I don't like the direction Hearts of Iron 4 is heading, am I the only one?

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Mousetick

Major
93 Badges
Oct 13, 2012
689
1.400
  • Crusader Kings II: Monks and Mystics
  • Age of Wonders II
the reasoning why someone likes or dislikes a certain aspects of the game can be good or flawed.
I vehemently disagree with you on that point! :p

If I like ice-cream and you don't, you may tell me why you don't like ice-cream. I may care to listen to your arguments, or not. But there is no 'reasoning' to be had. I'm not right and you're not wrong, or vice-versa.

If you like ice-cream and I never had ice-cream before, you may tell me why I should try ice-cream. I may trust your advice, or not. If after trying ice-cream, I don't like it despite your recommendation, there is no reasoning to be had either. Your advice was neither good nor flawed.

We could substitute the ice-cream with a movie, a book, a sport, a craft etc. or (specific aspects of) a video game.

I doubt the 'reasoning' arguments in this thread will change your opinion of the game. There will be a series of 'no you're wrong because so and so' / 'yes I'm right because blah blah'. In my mind, trying to rationalize personal tastes and opinions of forms of entertainment and art , or to judge whether they're good or flawed, is futile.
 
  • 2
  • 1Like
Reactions:

Zeprion

Banned
30 Badges
Oct 31, 2016
949
2.111
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Crusader Kings III
  • Hearts of Iron IV: La Resistance
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Colonel
  • Crusader Kings II
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
I vehemently disagree with you on that point! :p

If I like ice-cream and you don't, you may tell me why you don't like ice-cream. I may care to listen to your arguments, or not. But there is no 'reasoning' to be had. I'm not right and you're not wrong, or vice-versa.

If you like ice-cream and I never had ice-cream before, you may tell me why I should try ice-cream. I may trust your advice, or not. If after trying ice-cream, I don't like it despite your recommendation, there is no reasoning to be had either. Your advice was neither good nor flawed.

We could substitute the ice-cream with a movie, a book, a sport, a craft etc. or (specific aspects of) a video game.

I doubt the 'reasoning' arguments in this thread will change your opinion of the game. There will be a series of 'no you're wrong because so and so' / 'yes I'm right because blah blah'. In my mind, trying to rationalize personal tastes and opinions of forms of entertainment and art , or to judge whether they're good or flawed, is futile.
There's no denying that you like ice-cream and I don't, one is not objectively better than the other, it's just different tastes.

But I could say that "I don't like ice cream because it's way too hot", that is a flawed reasoning. Because I've cream is in fact anything but hot. Or I could have a good reasoning "I don't like ice cream because the taste is too milky". Whether I like milk or not is again a matter of taste, but if I don't like milk then the reasoning holds up. That's what I meant.

I agree that ultimately tastes are well, a matter of tastes, and it's not something that can be labeled as right or wrong. But the reasoning you give for why you like or dislike certain things can be good or flawed.
 

Áurum

Major
34 Badges
Dec 17, 2018
518
1.086
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: No Step Back
  • Victoria 3 Sign Up
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Shadowrun Returns
  • Cities: Skylines - Parklife
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Green Cities
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Cities: Skylines
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Hearts of Iron IV: La Resistance
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II
This is not a rant as there's no point in it or a list of suggestions as it's too late for that, I'm just curious whether there's anyone who shares similar views. Yeah, I know the sarcastic answer "obivously, you're the only one in the world who thought about that", but I wonder how many people are on the forum who share similar views, as I'm fairly certain that the majority doesn't share this view.

When I got Hearts of Iron 4 only the 1st DLC Together for Victory was out, it was patch 1.3. The idea of a World War II tabletop game hooked me immediately, I enjoy the way units worked, that it was not that complicated, all you had to do was make 20 width units: 7-2 for attack and 10 for defense. Or if you can afford manpower 40 width units: 14-4 for attack and 20 for defense. If you wanted speed you got vehicles, if you wanted power/damage you got tanks and for suppression in occupied territores that are still at war you got cavalry. You also had mountainers and marines that were more expensive but better than the average unit in mountains and beaches. And there was armor/piercing, if piercing is higher than armor then a unit takes normal damage, if armor is higher than piercing then a unit takes only 50% damage.

Apart from that you had factory building, fort building, trade with other nations, a somewhat limited option of diplomacy, unit recruitment and equipment stockpile. All quite easy to learn, but the star was the focus tree. The focus tree was like the general direction of your nation, it told you what you were about to do next. Before decisions came out, the focus tree was the big deal. I didn't like the fact that the research path was kind of limited, mostly by years, and you couldn't queue up reasearch so you won't have to open that section of the game again and again and again when every single research is completed. But I figured that these are things that will be solved with a patch.

I also enjoyed the immersion, the news, and spotted a few historical inaccuracies in the game, but again, I thought they will be solved within a few patches.

The the 2nd DLC Death or Dishonor came out and I was again very happy to see that. There were 4 new DLCs, some things were a bit off like Hungary being the one that restores Austria-Hungary and not Austria, but overall it was a good DLC, I liked the theme and the new addition with military attache.

Then the 3rd DLC Waking the Tiger came out and then the game started moving in a different direction, or the game always moved in that direction and I didn't notice. Instead of flavor and more options for each nation, the game started focusing on more and more game mechanics. Personally, I enjoy games like Crusader Kings 2 or Civilizations 6 because they are complex but not that complex. Hearts of Iron 4 used to be right there before the 3rd DLC but then it started moving more and more intro the extra micromanagement land.

