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Armacalic

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Objectively? Now that's going to require some evidence.

For you to be able to say this rationally you'd need to come up with a set of metrics that accurately constrain anticipation of what happens in the game's peace conferences. Right now, it is possible to get nothing with over double the % contribution that in other cases lets you take entire nations worth of territory.

Also, because peace conferences are tethered to the trash algorithms for occupation + capitulation, they are necessarily tainted by those given how control of territory influences cost.

Speaking of objectivity, war contribution is a broken mechanic in the objective sense (bombing is bugged and you can 1000 bombing with only infantry), which also influences peace conferences. But all that aside, the conference itself has serious issues and I'm not convinced all of them are working properly (shadow puppeting and taking discount land held by other factions that would normally cost 10x more rather than less immediately come to mind)

Technically, I'm not the one that needs to provide evidence, I'm refuting someone else's claim.

And, no, while the peace conference and the algorithms are not up to your liking this does not prove nor mean they're not working. They're just not working for what you, or the others want. I am not denying that it could be improved, but it's not, by any means, broken. And no, ruining your fun doesn't mean the system is broken, it just means it ruined your fun.

For starters, you want the game to cater to you, while in reality, that's not what it meant to do. It's going to try to treat all the 'players' involved in the war fairly under the measures and algorithm it's using. Maybe you're asking for the computer to lay down and give you more leeway to win in single player? That seems more accurate to what you desire according to what all of you are requesting.

1) There isn't really anything wrong with the AI's logic at the peace conference table. It's playing optimally by selecting the most valuable provinces for itself and maximising its war participation usage. It's playing properly by the rules that its been set, and the fact that it's producing unsatisfactory results means that those rules are not fit for purpose.
2) I don't understand what you're saying here. None of the options I listed would be impossible in HoIIV or contrary to the design of the game. And the game doesn't really have an objective, it's a sandbox game where you can do what you want without defined win conditions.
3) It is 100% the fault of the system if I can't revert a mis-click easily. At the very, very least there should be a little "are you sure you want to do this" box popup that appears when I submit my demands, and I'd rather go to a system where selected treaty terms are only locked-in at the end.
4) The game can be difficult to understand but I wouldn't say most of it is un-intuitive. You build units, you ram those units into other units, they fight, different stats affect the fight, you win. The details of what the different stats do can be looked up in game. There are a handful of things that aren't properly-explained (trade influence and how to increase it, what infrastructure does, some details of the supply system), but the peace conference system has got to be one of the worst examples. And because of the lack of an "undo" functionality its very difficult for new players to experiment with it and work out how it works.


"The AI doesn't make a mess unless the player intervenes" is not good enough. The player is always intervening. That's the whole point of these games. Fun peace conference mechanics should be built around player intervention and should always produce a satisfying result.

1) You are wrong by any account of players that continue to enjoy the game. Most players are asking for a peace conference AI that will select gains and puppets in a aesthetically pleasing, logical-for-actual-people distribution of land that "won't cause bordergore". What the computer is doing now is not satisfying that desire.


2) Then you have ignored what the game presents in it's vanilla form. A results screen roughly at the start of 1948 or 1949. The span of a regular campaign of HoI.

The objective is, between 1936 to 1949, to grow your country and win for your ideology or your faction over the others. That you want to ignore this objective is fine, the game perfectly allows you to do that which is cool. BUT the game has clearl objectives for the players which is why the peace conferences give options that would, relatively speaking, help along in allowing you to fulfill them. The other options you are suggesting would be quite welcomed, like I said, but they don't exactly encompass what the game's objectives of the original vanilla game is.

3) If you made the mistake in the first place, that is actually still your fault, not the system. It would be nice for the UI and system to be updated a little, however. Yes, a simple request for comfirmation when pressing done or pass would do wonders, I agree.

4) I must point out that a lot of the games stats are actually still somewhat abstract and even good players are still trying to determine the how to best use and interpret them, despite the stats "telling you" what they "do". I agree that the UI and systems could be polished a bit more.

