Not allways, I followed some Hoi3 MP groups, as they posted their campaigns on this forum and some guys cheased the game and the other players alot. Thats not fun for me. Without house rules you have allways guys who wants to outwit you.
a difficulty level shouldn t regulate mali given to the player but influence how well the AI does or how good it is in exploiting your strategies...
As others have pointed out: There are systems in the game designed to create strategic decisions for the player, such as the weather system. Danial *completely ignores* the weather system as if it doesn't matter. Is he playing sub-optimally? Why would a player who has thousands of hours in the game be playing sub-optimally? The concern is that the weather system doesn't have enough impact to represent historical events, and so a player can just ignore it. In many other games I have played on this scale, attacking in the mud/snow is almost useless and always dangerous.
He also doesn't seem to care about terrain. The only concern they've ever shown for terrain is "let's put mountain troops in the mountains." That's great and all, but there are a whole slew of terrain effects for different types of units. My immediate thought when the fight with spain broke out was "he should be moving his armor along the coast to avoid the worst of the mountains" but he just let the AI blast through the mountains with tanks, presumably taking much more attrition than should have been required.
Should terrain matter? I think it should, but since their best player just ignores it, that seems to imply the game isn't properly penalizing you for not playing optimally.
If Daniel seems to make it look easy (crushed china in 2 years when historical Japan couldn't do it in the entire war; held poland for 4x longer than historical; Took over all balkins with no real resistance as Hungary; Fought a 3 front war with France with no issues), but I'm spotting all these mistake's he's making, the game will likely be too easy for me. MP might be my only hope until the AI can provide a challenge. But I am optimistic that PDX (and modders) will continue to improve the AI to the point where it will be able to provide a challenge.
What is the purpose of the WWW stream?
My guess are the would be something along the lines of this:
1) Show off as many features as possible in a limited time
2) Demonstrate effective UI and information flow so hardcore user are not frustrated with lack of control or influence
3) Stress that the game is "fun" to play (difficult word in game design, but compared to HOI3, which leans more closely to "work" and still deeply satisfies player even without a classical definition of easy "fun)
This is exactly the problem people are having. You're judging the game based upon watching someone who created the game playing it. Someone who has more experience playing it than the majority of us will have in the first 6 months. Which is probably the worst possible way to judge a video game. Don't believe me? Go watch practically any skill based game on twitch and tell me the professionals don't make the game look easy.
Judging a games' difficulty based upon videos alone just doesn't work, even more so when those videos are by the creators of said game. I can understand why the concern arises, but use some logic and realize that these aren't your average gamers playing.
Because what you describe requires the coders to anticipate such things and script in AI reactions. Obviously they either hadn't had time to add in that reaction or hadn't thought to do so until after that stream. It's very difficult to consider every wild ambition of every player.My only question is why is Hungary capable of invading and completely annexing Austria in 1936 without any international (let alone) German reprisal? How does anything we've seen actually attempt to faithfully recreate the political climate of the mid-20th century?
to play devils advocate here it could be argued to some extent that it failed in all 3
1) it failed to show that other countries had an awareness of the political situation and some things were just dumb like GER attacking the Maginot Line
This is why you need to do some research before playing MP. If you take a look at the current MP groups in the HOI3 multiplayer forum, each group has a rules list 2-3 posts long. It may seem excessive, but once everyone is on the same page on "exploits", the game becomes much more enjoyable. I know that all I need to do to beat the UK as Italy in SP is build a 5 carrier stack, let the AI suicide its ships at me in the med, and then do a sealion with a few corps once the RN is dead. The AI will fall for it every time and it can't effectively coordinate its fleets or airforce. Its boring.
In my current MP game as Italy, the battle for Malta lasted an entire session. Literally over a hundred aerial battles were fought over Malta to keep the skies clear for my bombers to bring the port and infrastructure down to 0. Then once the garrison was out of supplies, the German player launched a massive paratrooper assault. The UK player threw the entire RN at Malta and I sent 10 carriers + the entire Luftwaffe to intercept them. Despite being outclassed at sea by the UK's 10 CVs + 5 CVLs and 15 BBs, Axis air superiority over the med allowed us to weaken the RN's carriers before the Italian carriers even got into range which resulted in a decisive Axis victory. The UK player then sacrificed most of his battleship fleets to keep my carriers busy while his carriers escaped.
There's no way the AI will ever have the ability to plan such a battle out. There's an almost infinite amount of variables for it to take into account that makes it not feasible with our current way of scripting gaming AI. If you want the full HOI experience that makes you feel like you're playing a strategy game and not solitaire then you have to give MP a try.
It's worth noting that the GER AI does *not* have omnipotence. It actually doesn't know how well the maginot line is defended until it actually attacks it (unless it has far superior decryption, which is very unlikely at that point in the game). The AI made a calculated risk similar to what a player would do. "Hey look, france is fighting on two other fronts, I wonder if they left the Maginot line weak?" The only way to find out is to attack. It could be argued that it continued to attack for too long, but attacking in the first place is the only way to be sure. It did stop attacking eventually, and immediately went about justifying war on the low countries (via national focus) in order to open up the front and make use of it's superior numbers.
Of course, it also left the line hilariously weak, which is probably something that needs tweaking.
Exactly this. What you describe, in your example, is a normal and fun mp game. The AI in Hoi 3 is a push over. Thats the reason, when i played Germany, i allways quited the game after i conquered the SU, only one game i invaded the US and even that was a cake walk, my battle hardened Panzergrenadier and Tank Divs mowed the US Divs like grass.
I talked about really cheasing other players, example one guy played Canada, he tech rushed fighters to 1942 tech, even before the war started and build only fighters and put them all into southern UK, the german players Luftwaffe got destroyed by his Airforce alone and the game was over in 1941 as the Allies stomped Italy and Germany. That was for sure a real fun game for the US and SU players.
That's why MP groups also have a GM that makes balanced teams. Canada tech rushing fighters shouldn't be a problem because an experienced Germany should also always be tech rushing fighters. There's a whole MP competitive metagame to HOI3 that is fairly balanced once everyone in the group learns it.
Unfortunately the only solution to letting the US player have some gametime is making Japan DOW USA when they DOW the allies as part of the rules. Judging from what I've seen so far I think it'll have to be the same in HOI4.
It's a shame there has never been a DD on how they intend to approach difficulty levels this time - it's the one major component we know very little about. The last stream did indeed look like my idea of a 'Normal' setting; i.e. a competent player gets an entertaining game with no real headaches. Personally I hope that harder levels aren't designed solely around combat debuffs, but are made from a mesh of all the game's elements: longer foci and research, fewer PP, and so on. By spreading out the debuffs, no single one of them will seem artificially unfair and onerous. I wasn't thrilled to see Switzerland gobbled up in two minutes, but on reflection I didn't fully appreciate the speed Daniel's pc was running at, and I also think/hope/speculate that on a harder level, this suicidal undermining of the Maginot you've been building since the Great War would promptly get what it deserves.