It added a chain of command, not that it was unrealistic but it was an unecessary complication. One could have simply kept it the way it was, with Field Marshals having an unlimited number of units while gaining XP slower and general having a maximum of 24 while gaining XP faster. And no skill points called traits using command power, which is an unrealistic as the skill points you gain in an RPG game. Gaining traits as you gain experience in the field made sense, but gaining traits by spending command power in your skill tree not so much. It made an enjoyable mechanic unnecessary complicated and less enjoyable, while not making it more realistic overall.

It split the National Spirit in Stability and War Support. Again, an unnecessary split, making the game more complicated, not complex, while not making it more enjoyable. The difference is that a complex mechanism doesn't have many parts but those parts have many ways of intreacting with each other that is not easy to predict, like chess or poker, while a complicated mechanism has a lot of parts, like Twilight Imperium or Scythe (board games). Complex = many interdependencies, complicated = many inputs.

And the border wars, another failure in my opinion. It is such an artificial implementation of a minor war. Rather than actually adding game mechanics to make minor wars possible, the kind of wars between at maximum 6 nations and where if you win or lose then you don't get to completly annex or be completly annexed, they made this decision events of border wars that can be easily abused with artillery, proving that micromanagement became more important than tactics and strategy.

But the worst addition in my opinion were the decisions. The developers wanted something between events and focus trees so they created decisions. I again, think that this only further complicated the game. The focus trees created a delicate balance between sandbox and non-sandbox, Hearts of Iron 4 is at its core a sandbox game full of choices, the focus trees don't necessarly limit those choices but they give you suggestions and 9/10 times the players will take those suggestions. Maybe they will annex a nation or two at the start of the game, and then play based on a specific focus tree path. It was still room for flexibility. But the decisions made this process even more rigid and the game less sandboxy.

At this point, Hearts of Iron 4 was not as fun as it used to be, it simply became much more micromanagement than battles. By this I mean that tactics and strategy became less important than knowing what to micro and when. When 2 players know the proper micromanagement of the game then the battle will ultimately be decided by tactics and strategy, but the simple fact that now you have to know a lot of micromanagement about the game to understand how to play it properly in order to make tactics and strategy count, and the fact that now you have to keep a lot more things in check than you used to have to and as a consequence focus less on the battle itself, makes Hearts of Iron 4 less enjoyable than it used to be.

The special forces were limited in an artificial way. You simply have a limit cap. It was indeed unrealistic to have an army of 100% special forces but their limitation could have been made in a more organic way. Simply make them significantly more expensive and only better at mountain & beaches so that they won't be worth it otherwise. You still have a choice, but it's a bad choice, maybe there is some risky tactic that nobody thought of and could work with them in certain scenarios with certain countries, but as far as common sense is concerned, if they are worse than the normal unit in the cost/efficency ratio outside mountain or beach then the average player won't spam special forces in his army.

The only thing I enjoyed about the Waking the Tiger DLCs was Germany's Oppose Hitler path. Japan's focus tree was changed from bad to worse. Japan used to have the worst focus tree out of all major nations, and after the 3rd DLC, it still has worst focus tree out of all major nations. Because it's very inflexible, you have 4 choices: Democratic, communist, fascist and imperial. That's it. Every focus tree had more or less these 4 choices, but there was a degree of flexibility in them, there were many other focuses and alternative paths that you could have taken even if you went democratic, fascist, etc.

For example: As fascist Germany, you can either make the pact with USSR or not, you can make the Berlin-Moscow Axis or not, you can instead annex the Balkans. As democratic or imperial Germany you also have multiple choices and the industrial focus is completly separate. But with Japan, if you go fascist you will attack the democratic countries and China. If you go imperial you will attack USSR and instead sign a non-aggression pact with China. It's so narrow it might as well have been a scripted event. You don't have as much freedom to choose as Japan, you just have 4 scenarios and you have to pick one.

Then the 4th DLC came out Man the Guns. Again, making the naval battles more complicated, adding fuel which while realistic again makes the game more complicated. I enjoyed the new focus trees, but overall I feel like nothing has chanced and the favor of micromanagement and more game mechanics over flavor and more options for each nation only became more apparent.

One thing I disliked about the Man the Guns DLC is adding the Congress for USA. It's, like before, an unnecessary complcation. It can be easily exploited if you learn how from the internet and overall doesn't make the Hearts of Iron 4 experience more enjoyable. Maybe most people here do enjoy that kind of stuff, otherwise I can't explain how so many people like it whenever new mechanics are added, but personally I don't like to have to go back to that thing again just to keep that thing in check, when I could be focusing on battles or building a better economy.

The then 5th DLC came out, I don't have this last one but the free update is enough to make it dislike it. The ressistance mechanic was changed to be less realistic. Instead of actually having to train units and have those units on the map, now you make divisions outside of the map and automatically assign them to the occupied region. Now, when a region is already yours after a peace negociation, you still have to keep divisions there to make the region compliant, leading to even more micromanagement. I never looked over spy mechanics but now you can't see at what point a foreign nation's focus tree is towards completion anymore unless you have even more decryption, again making it more complicated.

I heard that when playing Hearts of Iron 3 as USSR, you had to pause for about 30 minutes to micromanage your whole nation, I can't tell whether that was true or not, but I think this is the direction that Hearts of Iron 4 is heading towards.