To your extra addendum, I'll just smack you with what I just said above: You want the game to cater to you, while in reality, that's not what it meant to do. It's going to try to treat all the 'players' involved in the war fairly under the measures and algorithm it's using, even if the other "players" are AI. Maybe you're asking for the computer to lay down and give you more leeway to win in single player? That seems more accurate to what you desire according to what all of you are requesting
 

bERt0r

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And the answer is "unless your troops are sitting on the soil, not very many".

The present model for war score is internally inconsistent - casualties inflicted and naval contribution do not count, while bombing used to and still would if it worked. The result is degenerate incentives, a common problem when core mechanics have poor implementations or flat-out don't work.
That's bullshit. OP didn't get enough warscore because he had no contribution. You already get reduced cost on provinces you occupy. And you only get points for provinces your units capture. As I said before, Belgium occupying France most likely didn't give him any warscore because France was still at war with Germany - it was not German territory. The only warscore he got was him entering Rhineland or Moselland. If you want to go and conquer the world, don't submit to a faction leader that will inevitably have more influence in conflicts than you.
 

TheMeInTeam

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And, no, while the peace conference and the algorithms are not up to your liking this does not prove nor mean they're not working. They're just not working for what you, or the others want. I am not denying that it could be improved, but it's not, by any means, broken. And no, ruining your fun doesn't mean the system is broken, it just means it ruined your fun.

  1. A significant component of the peace conference system, war contribution, is objectively broken. Do you deny this?
  2. The peace conference system itself is not internally consistent. If it were, you would not get more from less %.
For starters, you want the game to cater to you

Quoted is non-argument drivel. I no more said this than you or anybody else has.

It's going to try to treat all the 'players' involved in the war fairly under the measures and algorithm it's using.

I've taken, and posted in other threads, multiple screenshots demonstrating that for any conceivable method you might use to define "fair" it does not consistently do this. I still have them, if you want them to be pasted into the forum yet again.

Maybe you're asking for the computer to lay down and give you more leeway to win in single player? That seems more accurate to what you desire according to what all of you are requesting.

That's a nice mix of ad hominem and straw. Can you address the topical arguments?

That's bullshit. OP didn't get enough warscore because he had no contribution. You already get reduced cost on provinces you occupy. And you only get points for provinces your units capture. As I said before, Belgium occupying France most likely didn't give him any warscore because France was still at war with Germany - it was not German territory. The only warscore he got was him entering Rhineland or Moselland. If you want to go and conquer the world, don't submit to a faction leader that will inevitably have more influence in conflicts than you.

No worries, I've amply demonstrated that avoiding a faction offers no such protection elsewhere too. You can be the only nation with boots on target's soil and they'll capitulate to someone else, and even if the allies never touch Japanese homeland for example they can still 1-shot take it from you while not in your faction.



I was literally the only nation holding territory on Home Islands in this picture, had 12% war contribution, and didn't get a single turn at the peace conference.

Not exactly a one off, this is earlier from the same game after I capitulated Italy and was 3rd in war score (>20%) behind UK and USSR in WW2:



This same game also contained the single most broken "occupation rule" example I've found to date:



And yes, that land was given to me despite that I wasn't in the allies. When they captured territory from those provinces, it went to me? Why? Who knows, probably not even Pdox. At that point I hadn't actually been in Europe yet, and wasn't ever in allies.

Now...let's roll the ball in the other direction. This is < 5% score:



Still want to say we have a coherent rule set regarding peace conferences? Are you SURE all 4 of these screenshots are indicative of things working properly and are consistent with each other?
 
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Armacalic

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1)
A significant component of the peace conference system, war contribution, is objectively broken. Do you deny this?
The peace conference system itself is not internally consistent. If it were, you would not get more from less %.


2) Quoted is non-argument drivel. I no more said this than you or anybody else has.)

3) I've taken, and posted in other threads, multiple screenshots demonstrating that for any conceivable method you might use to define "fair" it does not consistently do this. I still have them, if you want them to be pasted into the forum yet again.

