I just went through all the Paradox games I have on Steam and left a positive review for all the games that have message settings and a negative review for the ones that don't.
Seriously...?
I just went through all the Paradox games I have on Steam and left a positive review for all the games that have message settings and a negative review for the ones that don't.
Yes. For me, any game with good UX is more enjoyable than any game with bad UX, regardless of how good the game mechanics are. In Paradox games, not having message settings makes the UX bad in a way that is a dealbreaker for me.Seriously...?
I prefer the message settings system in CK2 because it's more customizable. In EU4, if you want auto-pause, the only option is "popup with pause". But in CK2, auto-pause can be combined with any of the message types. For some events (e.g. army has arrived), I want auto-pause, but I also want the message to be less prominent than a popup, so for those events, I use high priority messages with pause.Please copy-paste the message setting system from EU4, it’s by far the best of all PDX titles.
Even the newer Paradox games do have some nice ways to convey information, like expanded use of sound notifications or CK3's toasts. I even like, at least in principle, the infamous "Issues" button of CK3 for certain alerts that are sort of nice to have visible, but in practise end up being active pretty much all the time. I'd just want to choose myself how some particular message or alert is shown and if it should autopause the game or not, instead of being shackled to the one, hard-coded way the developers were happy withI prefer the message settings system in CK2 because it's more customizable. In EU4, if you want auto-pause, the only option is "popup with pause". But in CK2, auto-pause can be combined with any of the message types. For some events (e.g. army has arrived), I want auto-pause, but I also want the message to be less prominent than a popup, so for those events, I use high priority messages with pause.
Also, in EU4, the "army has arrived" message is not triggered if the arrival starts a battle, but in CK2, it is triggered, which is how I prefer it.
But I think EU4 has the best UI overall, especially because of the macrobuilder.
I haven't played CK3, but, from what I understand, the issues button is functionally similar to the low priority message tab in CK2. Personally, I don't use it (if I want to see a message, I prefer to have it appear automatically), but it's good to have the option.Even the newer Paradox games do have some nice ways to convey information, like expanded use of sound notifications or CK3's toasts. I even like, at least in principle, the infamous "Issues" button of CK3 for certain alerts that are sort of nice to have visible, but in practise end up being active pretty much all the time. I'd just want to choose myself how some particular message or alert is shown and if it should autopause the game or not, instead of being shackled to the one, hard-coded way the developers were happy with
I play multiplayer only rarely and even then with only like 1-3 friends and I do pause quite a lot (much to those friends' annoyance) in multiplayer too. I do understand their annoyance, of course, but I just don't like at all (at least in strategy games) having to make instant, reflex-like decisions and would much prefer to think at least a bit what I am doing.I think I mentioned it earlier in this thread already, but I would be interested to find out if there are other people out there who would actually like to have auto-pause in multiplayer.
Out of all the games without message settings, I've played Stellaris the most. Compared to the other games, Stellaris is less harmed by lack of message settings (although it would still be better if it had them), partly because ships move so slowly, so you're less likely to miss something if you fail to react quickly.
Since V3 will apparently have many small provinces like HoI4, movement between them will probably be quick. This will make it especially important to have an auto-pause on unit arrival option.
Some people have speculated that the reason that recent games don't have message settings is because they're designed with multiplayer in mind. I no longer think that's the reason. I think a more likely reason is that the devs (and also some of the players, especially in HoI4) think of the games as normal RTS games.
I don't consider Paradox games to be RTS. In a true RTS (even if it's pausable), the continous progression of time is a core part of the game design. This means that whenever any amount of time passes (no matter how short), the game state changes. But in Paradox games, time is divided into discrete ticks. Things can only happen on the ticks, never between them. This makes the games turn-based. (On most ticks, you don't need to do anything, so the game advances them automatically. But this is only a QoL feature, not a game mechanic.)
In RTS games, it's not possible to react to something instantly (in game time) when it happens, so they are designed to reward you for reacting as quickly as possible. But in Paradox games, it is possible to react instantly because you still have time before the next tick. The lack of message settings just makes it unnecessarily difficult to do so.
Yes, of course computers can't do an infinite number of updates per second, so even real-time games update their state at discrete points in time. But that's only an implementation detail. From a game design point of view, RTS games are treated as having continuous time (so things like movement speed and construction time are defined in terms of real time, not numbers of ticks). But turn-based games (including Paradox games) are intentionally designed so that things only happen on the turns.I agree that paradox games are not really RTS, or rather that they would be really terrible RTS if pause was removed.
However: All computer-based games have "ticks" in some form or another. In some unpausable RTS games, this is just the frame rate, so a game running at 60 fps has 60 ticks per second. Other games actually measure the elapsed clock-time since the last "tick", and scale some things by the amount of time that has passed since the last tick. There does not exist a computer based game that changes the game state after arbitrarily short amounts of time.
A tick-based game (even if pausable and with no scaling based on clock-time) is still very different from a turn-based game.