How I imagined Hearts of Iron 4 would develop? Before the 3rd DLC Walking the Tiger I imagined that the next DLCs will bring things like:
- More historical accuracy: The war with Iraq, Iran, the Ango-Soviet occupation, a proper Winter War and Continuation War with Finland.
- Better Peace Treaties: Peace treaties for minor wars were you only lose 1 or 2 territories depending on size, the ability to make peace before you have completly capitulated while losing territory but losing less.
- Actual trade with money: Yes, the governments could print more money and make war bonds as far as the internal economy is concerned, but as far as foreign nations are concerned that only made their currency less valueable.
- More alternative paths in the focus tree: Italy fighting Germany (being both fascists =/= being friends), Italy turning democratic, etc. This one the DLCs did pretty well.
- More historical accuracy as far as the details are concerned: Japan not being able to attack USSR if USA doesn't care about the Pacific War due to the non-aggresion pact in the focus, have deserts in Turkey, Hungary having cores on Transylvania and Ukraine in Southern Bessarabia, using of outdated 1930 population censuses instead of the 1935 population censuses.
- More flavor such as: unique infantry, vehicle units and voices for each new DLC nation, unique portraits for every nation, more generals for every nation, more news. I like the fact that the developers added allies, axis radios and will add famous speeches.
- Increase the size of tanks and vehicles compared to infantry on the map and make the colored bottons available from the options.

Is anyone else feeling like the game has lost it's enjoyment by adding more and more game mechanics rather than focusing on and improving the ones it already had?
Do you enjoy when new things such as a chain of command are added? Do you feel like such additions simply make the game more strategically challenging and more real-life like?

Personally, I don't find it more strategically challenging and more real-life like. It just changes the game from one where you need better tactics to one where you need more knowledge. You can easily learn how to best set up your chain of command, your factories, your research, your divisions, your navy, your airplanes from the internet, every strategy game has that, it's called build order, and after the build order was done in the early stages of the game, came the fighting where you actually had to have good strategy to win. But Hearts of Iron 4 has reached such a point where 90% of the game is only the build order, in other words, 90% of the game is knowledge about the game and there's little room left for skill.

It has become the norm in Hearts of Iron 4 to win the game because you can out-micromanage your opponents, rather than out-flank them or out-smart them in any other way. In multiplayer games, it seems that the player who can micromanage the best is usually the winner, and because it has ended up having so many game mechanics, if you know the build order in some game detail that the other player doesn't know about and simply ignores, you won simply by the virtue of having better knowledge about the game. Every game has an amount of required knowledge and micromanagement to play on a competent level, and from then on your on thinking makes the difference, but in Hearts of Iron 4 there are so many game mechanics and micromanagement that it makes up most of the game.

There is one thing to have tactical knowledge such as "it's better to farm the forest then the lane then back the forest" in a moba or "a rook is better on an open line" in chess, that you can figure out yourself if you think about it and from then on your own thinking can make the difference, than stats knowledge "this unit needs that template, that general, need to be placed in that position, that general needs that upgrade at that time, I only need to use this much fuel and for that, and I also need that research for it with that kind of plane support for maximum efficency" in Hearts of Iron 4. If one player doesn't know all the details of the build order, and with Hearts of Iron 4 there are many details, he already starts with a disadvantage, only if both player know all this huge amount of knowledge, because Hearts of Iron 4 has so many inputs, therefore complicated, they can play on equal grounds.

Of course, Hearts of Iron 4 doesn't have to be a competitive game, it was never made with esports in mind like Starcraft where there are a huge amount of tactics, but what I'm saying is that this extra micromanagement and new game mechanics which each DLC don't make it more strategically challenging and more like real-life, instead, you simply need to have more knowledge about the game, a better build order, to win the game. You need more knowledge to win rather than better tactics. It's useless to out-flank them or out-smart your enemies if their units have way better stats simply because they knew something about the game that you didn't know, and this, in my opinion, doesn't make it a realistic World War II simulator, but simply a game where you need to learn a lot in order to win.

Sorry for the long post, looking back, I understand if it's too long to read.
Although I generally like the new features (not all of them), I do not understand why they are adding more and more new mechanics when some of them are buggy or broken since game release (yes peace deals, I'm looking at you) and devs have never even tried to fix them. I don't like where the game is going at all. Devs are putting quantity over quality and illogical options over historical content.
 
  • 2
Reactions:

zukodark

Court Necromancer
59 Badges
Sep 10, 2014
1.617
1.994
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Lithoids
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Prison Architect
  • Europa Universalis IV: El Dorado
  • Stellaris: Federations
  • Europa Universalis IV
  • Europa Universalis 4: Emperor
  • Victoria 2
  • Battle for Bosporus
  • Cities: Skylines
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings III
  • Stellaris Sign-up
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Stellaris: Megacorp
  • Crusader Kings II: Sunset Invasion
  • Majesty 2 Collection
  • Victoria: Revolutions
  • Victoria 2: Heart of Darkness
I will say that while I'm supportive of a lot of the additions individually, they do add a lot to a barrier of entry. Not just for new players, but also for players who aren't entirely familiar with the game and just play once in a while. I used to play with an admittedly rather casual group of HoI4 gamers, all of whom quit over features like the naval rework. Features that are quite complex and not always intuitive, that you actually have to learn, and continuously keep track of.