That's a nice mix of ad hominem and straw. Can you address the topical arguments?

I addressed and am still addressing the argument.

1) You have yet to show evidence of how it's objectively broken to the point of stopping your game. I deny the war contribution, as it currently stands is broken, it just won't give you the results you want with the algorithms it currently uses. I already agreed that it can be improved, but no it is NOT broken.

2)
Fun peace conference mechanics should be built around player intervention and should always produce a satisfying result.

3) Already pointed out, the game is throwing out results that are considered fair under how it currently works. The problem lies in how the combat AI falters in battle and inflates its score compared to the players with the current equations, causing the system to overly reward the AI's poor play.

Theoretically, the peace conference would be working better in an ambient with more human players. But most human players are content with just the winning the war with the Axis or the other scenarios the game offers, and the peace conference is just an afterthought.

Already agreed that the equation could be changed or improved, but it's currently working. It's just not throwing you results that would benefit you in a single player campaign because of how the AI mishandles its manpower
 

Fishman786

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Technically, I'm not the one that needs to provide evidence, I'm refuting someone else's claim.
Lay off on the debate formalities please. We are having a meaningless online discussion about a little computer game, not arguing in a university society about the supreme court or something.

And, no, while the peace conference and the algorithms are not up to your liking this does not prove nor mean they're not working. They're just not working for what you, or the others want. I am not denying that it could be improved, but it's not, by any means, broken. And no, ruining your fun doesn't mean the system is broken, it just means it ruined your fun.
I would say that a computer game that ruins your fun is broken by definition. The whole point of HoIIV is to have fun, and like virtually every non-multiplayer person I play casually. If I do well I want to see a nice satisfying peace conference result. If I lose I don't really care about the peace conference result because my country is gone, but even if it wasn't I'd like to see a satisfying result.



1) You are wrong by any account of players that continue to enjoy the game. Most players are asking for a peace conference AI that will select gains and puppets in a aesthetically pleasing, logical-for-actual-people distribution of land that "won't cause bordergore". What the computer is doing now is not satisfying that desire.


2) Then you have ignored what the game presents in it's vanilla form. A results screen roughly at the start of 1948 or 1949. The span of a regular campaign of HoI.

The objective is, between 1936 to 1949, to grow your country and win for your ideology or your faction over the others. That you want to ignore this objective is fine, the game perfectly allows you to do that which is cool. BUT the game has clearl objectives for the players which is why the peace conferences give options that would, relatively speaking, help along in allowing you to fulfill them. The other options you are suggesting would be quite welcomed, like I said, but they don't exactly encompass what the game's objectives of the original vanilla game is.

3) If you made the mistake in the first place, that is actually still your fault, not the system. It would be nice for the UI and system to be updated a little, however. Yes, a simple request for comfirmation when pressing done or pass would do wonders, I agree.

4) I must point out that a lot of the games stats are actually still somewhat abstract and even good players are still trying to determine the how to best use and interpret them, despite the stats "telling you" what they "do". I agree that the UI and systems could be polished a bit more.
1. I do enjoy the game. But I enjoy it in spite of the peace conference system, which I personally find so anti-fun that I choose to install a mod that effectively removes it from the game. The current peace conference AI does not produce pleasing, logical-for-actual-people distribution of land, which is exactly why I use Player-Led Peace Conferences to create those kinds of outcomes. And not only do I want those things you listed above, I also want the outcomes of peace deals to make sense within the game world. I don't want to see democracies annexing large amounts of non-colonial territory, because democracies are supposed to want to liberate people or at least construct a secure, peaceful world for future generations. I don't want to see fascists portioning off their conquered lands to insignificant allies of theirs, because fascists are supposed to want to bully other countries into submission not play fair. I definitely don't want to see Germany being moved to a handful of French towns whilst the rest goes to Poland, because that makes absolutely no sense in any context!

