI army derp (even if it's in my favour) than from any number of inconvenient Espionage actions, coalitions, or Defender of the Faith purchases (and those are the only mechanics whose existing use by the AI really gets into "frustration" territory).
 

Wizzington

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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.

This change may not have made the game more fun for you, but EU4 is not made only for you. We judged that this change would result in a better/more fun game overall, and 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).

You're entirely free to disagree with our judgement, but ultimately it's ours to make all the same.
 

PhroX

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This change may not have made the game more fun for you, but EU4 is not made only for you. We judged that this change would result in a better/more fun game overall, and 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).

You're entirely free to disagree with our judgement, but ultimately it's ours to make all the same.

Oh certainly, I understand that. And, to be fair, I do agree that in general, most of what's been done to EUIV since release has made the game better. So overall, I think you do do a great job, and thank you for doing so.

I just can't see how this particular change 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...
 

Wizzington

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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...

I've never agreed with that argument at all. Let's say I add a button to the war screen that will instantly wipe out all enemy armies. That's fine right, because if you don't want to zap the enemies out of existance you can just not use it?

Except that if you don't use it, you are playing suboptimally, and strategy games are about optimizing and creating winning strategies. When you can never create a winning strategy that is better than a magic button the game provides, it takes away the very purpose of the game. Obviously this is an extreme example but it's a very real and important concept in game design, such as when shooters have one clearly imbalanced weapon that is better than the others. The fact that it may not bother you personally doesn't mean anything in the broader perspective, and like I said, we're not making a game just for you.
 

Freudia

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If you don't want to micromanage or take advanatge of "overpowered" features. You can, you know, just not use them...

People don't believe in that kind of logic, though. Just look at the amount of people crying for random changes to be made to the game, forcing a change on other players, just because they don't want something to be an option (I recall a thread a few weeks back about someone complaining that Greece could form Byzantium where the OP made the argument that because he doesn't want Greece to form Byzantium, he thinks nobody should be able to form Byzantium as Greece. That's just an example, too; I see these kinds of threads more often than I'd like to admit.).
 

WeissRaben

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I've never agreed with that argument at all. Let's say I add a button to the war screen that will instantly wipe out all enemy armies. That's fine right, because if you don't want to zap the enemies out of existance you can just not use it?

Except that if you don't use it, you are playing suboptimally, and strategy games are about optimizing and creating winning strategies. When you can never create a winning strategy that is better than a magic button the game provides, it takes away the very purpose of the game. Obviously this is an extreme example but it's a very real and important concept in game design, such as when shooters have one clearly imbalanced weapon that is better than the others. The fact that it may not bother you personally doesn't mean anything in the broader perspective, and like I said, we're not making a game just for you.

That's an argument against UNIs, if I've ever seen one. :D

(I do understand I am in the minority regarding them, though.)
 

spinoza013

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I know some games give you the option to pillage/raze cities or occupy them peacefully is that a concept that could appear in the game or would it be another case of the limitations on AI and therefore balance that would make it unworkable?
 

Korsan82

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Weird how player numbers keep increasing. People sure must hate fun!

http://steamcharts.com/app/236850

They go up after a patch/DLC and then the number goes down. Overall there is an increase of players, yes. But the peak times exist only because people like me who are done with the game tune it to check the game and see if the major annoyances have been removed, just to find out they haven't. So they leave again. I am sure the given dates of the "high" times of that graph match exactly the release dates of DLC/Patch or free weekends (like recently).
 

Peachrocks

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You can't really remove a conspiracy theory with facts, people believe in conspiracy theories because they want to believe in them and ignore absolutely any facts to the contrary.

Which particular changes is it that you want explained? Mind you, I'm not going to go in-depth on our whole design process because it is not my job to explain every single decision I take as a project lead.

I didn't say that. I just said that rather than it being discontent with rational people and conspiracy theorists it would just be conspiracy theorists on the most part. The problem is that the discontent is sort of united and it's easy for a group of people to hate the same thing even if it's for different reasons.

You don't need to go in depth. Just a basic summing up for the reasons of particularly significant changes as you've done here with looting and the direction you want to take the game in, this way you can get more direct feedback on what your goals are. Still though, you might want to consider it being your job or someone's job because I think it would do much for your PR, especially if you do start getting competition. I don't play it that much but look at how Riot explain their changes in League of Legends.

A loot bar counting down while you siege might be an alternative to just getting everything on siege victory. I'll be honest and say that I don't consider looting an important feature though, so it's not high up on my list of priorities.

This would be an improvement sure. The thing I want to know is 'why' you don't consider looting important and what you do consider important in its place. I think a lot of the discontent within the community is those very priorities. I don't recall anyone making a thread on looting being too strong. I mean, I don't use looting that often myself, but it is an alternate layer of strategy, a different way to win the war.

The old looting system had the following issues:
- It was extremely powerful, you could repeatedly 'farm' large countries like Ming for crazy amounts of money.
- It was very poorly understood and explained, most players didn't know how to use it at all (lots of players didn't even know it existed).
- It was very difficult to defend against because all units move at the same speed.
- The AI could not use it (and believe me, if I *had* coded the AI to use it the system would be universally loathed as your entire country would be getting looted in every single war).
- It was a micro-heavy system, and we have been moving away from micro-heavy systems in general.

Calling it historical/realistic is complete bunk, if you think a thousand men stealing the entire tax income of China every six months is historical or realistic then you need to reconsider the meaning of those words.

Thank you!

To be fair though any historical argument in this game is bunk for as long as Europe can transfer its entire army to the Americas without a single complaint amongst other things. But alright. Let's get under way.

Firstly, Ming is a special exception being a huge country but weighed down by inward perfection. It's not exactly a fair example because Ming despite these penalties is still the strongest power in the region, especially in human hands. Also the fact it punished large countries more than small ones was perceived by many to be the entire point of the mechanic and gave smaller powers a way of overcoming a giant if the giant was not up to the task. The giant should not get it's hand held but all too often it does. Mechanics like coalitions help larger nations much more than smaller/middle nations but that is another mess entirely.

The fact it was poorly explained or understood applies to a lot of mechanics in this game. The interface constantly lies to the player about diplomatic power costs which can only be found out through trial and error. Tool tips on a regular basis give outdated or even in some cases information that has never been correct. Another example is the amount of threads talking about 'being unable to manually' explore. A tool tip upon trying to explore TI with a single boat and an explorer would tell players immediately what was wrong.

It being difficult to defend against is a fair point against it which is why the 'loot over time' idea from CK2 would work a lot better.

The fact the AI can't use it isn't a fair point. There's quite a few things the AI can't use properly yet it gets quite a few bonuses in compensation (not counting lucky here of course). Also the game is meant for the human to have fun not for the AI. I mean sure I suppose you can argue that 'the AI should be challenging in order to be fun' but when it already relies on quite a few notably crutches to put itself on level with a player it looks sort of goofy. Especially when the exact nature of how it cheats isn't exactly known, despite a certain thread and when someone called you out on the AI cheating regarding natives attack colonies you just said 'incorrect' rather than saying the chance was significantly reduced. I understand the need for AI Cheating and in fact endorse the trope 'the AI is cheating' but the AI in this game does fall more under the far more common trope of 'The AI is a Cheating Bastard'.

Micro heavy? Yeah, I'll grant that one too. Still it's a matter of trade offs here. You can't remove too much of the micro considering how much of it there is else you aren't going to have any strategy left at all.
 

PhroX

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I've never agreed with that argument at all. Let's say I add a button to the war screen that will instantly wipe out all enemy armies. That's fine right, because if you don't want to zap the enemies out of existance you can just not use it?

Except that if you don't use it, you are playing suboptimally, and strategy games are about optimizing and creating winning strategies. When you can never create a winning strategy that is better than a magic button the game provides, it takes away the very purpose of the game. Obviously this is an extreme example but it's a very real and important concept in game design, such as when shooters have one clearly imbalanced weapon that is better than the others. The fact that it may not bother you personally doesn't mean anything in the broader perspective, and like I said, we're not making a game just for you.

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.
 

Wizzington

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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.

It's not a slippery slope at all, it's a demonstration of the fact that the 'balance doesn't matter in single player because you can always choose not to use unbalanced features' argument is false.
 

lolada

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Please prioritize looting more it was very important mechanics and its quite a nerf to playing small countries. Looting was significant income compared to their tiny budgets and was helping the player to gain the edge and grow.
Its generally becoming harder to play small countries which kills game variety. Its harder to control vassals, there were some vasal feeding nerfs, now it will be even harder to earn money..