Whenever we play now, there's a wall of content that seems impossible to interact with. Dealing with naval mechanics require dealing with a massive tech tree that competes against everything else we want to do, dealing with production lines that quickly clutter up the AI, deciding the layout of both our ships and fleets, figuring out what to do with all the sea-zones, and then there are the issues of planes. All of that for simple naval invasions, since supply chains and resource management, can often be handled in other, if less optimal ways. It simply ends up being too much to deal with and ends up like a stressful background mechanic instead of the fun easy system it was before.

I'm sure it is more realistic and possibly more enjoyable if you actually immerse yourself in the game mechanic. But that's a lot to deal with when you aren't interested in modern naval warfare, and combined with similar mechanics, make the game more inaccessible. It might still be worth it if the core players get the game they really enjoy though.
 
  • 2
  • 1Like
Reactions:

ecpgieicg

First Lieutenant
27 Badges
Oct 27, 2012
263
113
  • Cities in Motion
  • Magicka
  • Leviathan: Warships
  • Cities in Motion 2
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
How does having more generals to manage make it more smooth? If anything, I'd argue the opposite. If the logic is consistent, then adding generals for every single division will also make it more smooth, which I don't think is the case. If anything, it makes it more unnecessary complicated adding an extra layer of micromanagement.

I'm not sure I follow, how would the old mechanics make the AI frontline management difficult? if anything, it was an AI coding rather than limiting game mechanics problem since simpler game mechanics would make it easier to create an efficient AI.

You are shoehorning my points into "making more generals". And that's your shoehorning alone.

Game design has to work for what is feasible with AI coding. You don't seem to be aware of the consequence of assigning large areas to the same army. Have you not seen your units being fast moved to random locations -- losing all org in the process? You are demanding AI coding to suit whatever design you see fit. How would you code the AI logic to evaluate what locations to assign troops in a way that is universal to front size? You don't know it. So don't assume it can simply be done. Is that fair?

I have little interest in revisiting the old system in details. Maybe you can explain where the additional micromanaging comes from in the new system -- in a way that is non-trivial. (And assigning traits is.)

Are your fronts always contiguous and singular? You don't have multiple small fronts arising from the natural course of game play? Those separate fronts don't get assigned to different armies? How were those different armies grouped in the old system? (They weren't, but you probably forgot.)

The new system gives players a second layer of organization over small fronts -- the same function threatres used to fulfill but with downsides. Moreover, new system adds game mechanics (ie. Field Marshal bonuses) to incentivize use of + add favor to this second layer. Easier organization of armies is better UX. The better UX is what smooth means. The opposite of easy organization of army units will kill games such as HOI4 (not that there are others atm). I sincerely do not understand how you managed to contrive "making more general" as the point of the new system.

More things you probably didn't notice: now, threatres are instead used to separate Battlefield Orders (e.g. Staff Officer Plan) as well as keeping track of overall winning and losing offenses/defenses, separate combat logs, in-game prompt of Low Supplies etc, among other things.

So, what about "making more generals" again?

I don't mean to be harsh with you. But ...

the point is you are missing the point.

That applies to your army grouping complaint and just about every other complaint of individual in-game features. In the spirit of not being harsh, the best I can offer is to discuss them with you.

Why do you think it makes it more engaging? Does that also make it less complicated? and how does that cancel what I previously said? Formula 1 2020 and Need For Speed are both abstractions of reality as well, but most people would argue that the former is more realistic regardless of personal taste.

Do I really need to write a story to describe why player agency is generally regarded as enhancing engagement? Does it really need more than simply pointing out that (and now I am repeating) the player choosing a limited number of over a larger number available skills is a form of player agency?

If you talk about taste, I personally don't mind either way because it is a trivial point as long as the generals do have traits that matter to the gameplay.

I never said that, look up when I talked about the difference between complex and complicated. I agree with your statement that "complex strategic and military history..." but I don't think this is the point you wanted to make.

Your problem is the attention - reward ratio, my problem is the whole huge process of micromanaging itself, when it could have been a lot simpler yet still complex and because of that more strategically demanding.

Btw, you phrased game features as game "mechanics" -- something in your phrasing is plural and countable. Instead, often the word "game mechanics" is used to describe something more inherent and more fundamental.

That aside, I hope you understand "attention - reward ratio" diminishes my point. That's your shoehorning again.

The problem of la Resistance is not attention to reward "ratio". If I have to entertain your ratio idea, something divided by zero does not give a ratio.

Anyway.
 
Last edited:
  • 1Like
Reactions:

ecpgieicg

First Lieutenant
27 Badges
Oct 27, 2012
263
113
  • Cities in Motion
  • Magicka
  • Leviathan: Warships
  • Cities in Motion 2
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
I too, doubt this forum represents the community as a whole and it is possible the developers feel the same way. The developers have shared a few of the statistical measurements they use to plan the direction of the game. Adding non-historical or even non-plausible but "fun" stories to the game seems to be a winner for them, economically.

Since you were brave enough to share so much of your opinion with us, I will try to show a little courage myself.

I loved the HOI series because it tried to build something I have always wanted to play, that being a grand strategy WW2 game. I have played just about every game that has tried to do this in the past. Personally, I believe what hooked me with HOI was the build up phase and how it allowed me to improve a country's position before the war started.