Getting to take part in a peace conference is meant to be the reward for winning a war, and that reward needs to be, well, rewarding. The fact that they are really just frustrating above all else means that I consider them to be broken/not functional, and if I was forced to use vanilla peace conferences as they are now I probably wouldn't play the game. Fortunately Player-Led Peace Conferences is available as a workaround. I don't like using this mod and I feel that it does take away from part of the gameplay, but that's a lesser evil than working with the vanilla system as it stands.

2. Where does it say that's the objective of the game? Nowhere. The only Paradox game with a victory condition is Stellaris, which is because that game is more of a 4X than a GSG, and even that is something of an afterthought. The only "objective" is to survive, what you do with your survival is up to you. Do you conquer the world? Do you restore the world to how it once was? Do you build a new, better world? Do you do your bit from the sidelines helping someone else's cause? Do you simply struggle to maintain your neutrality in an age of chaos? Do you switch sides? Do you win your independence? Do you build a massive empire, then switch tags and bring it down again? HoIIV has no victory conditions and the only "lose" condition is being totally destroyed.

3. If I misclick something it is the game's fault if I can't undo it. It's not realistic to be unable to undo mistakes, and it doesn't add anything to either the multiplayer or single-player experience. It's simply bad interface design. In the rest of the game you can even undo battle orders provided you haven't let the time tick on since you sent them. If I accidentally take East Prussia as the USA instead of giving it to my ally, Poland, why on earth shouldn't I be able to cancel that?

4. Some of the unit stats are a bit confusing, but you don't really have to interact with them much and the names generally tell you what they do. It might not be exactly clear what "piercing damage" does, but you can tell from the name that it improves combat vs. armoured units and that's all you need to know for most intents and purposes. The problems with the peace system are much more visible and don't take an expert to notice. If I choose to release Communist China will they be ideologically communist or not? What if I release Nationalist China as the Soviet Union? If I choose to release Azerbaijan as Germany, what will that country's name be and how much will it cost to give them provinces? You could find out the answers to all of these things if you just had a bit more information about what you were doing and could cancel peace treaty decisions after you've made them, but until then it's trial and error or hoping that the Wiki knows.

To your extra addendum, I'll just smack you with what I just said above: You want the game to cater to you, while in reality, that's not what it meant to do. It's going to try to treat all the 'players' involved in the war fairly under the measures and algorithm it's using, even if the other "players" are AI. Maybe you're asking for the computer to lay down and give you more leeway to win in single player? That seems more accurate to what you desire according to what all of you are requesting.
This just seems like a personal attack rather than an argument. Sorry, I am not going to indulge you with a counter-attack, I'm sure that you're just another ordinary HoI4 player like myself with your own opinion on this. Neither of us suck at the game, I actually like it because I find it easy. It's a good casual game to play, unlike some of the more intense strategic gameplay of things like EUIV. If anything I think my idea for a peace treaty system would make things more difficult by limiting which pieces of land you can take and forcing your allies to focus on contiguous areas of the map rather than creating scattered indefensible pockets that you could overrun easily if you were to back-stab them.
 

Armacalic

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We are having a discussion, that is enough for me to throw you the regular rules of debating. You make an assertion, the burden of proof is on you.

A mechanic is broken if it stops players from playing the game from a mechanical or software-logical point. A mechanic is not fun if it ruins your fun. You can keep using the term the way you want to, but I'll remind you that the way you're using it is wrong and I will not take it as such.

1) Already agreed the peace conference could be improved and expanded. It is not broken.

2) If the game is giving you the results screen, it's clear that's what it was measuring. So that is the objective of the game. Again, you can ignore that objective if you like, and the game will let you, which is awesome, but it's still the objective of the game regardless of what you think.

3) Already agreed that the UI could be improved. This does not make the Peace Conference system broken. If you make a mistake, it's still your mistake.

4) Already agreed that the peace conference could be improved. Whatever extra description or situations you want to present do not mean the system is actually broken.

