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Thread: Developer blog update: Morale & Difficulty Settings

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    Default Re: Developer blog update: Morale & Difficulty Settings

    Quote Originally Posted by Cheetah
    Do you really think that they dont want to "optimise" it? (according to their criteria of course)
    They don't go through enough iterations. I've been on 4 of their beta teams. I know how they operate.

    Quote Originally Posted by Cheetah
    BTW, have you played BI MP?
    No. It's too fast. We know it's too fast because CA has slowed down the game in M2TW. They screwed up with RTW/BI multiplayer, but all we heard from them for 2 years was how great it was. The result of that is many veterans stopped playing. My whole clan stopped playing.


    Quote Originally Posted by Cheetah
    It wont harm SP but it could create a nightmare in MP. Imagine everyone hosting with different morale, fatigue, ammo, reload and gamespeed setups. Different setups favour different styles which in turn favour different units. That means that one have to test and keep in mind the best style and best unit combos for each setup. It is not just nearly impossible (if you have just 3 options for each then it is 3x3x3x3x3=243 different combinations) but most players are simply not interested in that.
    The upgrade system produces this nightmare you talk about. Units are individually upgraded which breaks the RPS system, and creates all kinds of imbalance between the units and weird unit combos. My suggested options would apply to all units equally. We need adjustments on morale and fatigue because CA has gotten these wrong since STW. Now it seems they have screwed up reload. Every mod made for RTW improved the gameplay. That's how easy it was to improve on the official gameplay. It's not the insurmountable task that you imply.

    We can pass on the ammo setting, but they should get rid of unlimited ammo. The majority of players don't use unlimited ammo. Why is it there if, as you suggest, only the options desired by the majority should be implimented? They don't use the no morale and no fatigue settings either.

    A gamespeed setting would not favor different styles of play. Despite the reduction in speed in M2TW, there are still 25% more units to control than in STW/MTW.

    M2TW brings back the tax on more than 4 of one unit type. That's a red flag which suggests they haven't balanced the units well enough. If the units were well balanced in an RPS system, that crutch wouldn't be needed.

    I think you are right that most players don't care about playbalance. They'd play the game no matter how bad the playbalance was.
    Last edited by Puzz3D; 10-24-2006 at 13:19.

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