Now that I have played the game way more than I should have, I realize that I want everything in the game. I want excellent focus trees for whatever country I choose to play tonight. I want units in combat to fight as a cohesive whole and do away with the combat width/META division system. I want a naval system that at the least recognizes that carriers existed in the war. The list goes on and on of course.

I think my list of things that need to be fixed grows as I learn more about the game. I went in thinking the game will reward WW2 common sense, such as building a division that has artillery, recon, AT and AA units, only to find out that the game mechanics cannot handle realistic divisions, fleets, air wings, etc... The deeper I go, the more I realize the game cannot handle WW2 as we know it from history.

The game dresses up for WW2, uses terms, place names, and people from the war, but in the end, it is not WW2. It is a game that is balanced not to reality, but to produce fun and replayability first. I understand this, as watching Germany loss every game would not be fun. In that wide space between a realistic game that simulates WW2 and the sandbox game that allows me to play Brazil and go nuclear, I have found myself, happy, angry, disappointed, and wanting more.

For example, recently I had a truly great game ruined by the AI sending all of its divisions to a major invasion I had launched. It sent so many divisions I had to pull my armies out and finally quit the game. The next night I played Ethiopia with all countries on random and colonization turned off. The point is, I did not quit the game itself. I played a different scenario. I suppose that is the greatest strength (and most likely causing much of its WW2 weaknesses) of HOI4. It promises so much, gets so close, that I cannot help but start another game...and complain about something else that needs to be fixed. :)

After all my time playing and my recent time on these forums, my biggest complaint by far is that the HOI4 team is nowhere near large enough to do everything we want done, nor cover all the promise of a WW2 themed sandbox game.


Do you play Black ICE? From the sound of it, you desperately need to.
 
  • 1
Reactions:

safe-keeper

• ← 2mm hole in reality
54 Badges
Sep 6, 2012
8.588
14.373
livetkanfly.com
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Cities: Skylines - After Dark
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Art of War
  • Cities in Motion
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Steel Division: Normand 44 Sign-up
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • Cities: Skylines - Parklife
  • Shadowrun: Dragonfall
  • Cities: Skylines Industries
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: No Step Back
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
As I wrote in another thread - I think it was on Stellaris, and not HoI4 - I'm of two minds about this.

Because, see, it's easy for me to say that since the DLCs have made the game more enjoyable to me, others should just suck it up and deal with it, because the game was perhaps too simplistic to begin this, and this brought it more in line with what PDX games are all about to old-timers, etc. etc. etc. But obviously I also realise that I'd be biased in saying this, because I don't know how I would feel if I had bought a game and really enjoyed it, and each update brought it further away from the game I enjoyed playing. How much devs should change their game's feel and gameplay over time is a difficult question to answer.

I agree with some of your points, though. The US congress, as implemented now, feels pretty pointless, and it feels weird that it's only implemented for the USA, and not for, well, every country with a congress, senate, and/or parliament. It's like the inflation mechanic in China in that respect.

General skills and abilities feel a bit unrealistic, too, especially how tactics like probing attacks and skirmishes, and physical assets like pontoon bridges and siege artillery, become abilities offered only to certain commanders. I suppose the command power spending simulates training/instructing your general in certain types of warfare, but it does feel a bit artificial when (IIRC, correct me if I'm wrong) abilities can only be unlocked through CP.

And oh god, I absolutely agree with you on peace and peace treaties, this system makes no sense. We need a EUIV war score, war goal, and negotiation system, if you ask me, including a system that keeps track of momentum and stalemates, and makes peace signing more likely if the frontlines have bogged down.

The solution might be a kind of realism/complexity slider like flight simulators always seem to have. A lot of people have asked for the option to turn the ship designer off, but keep the other features of MtG, for instance, and this could be expanded to other features as well. HoI3 had a (greatly) simplified logistics/supply system, when I think about it.
 
  • 1Like
Reactions:

ecpgieicg

First Lieutenant
27 Badges
Oct 27, 2012
263
113
  • Cities in Motion
  • Magicka
  • Leviathan: Warships
  • Cities in Motion 2
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
Thanks for the suggestion. Since the latest expansion I have not played many mods since they needed time to update. Black Ice was fun before and should be updated by now. I will give it a try.
BICE is updated for 1.9 yes. But if you haven't tried 1.8 yet, maybe go with that instead.

I saw this bug reported for (vanilla) 1.9. It's unlikely that BICE can fix the bug. The bug can make the whole of 1.9 unplayable. Plus, it's not as if la Resistance adds anything to the core gameplay.
 

Zeprion

Banned
30 Badges
Oct 31, 2016
949
2.111
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Crusader Kings III
  • Hearts of Iron IV: La Resistance
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Colonel
  • Crusader Kings II
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
You are shoehorning my points into "making more generals". And that's your shoehorning alone.
Kind of difficult to argue I'm shoehorning your points when you said, and this is a direct quote: "WTT changes to the command structure was one of the things that made command structure smooth". I'm afraid that's not my shoehorning alone but an integral part of the chain of command.

Game design has to work for what is feasible with AI coding. You don't seem to be aware of the consequence of assigning large areas to the same army. Have you not seen your units being fast moved to random locations -- losing all org in the process? You are demanding AI coding to suit whatever design you see fit. How would you code the AI logic to evaluate what locations to assign troops in a way that is universal to front size? You don't know it. So don't assume it can simply be done. Is that fair?
If USSR moving a unit from the Black Sea to Leningrad is your concern, the limited troop movement with the chain of command could have simply been implemented without adding the rest of the micromanagement game mechanics from the chain of command.