-I will indulge you with addressing your disregarding of the point. It doesn't matter how much you claim it is, the system is actually not broken beyond the rare crash report that pops up once in a while in the bug report section.

The system is working, but the AI ends up benefitting from the mechanic by playing poorly, this means the AI is faulty and not doing what the devs probably intended it to do efficiently. This also means the system is exploitable by doing poorly, but players don't exactly want to do poorly so it's... working as intended, weirdly enough.

The system also is meant to account for all players not just "you". The other countries still count as other players, as much as this cause you to be frustrated. So no, the game shouldn't hand the rewards just to you when it's meant to consider "all the players", including the AI-controlled countries. It isn't meant to cater just to you as the player in a single player campaign, which ultimately means that what you said in this instance is wrong.

edit1:
Screen_Shot_2017-11-06_at_12.41.31_PM.jpg
 
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I'm reading this discussing and wanted to thank everyone for their input. It's interesting.
It's obvious that peace conference is a topic of debate. I hope this is something the game developers notice and perhaps share their philosophy on.

That's bullshit. OP didn't get enough warscore because he had no contribution. You already get reduced cost on provinces you occupy. And you only get points for provinces your units capture. As I said before, Belgium occupying France most likely didn't give him any warscore because France was still at war with Germany - it was not German territory. The only warscore he got was him entering Rhineland or Moselland. If you want to go and conquer the world, don't submit to a faction leader that will inevitably have more influence in conflicts than you.

This is incorrect. There was no France in my game anymore. Germany had fully conquered them due to their own faction being weak with only them, Luxembourg and Czechoslovakia in it. Next to that my warscore was as stated before, amongst the highest.

I don't understand your reasoning either. It's faulty
If France was still at war with Germany (which it was not), how would Poland end up receiving most of France territory ,since following your argument, it was not German territory?

Next to that I understand well that aligning with a faction, the faction leader will have the biggest say on the peace conference. That's understandable. No where did I expect to gain as much as USSR. But simply getting nothing out of a war where I am a reliable and dependable ally and doing well is and will remain absurd to me. One can argue that Rhineland is a very important economical and industrious area in Germany too. It's one of the reasons after WWI it was occupied by Allied forces.

Last but not least I do believe the world is much much bigger than Rhineland, Moselland, ... If I did indeed wanted to conquer the world I'd went other ways and played most likely another nation.
 

BarrosRodrigues

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This system was FUBAR years ago when playing badly started being rewarded in the peace conferences. If you play well you´ll have <5% of the casualties by comparison with your allied (etc.) AI morons and therefore you´ll be screwed (even if you objectively do ALL the work). I had already ditched this game long ago before this change was made but I could foresee that this sort of stuff would happen. it is still happening as nothing ever changes in these games if it’s the player who gets screwed (...)
 

bERt0r

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I'm reading this discussing and wanted to thank everyone for their input. It's interesting.
It's obvious that peace conference is a topic of debate. I hope this is something the game developers notice and perhaps share their philosophy on.



This is incorrect. There was no France in my game anymore. Germany had fully conquered them due to their own faction being weak with only them, Luxembourg and Czechoslovakia in it. Next to that my warscore was as stated before, amongst the highest.

I don't understand your reasoning either. It's faulty
If France was still at war with Germany (which it was not), how would Poland end up receiving most of France territory ,since following your argument, it was not German territory?

Next to that I understand well that aligning with a faction, the faction leader will have the biggest say on the peace conference. That's understandable. No where did I expect to gain as much as USSR. But simply getting nothing out of a war where I am a reliable and dependable ally and doing well is and will remain absurd to me. One can argue that Rhineland is a very important economical and industrious area in Germany too. It's one of the reasons after WWI it was occupied by Allied forces.

Last but not least I do believe the world is much much bigger than Rhineland, Moselland, ... If I did indeed wanted to conquer the world I'd went other ways and played most likely another nation.
If your warscore was among the highest then where is the fucking problem? Nobody says the system is perfect but you're complaining about failing against the AI. If you don't like it, don't join factions and fight everyone on your own. Or learn how to get the most out of your warscore.
 

TheMeInTeam

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You have yet to show evidence of how it's objectively broken to the point of stopping your game.

No, I don't. That's not the goalpost I set.

I deny the war contribution, as it currently stands is broken

War contribution is *confirmed* objectively broken. That's reality, and denying reality won't change it. Bombing score has a bug in its calculation that lets you get bombing score even if you don't have any planes to bomb. Beyond that its implementation is also bad, but that's more subjective.

I addressed and am still addressing the argument.

When you're not addressing 3/4 of what you're quoting, you're not addressing the argument.

This thread topic, and a substantial proportion of the post you're quoting, is on peace conference outcomes. You're stating they work while simultaneously being incapable of putting forth coherent rules that constrain anticipation to what has already been shown to happen.

Mechanics that work in the context of their games constrain anticipation of what will happen based on what the player does or does not do. For your beliefs to be proper, they must have at some level allowed to you guess the outcomes in the screenshots I've posted and why they're reasonable. If anything can happen and the mechanic is still "fine", there is no coherent belief about the mechanic.
 

Armacalic

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1) No, I don't. That's not the goalpost I set.



2) War contribution is *confirmed* objectively broken. That's reality, and denying reality won't change it. Bombing score has a bug in its calculation that lets you get bombing score even if you don't have any planes to bomb. Beyond that its implementation is also bad, but that's more subjective.



3) When you're not addressing 3/4 of what you're quoting, you're not addressing the argument.

4) This thread topic, and a substantial proportion of the post you're quoting, is on peace conference outcomes. You're stating they work while simultaneously being incapable of putting forth coherent rules that constrain anticipation to what has already been shown to happen.

Mechanics that work in the context of their games constrain anticipation of what will happen based on what the player does or does not do. For your beliefs to be proper, they must have at some level allowed to you guess the outcomes in the screenshots I've posted and why they're reasonable. If anything can happen and the mechanic is still "fine", there is no coherent belief about the mechanic.

1) Again, if you claim the thing is broken, you show evidence, otherwise. You can keep repeating it as much as you like, you're not changing or doing anything. Next.

2) Again, you can continue using the word however you like, but it's not the correct way, and I will not take it as such. It's not broken, but and it could be improved. Next.

3) I addressed everything in the argument. For the most part I agreed that various things could be improved. But I do not agree you're right, because you're wrong about it being broken in the terms I already explained before.

4) There is no coherent beneficial end result for you. Which is why you are having problems with how the war participation is working. Ultimately the system is working, but overly benefits certain exploitative actions that the player would usually not do.

Repeat after me. IT. IS. NOT. BROKEN.

Already agreed that it could be improved, either Paradox improves the AI so it will stop exploiting the system unwittingly, or improve parts of the equation used for the war score system.
 

TheMeInTeam

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1) Again, if you claim the thing is broken, you show evidence, otherwise. You can keep repeating it as much as you like, you're not changing or doing anything. Next.

It's been confirmed in bug reports. Also should be obvious if you pay attention in your own game: occupation and bombing score will always be equal for all nations without exception until they reach 1000 bombing. It's not subtle.

2) Again, you can continue using the word however you like, but it's not the correct way, and I will not take it as such. It's not broken, but and it could be improved. Next.

I'm using the word consistent with the dictionary definition in the English language, in contrast with making up a more rigorous requirement for using it. If you're not disagreeing on the facts and instead are just disagreeing with word choice the discussion is a bit awkward anyway.

Repeat after me. IT. IS. NOT. BROKEN.

Words have meaning in language. "Broken" can be valid when used to mean "not working properly" (I.E. it largely works, but something isn't right), that the mechanical outcome is inconsistent with its representation (game is not honoring its UI), or even "not complete". There is nothing wrong with my usage to describe the present state of peace conferences and their surrounding interactions in HOI 4. These are commonly agreed-upon usages of the term in English on a wide scale, I see no need to constrain my usage of it to the standard you imply.
 
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Armacalic

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I'm using the word consistent with the dictionary definition in the English language, in contrast with making up a more rigorous requirement for using it. If you're not disagreeing on the facts and instead are just disagreeing with word choice the discussion is a bit awkward anyway.

Words have meaning in language. "Broken" can be vailed when used to mean "not working properly" (I.E. it largely works, but something isn't right), that the mechanical outcome is inconsistent with its representation (game is not honoring its UI), or even "not complete". There is nothing wrong with my usage to describe the present state of peace conferences and their surrounding interactions in HOI 4. These are commonly agreed-upon usages of the term in English on a wide scale, I see no need to constrain my usage of it to the standard you imply.

The thing is, that what you are referring to is not synonymous with broken no matter how much you think it is. You can keep bringing the word up, but it's still not right and you're not using it correctly if this is the context you're using it in. It is important to understand the difference. Not having fun with a game system is subjective, you can probably find someone that isn't aware of any problems with the peace conference, and people that do not even care about it.

A broken system is one that impedes with progress of the activity you were meant to be pursuing. In this case, continuing to play the game. The game system leaves you salty or annoyed on the results, but the system doesn't actually stop you from playing, you stop yourself from playing after not liking a result of a system that is working.

Of course, a broken system causes grief and annoyance to the players. But that's not what we're dealing with here.
We're dealing with a system that performs, as far as we know, correctly but still causes grief to the players with results that don't make sense to them but make sense to the logic of the machine.

So far as you continue to call the system broken, you continue to be wrong on the matter.
 
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TheMeInTeam

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The thing is, that what you are referring to is not synonymous with broken no matter how much you think it is. You can keep bringing the word up, but it's still not right and you're not using it correctly if this is the context you're using it in.

This is a falsifiable claim, and if you pick up a few online dictionaries what I've quoted has been falsified :/.

A broken system is one that impedes with progress of the activity you were meant to be pursuing. In this case, continuing to play the game.

There are other acceptable uses of the word and my usage to describe the state of HOI 4 peace conferences is well within them. I reject this constrained quoted definition because it's inconsistent with reality of the English language.

This thread isn't about proper word usage anyway, but to insist that a word doesn't have a meaning it has and double down on that position rather than covering the material argument regarding the game state is silly.
 

podcat

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Hi guys, interesting discussion. Be careful so it stays constructive :)

I want to comment on the definition of "broken". Its a big pet peeve and one of the worst things to try and understand as a dev. People love to label stuff as "broken" when they mean "not fun". As devs, broken means bugged somehow, or not working according to design. When I read broken I go "wait what, is there some bug I don't know about? or is he just saying he doesn't like a thing.. and if so what doesnt he like about it?". Its frustrating and not helpful, so if possible, its perfectly ok and very preferred to comment on stuff not being fun. Calling it broken just confuses stuff. as far as I know there are no common gamebreaking bugs with it. but it is very unfun to players.

The system was designed to be a competition between 2 faction leaders at a time where we didnt really consider how much people would like to play minors. With the current rules of course the AI is gonna shaft you if it wants your land, the trick is coming up with a system that feels rewarding at all levels.
Improving peace conferences has in fact been on our roadmap for a long time (here is the last update before we started on Man the Guns: https://forum.paradoxplaza.com/foru...ry-1-5-2-future-roadmap-and-ironclad.1088407/ ). Its a tricky problem for sure to solve
 

SchwarzKatze

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or not working according to design
The system was designed to be a competition between 2 faction leaders at a time where we didnt really consider how much people would like to play minors.
Are you saying that Peace Conference is designed to shaft anyone but the first 2 countries?
 

Armacalic

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Not so much designed to shaft people, but designed to serve the leaders of the ideological factions. Since that's who the devs figured people would gravitate to.
 

SchwarzKatze

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Let me rephrase that: Is everyone but the top 2 getting shafted in the peace conference working according to design?