I have little interest in revisiting the old system in details. Maybe you can explain where the additional micromanaging comes from in the new system -- in a way that is non-trivial. (And assigning traits is.)
That is like asking me to explain where the micromanagement in washing dishes comes from, in a non-trivial way. As for the additional micromanaging itself, isn't it obvious? Assigning traits, having to choose different generals in different locations on the frontline, each with their own good and bad stats, every general now has separate stats for attack, def, planning, etc. Having even more traits for generals such as Harsh Leader or Media Personality, the random chance of being wounded and that's not even all. All of this adds to micromanagement while adding nothing to required skill.

Are your fronts always contiguous and singular? You don't have multiple small fronts arising from the natural course of game play? Those separate fronts don't get assigned to different armies? How were those different armies grouped in the old system? (They weren't, but you probably forgot.)
You are missing the point. But to answer your question: those fronts were with only one general, who didn't have 4 different stats section, who couldn't get wounded due to a random event, who had no Harsh Leader or Media Personality to require even more careful pick, and who had no skill tree aka assigning traits, leading to not that much micromanagement and more focus on the battle and using better tactics during the battle.

The new system gives players a second layer of organization over small fronts -- the same function threatres used to fulfill but with downsides. Moreover, new system adds game mechanics (ie. Field Marshal bonuses) to incentivize use of + add favor to this second layer. Easier organization of armies is better UX. The better UX is what smooth means. The opposite of easy organization of army units will kill games such as HOI4 (not that there are others atm). I sincerely do not understand how you managed to contrive "making more general" as the point of the new system.

More things you probably didn't notice: now, threatres are instead used to separate Battlefield Orders (e.g. Staff Officer Plan) as well as keeping track of overall winning and losing offenses/defenses, separate combat logs, in-game prompt of Low Supplies etc, among other things.

So, what about "making more generals" again?

I don't mean to be harsh with you. But ...

the point is you are missing the point.

That applies to your army grouping complaint and just about every other complaint of individual in-game features. In the spirit of not being harsh, the best I can offer is to discuss them with you.
You asked me to explain where the additional micromanaging is coming from and then one paragraph later made a list of the additional micromanaging brought by the new system, why?

For some reason you think that the chain of command leads to easier organization of armies, but you don't seem to explain yourself, the reason you think that, which is essential to your point, remains unknown. I can see that you enjoy micromanagement, and there is nothing wrong with that, there is no right or wrong in tastes, but do not substitute more micromanagement with better control of the battlefield.

Do I really need to write a story to describe why player agency is generally regarded as enhancing engagement? Does it really need more than simply pointing out that (and now I am repeating) the player choosing a limited number of over a larger number available skills is a form of player agency?

If you talk about taste, I personally don't mind either way because it is a trivial point as long as the generals do have traits that matter to the gameplay.
You are again confusing more micromanagement with more control over the world.

Btw, you phrased game features as game "mechanics" -- something in your phrasing is plural and countable. Instead, often the word "game mechanics" is used to describe something more inherent and more fundamental.

That aside, I hope you understand "attention - reward ratio" diminishes my point. That's your shoehorning again.

The problem of la Resistance is not attention to reward "ratio". If I have to entertain your ratio idea, something divided by zero does not give a ratio.

Anyway.
So your point is that my "attention - reward ratio" is shoehorning because there is no reward and something divided by zero does not give a ratio. I hope you can realise this is just semantics and my point stands.
 

Jays298

Lt. General
16 Badges
Mar 21, 2011
1.387
2.199
  • Crusader Kings II
  • Europa Universalis: Rome
  • Rome Gold
  • Rome: Vae Victis
  • Cities: Skylines
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Imperator: Rome
It's funny but I just started the game a few weeks ago and I like most of those mechanics and take them for granted (although fuel seems wacky at least for navies). Every game should have stability.

Unfortunately, like a lot of games, the core mechanics that never change are the most problematic.

The front system and AI controlled armies aren't very good. Or are too inexact. Plus I ran out of generals for my armies. And needing points to edit units is kinda annoying. I understand the point but it's still cumbersome. When really you should get free templates Everytime you research a new unit tech.

Chain of command is nice but why can't the chain of command tell me how many tanks I should build or how many fighters my theatre needs? Or tell me what to research next? HOI 3 was better in this regard since it at least hinted at some degree of land intelligence and you could automate anything you wanted to to focus on whatever.

They need to work on core concepts like chain of command and make it more like HOI 3 but with a better automated front system and very precise spearheads.

Because as it stands now, it seems like if you want a spear head or encirclement you have to micro it to make sure the armor sticks together and they stay on favorable terrain. Watching the AI fight the AI, it looks like WWI being fought.

I'd like to be able to assign my 6 tank divisions to a corp or similar unit. Whereas now my only options are armies or separate AI controlled orders within armies which seem like too much work for a crappy AI job.
 

ecpgieicg

First Lieutenant
27 Badges
Oct 27, 2012
263
113
  • Cities in Motion
  • Magicka
  • Leviathan: Warships
  • Cities in Motion 2
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
Kind of difficult to argue I'm shoehorning your points when you said, and this is a direct quote: "WTT changes to the command structure was one of the things that made command structure smooth". I'm afraid that's not my shoehorning alone but an integral part of the chain of command.


You are seriously confused. In your direct quoting of my statement, I already said something that is entirely different from your shoehorned statement. What I said does not imply what you said in any way.

What are you even confused about?


If USSR moving a unit from the Black Sea to Leningrad is your concern, the limited troop movement with the chain of command could have simply been implemented without adding the rest of the micromanagement game mechanics from the chain of command.

Your confusion continues. And you are downplaying the severity of the prospect of AI controlled movement losing org. AI forcing your unit to lose org is frustrating and will diminish player's experience.

You are confused if you propose some sort of "limit" as the solution.

That is like asking me to explain where the micromanagement in washing dishes comes from, in a non-trivial way. As for the additional micromanaging itself, isn't it obvious? Assigning traits, having to choose different generals in different locations on the frontline, each with their own good and bad stats, every general now has separate stats for attack, def, planning, etc. Having even more traits for generals such as Harsh Leader or Media Personality, the random chance of being wounded and that's not even all. All of this adds to micromanagement while adding nothing to required skill.

So you first proclaim any answer will be meaningless and then proceed to provide an answer?

Assigning traits is trivial. For those who like the progression of persons in their game, they do it for their enjoyment. If you don't like it, you don't have to do it. Surely you are not saying every other game feature compels you to pay full attention to it? Knowing what aspect of the game to pay attention to seems rather basic to me.

The stats differential is also trivial. The whole point being you should not have a superman commanding your whole army, conferring you game-breaking bonuses and that ends the game. The micromanagement seems to be mere illusions in your mind. As the discussion progresses, it strikes me as you have no understanding of the game mechanics you complain about.

Think about -- for real -- think about the opposite of what you object to, are you proposing all generals should have the same stats? Should the game have no general then? Should the game have no customization? Were the leadership structures in WWII military not important? Is it not immersion to reflect them in HOI4? At the point of choosing to drop general as a feature, is it a matter of taste or a matter of optimized game design?

And still you are missing the point. You are latching onto the number of generals while complaining about army grouping.

I gave an outline of how the new army grouping works. You happen to have no clue of it. And you are now refusing to face it.

For some reason you think that the chain of command leads to easier organization of armies, but you don't seem to explain yourself, the reason you think that, which is essential to your point, remains unknown. I can see that you enjoy micromanagement, and there is nothing wrong with that, there is no right or wrong in tastes, but do not substitute more micromanagement with better control of the battlefield.

How is it not obvious that command structure rids of micromanagement? Are you seriously arguing for the opposite?

And you are trying to pin a love of micromanagement onto me. That just about eradicates any credibility in you.

So let me tell you the reason why it is not obvious to you: 1) you complained about something you don't understand and you failed to realize it; 2) you are losing an argument, which no one other than you cared as an argument of win and lose, and you refuse to recognize it.

You are missing the point. But to answer your question: those fronts were with only one general, who didn't have 4 different stats section, who couldn't get wounded due to a random event, who had no Harsh Leader or Media Personality to require even more careful pick, and who had no skill tree aka assigning traits, leading to not that much micromanagement and more focus on the battle and using better tactics during the battle.

And what is the consequence to AI controlled troop movement of assigning multiple fronts to one army?

Don't bother answering the above. You don't have the answer. That's the point.

So your point is that my "attention - reward ratio" is shoehorning because there is no reward and something divided by zero does not give a ratio. I hope you can realise this is just semantics and my point stands.

I also said "if I have to". The point is you are missing the point.
 
  • 1
Reactions:

kettyo

General
11 Badges
Feb 11, 2017
2.429
1.260
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
The thing is that the game is developed with focuses only on a few things at a time with a major patch/DLC.

Let's say diplomacy worked a lot better in 1.4 and went downhill ever since because diplomacy wasn't touched and a lot of other things were added which makes it work more and more oddly. And it will continue downhill until a diplomacy rework patch/DLC comes around.

The same with all game mechanics.
 
  • 1
Reactions:

ecpgieicg

First Lieutenant
27 Badges
Oct 27, 2012
263
113
  • Cities in Motion
  • Magicka
  • Leviathan: Warships
  • Cities in Motion 2
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
You asked me to explain where the additional micromanaging is coming from and then one paragraph later made a list of the additional micromanaging brought by the new system, why?

Oh and this.

I'll just quote what I wrote.

The new system gives players a second layer of organization over small fronts -- the same function threatres used to fulfill but with downsides. Moreover, new system adds game mechanics (ie. Field Marshal bonuses) to incentivize use of + add favor to this second layer. Easier organization of armies is better UX. The better UX is what smooth means. The opposite of easy organization of army units will kill games such as HOI4 (not that there are others atm). I sincerely do not understand how you managed to contrive "making more general" as the point of the new system.

More things you probably didn't notice: now, threatres are instead used to separate Battlefield Orders (e.g. Staff Officer Plan) as well as keeping track of overall winning and losing offenses/defenses, separate combat logs, in-game prompt of Low Supplies etc, among other things.

Let's see. A few possibilities exist if your statement was made genuinely:

1) to you, every additional feature = more micromanagement;

2) you are confused.

But then, possibility 1) means you are confused what micromanagement means.

Oh well.
 
  • 1Like
Reactions:

General Von Trapp

Captain
27 Badges
May 22, 2016
478
343
  • Crusader Kings II: Charlemagne
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Victoria 3 Sign Up
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings III
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Holy Fury
I have no problems with the way the games going and it’s always improving. This latest DLC is very strange to me from a gameplay perspective though. I have no problems with spies being in a WW2 game but when I play HOI4 with it I seem to be “not bothered” about it.

I want the WAR... the pincers, the battles and national focuses. The spy mechanics just seems to belong in a different game or to be abstracted. New partisan stuffs fine it’s just it feels a bit of a bad decision to have spent an entire year on it.

I have considered that I might have more fun if I actually disabled it so I could concentrate on WAR. I have not felt this way since the “sunset invasion”.
 
  • 1
Reactions:

bitmode

1st Reverse Engineer Battalion
Nov 10, 2016
3.824
7.024
And it will continue downhill until a diplomacy rework patch/DLC comes around.

The same with all game mechanics.
And that's assuming the eventual rework will make huge strides. Most reworks so far were two steps forward and one back in my opinion, which is not good enough when components are touched so rarely. You basically throw out half of the previous assumptions, roll it up with a ton of bug fixes and balance changes all at once and hope it will be a slam dunk.
I fully expect when the diplomacy/peace rework lands there'll be another wave of rude awakenings because rework does not mean everything is great now.
 
  • 2
Reactions:

ecpgieicg

First Lieutenant
27 Badges
Oct 27, 2012
263
113
  • Cities in Motion
  • Magicka
  • Leviathan: Warships
  • Cities in Motion 2
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
Plus I ran out of generals for my armies.

That sounds like it's due to the specific country you play. If you are truly running out and have to spend PP, it's usually intentional.

And needing points to edit units is kinda annoying. I understand the point but it's still cumbersome. When really you should get free templates Everytime you research a new unit tech.
Free template is something to be considered. But as you probably understand already, land xp meant to simulate the doctrinal advancement in WWII armies. Researching a tech and using a tech are entirely two different things.

As is, the game gives better template to Germany as a part of a package to simulate the doctrinal and leadership advantage with German army at the time.

But ofc, the 80 + 40 per flank combat width plus the simplification of equipment can (indirectly) make the divisional template feel contrived.


The front system and AI controlled armies aren't very good. Or are too inexact. Plus I ran out of generals for my armies. And needing points to edit units is kinda annoying. I understand the point but it's still cumbersome. When really you should get free templates Everytime you research a new unit tech.

Chain of command is nice but why can't the chain of command tell me how many tanks I should build or how many fighters my theatre needs? Or tell me what to research next? HOI 3 was better in this regard since it at least hinted at some degree of land intelligence and you could automate anything you wanted to to focus on whatever.


You actually already can view equipment deficiencies per land Theatre. There is a document like icon on the top right corner for every Theatre. Click that, then click around the menu options and you will find it.

That's on top of the global equipment tab.

There is no air theatre. So not sure what you are pointing to. The air defense situation is a bit lacking. Namely, the attacker can switch the zones to attack (ie. to bomb) rapidly, and the defender has to respond. While there is zone establishment penalty, the resultant micro is still annoying. As is, players have to find ways to discourage AI from doing such a thing, and the fact that players have to find loopholes like that already shows the deficiency of the system.

Or tell me what to research next?

AI to tell you what to research next??

I suppose sometimes people want computers to play themselves.

But at least, if you pay attention, AI does suggest the next National Focus for you. It has a flashing overlay. That makes more sense since every country in principle has a different focus tree. Some assistance for those who don't want to pay attention to country-specific national focus makes more sense.

The front system and AI controlled armies aren't very good. Or are too inexact.

...

They need to work on core concepts like chain of command and make it more like HOI 3 but with a better automated front system and very precise spearheads.

Because as it stands now, it seems like if you want a spear head or encirclement you have to micro it to make sure the armor sticks together and they stay on favorable terrain. Watching the AI fight the AI, it looks like WWI being fought.

I'd like to be able to assign my 6 tank divisions to a corp or similar unit. Whereas now my only options are armies or separate AI controlled orders within armies which seem like too much work for a crappy AI job.

That points to a core issue for sure. I wish they come up with some smart system for HOI5.

As is, terrain is not nearly emphasized enough. But if you emphasize terrain even more, you start to feel a need to micro troop movement based on terrain. Yet right now, the visual overlay for terrain is rather lacklustre. And needless to say, micro-ing should be considered an extremely scarce resource from player that game designers should only call upon for one or two aspect of the game with great constraint. So some terrain following automation will be required too.

At the moment, battleplans are only useful for the planning bonus. AI just makes no progress where the army strength should imply progress. Smaller armies do help. But why would anyone bother with microing battleplan when the same microing can be applied to troop movement directly.

I am not sure what the solution will be. I would not like a more abstract version of the battlefield. I do want to experience the encirclement, the effect of speed, etc in WWII. Already, the encirclement etc happened at a more local scales in real history -- instead of over the large territories we see in HOI4. If you abstract it even more, it'd start to be quite jarring.
 

coffeelingfine

Colonel
72 Badges
Jul 19, 2016
867
1.635
  • Crusader Kings II
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis III Complete
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Horse Lords
  • Crusader Kings Complete
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Apocalypse
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Crusader Kings II: Sunset Invasion
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: Expansion Pass
I just don't really understand giving such grandiose focus trees to minors. Like did Spain's really need to be that big, or Mexico's that indepth.

That's the only thing that sticks out to me at the moment. I've been overall happy with how the game has come along.
 
  • 2
  • 1Like
Reactions: