#will customization lead to saminess?
1 messages · Page 3 of 1
Yes, I pulled the reality of market forces (informed by the history of what happens when a gaming company acquires another) out of my ass
I wasn't talking about "market forces", though, I was talking about Triumph in specific.
Seeing as how PF showed quite a bit of Paradox influence along with the theme of this very thread being suspiciously Paradox-esque, it's fair to say they have a say in the matter and do influence development
Dude a lot of us a speculating in this thread, as it should be since the game was just announced.
Can't you just admit that you're speculating as well?
Don't act like you have such massive knowledge about the gaming market forces etc 😆
Oh, but I do have that
It doesn't take a genius to see a pattern
You can be sure that no design decision is being made without the express permission of Paradox ;d
Problem with this is that stupid people see a lot of patterns regardless of whether they're real or not.
It doesn't take a genius to come up with flat-earth theory, and in fact, is counterproductive.
I'd say that in this case, you're definitely no genius.
I'm trusting the actual developers on a few beers a lot more than I do you.
Even without the beers, I expect the devs themselves would remain a more reliable source
Oh, but of course, they will definitely admit to Paradox's meddling while they are still in their employ
Don't be so naive
You can bet that Paradox isn't letting them run wild with Paradox's money
They might be indiscriminately allowing everything Triumph comes up with, but that's extremely doubtful
And if it is true, then Triumph has made one of the best deals in history
I would know, I'm an employer as well
But you do you ;d
oh and they would definitely tell their drinking buddy who announces it publicly on the internet all about their secrets and business relations
Triump was self-owned. They could have just not joined if they hadn't wanted to. I don't know what contract they made, but I'm pretty sure it has a few provisions.
And if not? They could have just all resigned their jobs, started a new company, and make a new IP. They haven't.
working for Paradox is safer I'd wager
Primary reason they joined up was because Paradox has an actual marketing department.
So it's true that PR languages sounds pretty Paradox-y.
But no, there's enough people that'd follow the devs over the names.
also, there's another issue
if Steamspy is to be believed (and it is), PF sold anywhere from 50% to a whopping 90% less copies than AoW3
yeah, but the ranges it gives are so vague that they are more than likely correct in some way ;d
for one, steamspy stopped being reliable before planetfall was released
other issue, age of wonders was given away free to keep not once, but twice, those count as "sales" for steamspy, or any other tracker
nah, as a developer, trust me, steam spy doesnt mean anything
is there a more reliable source?
not really, you cant know these things unless devs spill numbres themselves
then that's all we have ;d
steam inventory is private for a few years now, any numbers you see are not reliable
not reliable how?
This in no way means there's any accuracy.
at all and it's literally random oooor?
its grossly inflated or grossly underrepresentative :V
How do you think steamspy gets it's numbers?
AFAIK, it just scans steam accounts and which games they have.
It might as well be random.
so aow3 is grossly inflated because of all the giveaways and it being released before the private steam inventory
it has to give some idea, however vague, of the numbers, though?
No?
not from my experience
It'll have counted all AoW3 from before inventories went private, but only a small subset of the PF sales afterwards.
You'd get a more accurate view from checking whatever public income records of the studio you can find.
Because that might get you the correct amount of zeros.
I can't find a source that says it's completely unreliable
hello
You're looking for the wrong thing.
You should be looking for a source that says it's reliable.
I am
Random internet statistics are wrong until proven otherwise.
developers have said it's accurate with an error margin of about 10%
Who and when?
thats wrong lol
that's from the wikipedia article
If it's wikipedia, it should have a source, right?
You’ve probably heard of Steam Spy. The aggregator is a tool for everything from market research to constructing opening broadsides in internet fanboy arguments. It uses Steam’s publically available player data to estimate owner numbers, and thus is used to figure out how many copies a game may
Wikipedia isn't a source, it's a list of sources and a summary
Updated: Feb 14, 2017
Therefore, outdated at best.
there is no mention of it stopping being reliable
Well, Tibbles just said, including a very good reason why.
everywhere I look, it says it's reliable for games with more than 10k copies sold
here's a reddit thread from last year
8 votes and 3 comments so far on Reddit
It uses Steam’s publically available player data to estimate owner numbers, and thus is used to figure out how many copies a game may have sold.
This even directly says accuracy depends on what Tibbles just explained has chanced.
Reddit is NOT a source.
Tibbles isn't a source as well ;d
And even there 2 out fo 3 comments say it's useless.
Tibbles is, though. Works in the industry.
Which isn't something you can verify about that 3rd reddit commenter.
everywhere I look, there is no mention of it being completely unreliable
it depends on what you view as "useful"
That very reddit threat you linked had 2 people saying it was completely unreliable?
yeah, the ranges are so big you can't really get an accurate number
...it doesn't even say that.
Even when the numbers are within range, the given range is so big that the usability of numbers is questionable. For example, for one of my games it shows a range between 20000 and 50000 owners. The exact number is 23000, so it is within range. However, if you take the mid point of 35000, it's off by 12000, which is 52% of the actual owner number.
Do you even read the sources you copy/paste here?
this is the source I linked ;d
Because so far all of them support the opposite of your position.
no?
You posted 2 links. Both of them explain why you're wrong.
The first says that steamspy relies on public profiles, while they're private now and have been since before PF release.
The second is a reddit threat with a whopping 6 votes, and 3 comments - 2 of which say it's useless.
2 of which are useless as comments
the important one is the one with actual numbers
that says the range is accurate
...no? The important ones explain why numbers are meaningless.
I don't want the numbers, I want the ranges
and the one important comment says they are accurate
But the only reason you consider that comment "important" is because it agrees with you.
Not out of any logic.
wow thats some nice bias haha
...it's because it provides actual numbers
you can write whatever you want on the internet ;d
which are meaningless.
why are they meaningless?
You can write whatever meaningless numbers as well.
Why do the numbers suddenly magically have meaning?
Which is a lot better than only believing what's convenient for you.
89 percent of statistics on the internet are made up
and both positions equally valid
i.e. there's no reliable source at all anywhere ;d
Positions are valid because logic.
Do you like, acknowledge the existence of logic?
logic relies on having some sort of concrete premises
we have no concrete premises because we have no reliable sources about any of them
if you are to be believed ;d
even in inductive arguments, we still need something
all premises are unprovable
i.e. pointless exercise
Deduction is combining facts to get new facts, and is the cornerstone of logic.
For example, consider the following facts:
- Alice is riding a horse
- Horses are animals
Then we can deduce: - Alice is riding an animal.
Now consider the other following facts:
- Steamspy relies on public data on steam profiles, as mentioned in this article: https://www.pcgamesn.com/steam/steam-spy-accuracy-developers
- Steam profiles are no longer public.
Then we deduce: - Steamspy is no longer reliable
No, there's verifyable facts.
and I can immediately produce another article
that says Steamspy is still reliable
...the very title says steamspy is not all that accurate.
Also, you fundamentally misunderstand logic if you think that finding a random article that supports your point proves it.
I could post a hundred articles explaining why the earth is flat, but that doesn't make it so.
If you want to argue that steamspy is accurate, you'll have to show it uses a different way than checking public inventories.
that's ...not how any of this works
That's literally how all of this works.
The old Steam Spy estimated a PC game’s sales by sweeping publicly viewable Steam profiles and taking stock of their game collections. That technique was blocked in early April when Steam’s architects at Valve made it so that users’ profiles no longer automatically show which games players own. The new version of Steam Spy will get around that by embracing machine learning to predict sales based on “coincidental data.”
In a blog post, Galyonkin explained that he’s in the process of switching Steam Spy over to a model rooted in machine learning. He confessed, however, that despite a wealth of data to feed his algorithm, it’s “not very accurate” at this point.
“I have the data for around 70 games from different developers, and for 90% of them, the new Steam Spy is within 10% margin of error,” he wrote, pointing out that the site’s estimate for Frostpunk (252,000 units sold) was basically on the money (250,000 units sold). “But I also saw some crazy outliers, where the difference between the estimates and the real data could be fivefold.”
i.e. "not very accurate" in the sense that it can't give us exact numbers anymore
but the ranges are ok, with some outliers
So it's a useful tool to figure out averages, but can never support statements about individual games.
Got it. Clear.
averages of what?
Averages of total games sold, or similar.
But I also saw some crazy outliers, where the difference between the estimates and the real data could be fivefold.
This shows that you can never make concrete statements about individual games.
you know this means I can be 100% correct about PF, right?
and I probably am ;d
the post-release cycle also supports my argument that PF sold much less copies
So your "PF sold 50% to 90% of what 3 sold", and accounting for this statement, heads all the way to "PF sold 2% to 2250% of AoW3 sales"
Which isn't a useful statement to make.
And even if Steamspy was 100% accurate, there's also other sites, like GOG, that don't give you a Steam Key or anything.
GOG has a tiny fraction of Steam's customers
And you don't know how many of those bought PF.
there's no way it sold 2 million copies on GOG, but only 500k on Steam
And reminder that no, 500k is not an accurate number.
As per the steamspy guy, that means it's somewhere between 100k and 2500k copies.
he also says most of them are accurate
Which doesn't mean anything if you look at individual games.
Because that's how statistics work.
https://media.wnyc.org/i/800/0/l/85/1/sprious.png
Better tell skiing facilities to stop tangling people in their bedsheets to celebrate revenue increases.
which supports steamspy's numbers of around 50% copies
That's where steamspy's information comes from. Those aren't independent statistics.
I wouldn't call that "concrete", exactly.
what's wrong with steam charts now? ;d
The new version of Steam Spy will get around that by embracing machine learning to predict sales based on “coincidental data.”
As your steamspy guy explained, it's coincidental.
I don't know what that means in this context
that he uses random data that has nothing to do with anything? ;d
I doubt it
That it's data that at best has some correlation with sales, and that the outcome is, drumroll, not reliable.
but what does not reliable mean in this context
it can't all be completely random and none of it is real
I'd say 200k to 500k is an unreliable range to get anything specific out of
but unreliable can also mean that everything is random and nothing can be trusted
coincidental
/kəʊˌɪnsɪˈdɛntl/
Learn to pronounce
adjective
adjective: coincidental
1.
resulting from a coincidence; happening by chance.
"any resemblance between their reports is purely coincidental"
happening or existing at the same time.
"it's convenient that his plan is coincidental with the group's closure"
Here, straight from Oxford, as deliered by Google.
The meaning is that even those number indeed cannot be relied on.
that's wishful thinking probably
but ok, take steamcharts then
it's obvious PF sold less if that is to be believed
Sure, link to where Steamcharts says PF sold less?
less peak players playing the game should be enough
...no, it's very much not.
well, sorry, there is no data from the developers
so I'll go with what we have available, thank you very much
so
since PF sold less
it didnt
how do you know this?
if you had information all this time, why didn't you say that lololo
🥲
ah, then that guy had a very similar name ;d
thats my husband, tombles
done
Finally something we can trust you on 😉
you can't say I'm not reasonable when proven wrong ¯_(ツ)_/¯
...
I mean, your view on "proof" is kind of your whole problem
You need things to be proven wrong, not to be proven right
don't look a gift horse in the mouth ;d
An idiom with no relevance to the conversation whatsoever
Thanks
You throw your "facts" around with no sources and no explanations, and then you doubt absolutely everything everyone else has to say
Completely unreasonable
You set extremely strict standards to what us others are saying, yet those same standards don't seem to apply to you
I'm sorry for the personal attack, but I'm all out of patience.
ok
So...that was weird.
Yeah idk the last 100 replies here are a discussion on which sold more, AoW3 or PF
Safe to say this thread derailed pretty hard
Which is sad, because we got a pretty nice and enlightening discussion going somewhere in the middle there
еh, whatever we say in this conversation is pointless in general because the decisions have already been made
what we want to do is just make disgruntled noises so they change it at one point ;d
Well, please don't let us waste your time.
Small adjustments can probably be made though, like having an option to only allow standard traits for the forms in multiplayer lobbies
the point of being a race traditionalist is to try to pressure into post release support
If you feel there's no point to talking here, please don't feel obligated to participate for our sakes.
Which I think could be good for those who don't like non-standard races
After all, I don't want to force my weird factions down the traditionalists' throats 😛
to me, the traits aren't enough to differentiate the races
we need mechanics and units too
mechanics and units are tied to culture, and are widely different according to the devs
yeah, but races could also have their own mechanics on top ;d
in aoW 1-2 every race had some unique non-humanoid units associated with it
which seem especially unlikely to work in a "for everyone" class based system
The change that's happened is basically that the choice of race has been split into form and culture, and the unique units and mechanics are tied to culture
So there hasn't been a "loss of uniqueness" like a lot of people are afraid of in this thread. At least that's what I think
There were unique units tied to race, but all culture units are available to everyone, meaning there is no uniqueness there.
Unique units and mechanics tied to both form and culture is a lot to ask, especially balance-wise
If release looks anything like it appears to be, I'll mod racial differences in myself.
No, the culture units are only available to that culture
But that culture is available to everyone.
So the opponent only has the same units if they picked the same culture
All the races are available to everone as well in other games, no?
4 months until release. Unlikely anything other than stats is getting changed
Yup.
yes you can absord cities on the map to use other units (although 1-2 discouraged this with rebellion mechanic tied to alignment)
but also case in point of 3 - absorbed cities could not produce class units (theocrat/etc)
now every unit is a class unit
There's a key gameplay aspect here which appears to be missing.
In aow3, picking Orc or whatever opened up a bunch of synergy with a class.
That is now no longer the case.
There is no distinction.
It wouldn't really matter where tou put those differences. You could, for example, make a version of a culture with unique racial flavour, e.g. Orc + Barb have something.
But as it stands Barb is just Barb.
That is why people are upset
for 10 races, yes, but nobody forced them to have 10 races at launch
There were several steps to making your faction in aow3, and those steps had impact.
Bow it appears there is only one step realistically.
Just choose your culture.
And that's a great concept literally nobody has a problem with.
I mean, I think one guy has a problem with it ^
And indeed the 2 concepts are not mutually exclusive.
You could have defined, distinct race/form and still deconstruct class into tomes
Exactly. This.
The combination of Orc+Warlord has now become Barbarian+Tome of War for example
It's literally the same unique interaction with a different wrapping
if this thread goes long enough more people are going to say Planetfall was better than AoW3 actually for respecting Racial uniquness more
I might not have played enough Planetfall to say that it's better than 3, but I liked how different races were in there. Really a strong point.
not to pile on but I want to say re: sales that PF debuted in the top 10 PC games (official NPD data) on release month
so that's one data point
I agree with you guys that unique attributes are important. I just don't think that the classic concept of "race" needs to be the unique attribute
people have been saying that PF handled races better than AoW3 since PF released ;d
As long as other attributes bring that uniqueness
That's making a huge assumption about the variety and impact of tomes.
The essential point is that there were some variation, tied to form, that are now no longer there, anywhere it seems.
It used to be that picking race meant a package of x,y, z and a pre determined look.
Now that package is just the look, and it doesn't appear that the missing x,y, and z has been compensated.
If you look at the last dev diary, the Chaplain and Tyrant Knight appear to be very standalone.
There is no cross there between form+ Tyrant Knight, and no cross between culture + Tyrant Knight.
If that is correct, then that variety, distinction, synergy that was attached to race has been removed and not reattached to anything
So if you understand the previous system, and compare to the current system, it is perfectly understandable why people may be upset
Edit: how we get from this baseline understanding to demonising people as being pro or anti choice is quote the jump.
tome of War gives you like 3 or 4 enchantments by the look of it?
and there's still the form traits
a default Orc tyrant knight will deal 10% more damage on baseline and 30% more on overwatch or counter
that can be changed ofc
We don't know if the Tyrant King's stats differ between cultures. I agree with you that if that's not the case, then that's worse.
I've been predicting that Culture only gives you you 4 starting T1 and 2 T2, and ALL Future units come from tomes
And class would give you enchantments.
There is no variety in tome units, whereas a class unit would get variations.
Orc Manticore versus Elf.
Now you will get just Manticore.
We don't know that. We are both speculating here.
I'm.basing this on the dev diary.
They showed the unit card.
Barbarian tyrant knight will have 20% more crit if you research that
Currently all the evidence is strongly pointing in the direction of there being no specific culture/tome interactions, though.
so I think you're dismissing a number of factors here
I'm having a look at the diary now
For example, consider the Frostlings getting a Frost Tank instead of Flame Tank when Dreadnought.
That'd have to be a tome/tome specific interaction to reach the richness of 3.
I guess you guys are right, there is no mention of culture on the card
Please do. Fresh eyes and all.
they showed a culture tech in the stream
that gives your units 20% more crit
pretty sure sundering blades at least will affect tyrant knight too
So the problem really isn't so much the lack of mechanics tied to races, but that there are no more unique unit interactions
Given that the philosophy seems to be to have everything modular, I wonder if it is even possible to have tome/culture variations
if you're going to say the card proves unit variations don't exist you have to say form traits don't affect tyrant knight too
but there still are, if you have cannibal tyrant knights for example 🤷♀️
which I'm certain isn't the case
Potential problem.
I'm making suppositions here
This is something we can agree on then...
Suppositions based on the available evidence.
We could all be wrong
That is a bit disappointing
it's not accurate though
we already know from the initial stream there are modifiers from your picks that will stack on tyrant knight
There's a large difference between "unique unit interactions" and "Generic buff X affects unit Y".
This is about the first, not the second.
It makes more sense for units to be tied to culture rather than a certain race, but there should definitely be more unique unit interactions between cultures, tomes etc.
It was better in many ways and worse in some ways.
Same with apw3 and sm. Some things better, some things worse.
Same story with aow1 going to aow2/sm.
And so, Same story with aow4
keep in mind that in the dev diary screenshots there is no background of the map, so its not taking "in-game" e.a. no extra stats
There'll be stuff here that you can't do without once you've tried it
that is the whole point of the faction system
There'll be stuff you think is merely a neutral change
With highly varied unit enchantments, you will probably get the same uniqueness for your units as in AoW3 though
And There'll be things you dislike
More potential stat combinations, yes, but more uniqueness, no.
The difference is the uniqueness won't be determined before the game, but during
"melee units have primal strike"
I think the main uniqueness will come from combining multiple tomes, and not culture + tome
the barbarian also has a tech you can research that gives you +20% crit, and there might be more
In aow3 I thought magic was a bit weak and would have welcomed a rethink of how the entire magic system worked. One spell per turn was a mechanic that came in as a coping mechanic. The system could have been redesigned.
For instance, I really want my Barbarian Chaplains to be very different from my Dark Chaplains, which are both different from Mystic Chaplains.
I also missed true flying and a bunch of stuff
And it doesn't seem like we're getting that.
they probably will be
it was a relief after having units go from full health to death from cosmic spray in AoW 2 tbh
Most units will be tied to culture though, so certain tomes will definently interact differently with each culture
In PF I disliked that there were no independent cities and you had to use settlers. I hated thsy actually. Because my favourite aow3 games were settlers off.
the screenshot shows the blank state version, like from the ingame tome of wonders
yeah I think you're assuming too much from that screen BBB
I think the real meat of the game appears to be tomes indeed.
like your argument also means we have to assume a default orc tyrant knight won't have Ferocious
This is definitely something that is needed, from what we've seen we don't actually know if this is a thing but it's highly unlikely as it probably would of been mentioned in the gameplay stream if it existed.
the interaction between culture and tomes is that theoretically the spells and units you get from tomes will have different gameplay effects when put into the context of different cultures
That appears very possible.
Like, literally, TK is a standalone unit.
Could well be wrong.
But even if it did inherent your form traits, there is still nothing unique like race/class gave you
there won't be explicit modifiers for "barbarian chaplain" vs "dark chaplain" but the things barb and dark gives you and your tome choices will make them quite different in practice
yeah it's a different system. not unit-by-unit. A lot of the enchantments do seem to target specific unit classes though (shield, support, etc)
so you get an empire upgrade at best to make them different?
Actually, @modest cipher has a good point about this though. Those two chaplains will likely be very different, they will just be different in much the same way as a Barb/Dark/Mystic Tyrant King
Yeah, and that's not enough.
So it's not as limiting as it might sound
society treats can make them different
Perhaps cultures have distinct mechanics that work with different unit types.
Like High being focussed on mage Like units, and Chaplain appears mage like?
they already are based on which culture is on the battlefield
"Apply template X to unit Y" doesn't make units unique
It's exactly what we had on AoW3 release.
I mean it's not the same system as 3
There should be unique abilities depending on your culture for some units.
a TK will have a very different role depending on whether the culture is ranged- or melee-heavy
but I do think there will be a lot of variety in practice
I feel like the loss of uniqueness from AoW3 to AoW4 in your terms won't be that dramatic though. More like 5% than 50%.
I think culture + tomes can be very interesting if the cultures themselves are super different from one another
I want at least variations like Monster Hunters got, where Draconians had Fire Spit, Halflings Fireworks, and Dwarves Heavy Crossbows.
This is confirmed though
Looking at the dev diary, looks like Chaplain stays the same but the tome that Chaplain comes from has some enchantments that will vary, because those will be cast on your culture units
The sets of units are completely different
It is kind of seeming like races are just "skins" at this point if you can just pick and choose the traits you want
It is?
this is good, which means TK will inherently be different in different cultures due to gameplay context
Forms basically are skins, yes. That's the problem this thread was started over.
Exactly, we agree on that then 🙂
glad someone else is saying it
Welcome to the chat. This is indeed the case.
Dwarves and Orcs are the same. 🙂
this was never disputed though? ;d
Races still differ from each other trait wise, making a human with ork traits is just optional.
"race" means something different in this game
The topic is inherently circular
That's unfair imo. It's more accurate to say "Dwarves and Orcs CAN BE the same"
If you choose so
that's why we just have to make disgruntled noises constantly so they change it at one point ;d
2 basic positions, from which vitriol etc emerge
1 - races are cosmetic and that's fine because if x, y, z
Nah, he's right.
There is nothing your orcs can do that your dwarves couldn't.
the Chaplain will be affected by your form traits, culture bonuses, enchantments and background perks (if applicable). I would bet money on this
it's the whole point of the system
2 - races being cosmetic is a step back because of x, y, z
If you choose for them to have the same traits in your game
The choice is in the player's hands
races arent cosmetic because theyre not a thing in this game
We had that at 3 release, and EVERYONE loved it when there came more diversity between them.
it's not the same as 3 on release because there are a lot more variables
Like tenfold more
exactly
welllll, everyone is a bit of a stretch. Races were extremely same-y at AoW3's launch
release 3 the difference between an orc crusader and human crusader was just the +1 melee and -1 resistance
Yeah, it's like classes are fragmented into tomes. That's literally the only difference.
Indeed. They got hammered because if a lack of racial diversity, and spent years patching it.
Culminating in the last expansion pack with the 2 mechanically coolest races.
People loved that.
Exactly. That's the saminess in this thread's title.
I know, I was there !
Which means there are now 54! classes
That's his point. They were samey, and it was not liked.
Now we have a system that appears even more samey.
you're ignoring culture, which seems to be the closest analog to what 3's race did
54! = roughly 2.3x10^71
And everyone likes it.
But the unique combinations between tomes and cultures appear to be just as generic as race/class was on AoW3 launch. Which is a severe regression.
I hope and still believe that a Feudal Tyrant Knight, a High Tyrant Knight, and a Dark Tyrant Knight can and will be as different as a Dwarf Crusader, Orc Crusader, and Frostling Crusader were in 3.
No it means there are 6, fragmented.
It's a cool concept though
also perks seem to affect your units more
ah, I didn't read that correctly, lol
not enough
Pick a bit of sorcerer, bit of warlord etc
Exactly my point. Race is the new culture. And I want uniqueness to my culture/tome combinations.
What perks? And more than what?
I disagree. They have mentioned Tome of Teleportation, for example, which is pretty innovative
Cannibalism, etc
the tomes are little pieces of the classes from AoW3 basically
Yes, and you could not mix and match parts of different classes in AoW3
so we go from a class-based to a classless system in the sense you can combine everything freely
to an extent but we've already seen abilities without any direct analog to 3
And I don't think anyone is complaining about this. I think this is a brilliant idea.
But there are 2 parts to this sandwich
Now, there are countless combinations which means a practically infinite amount of different classes
I want things like Frostling {race} having Frost instead of Fire Tanks {class}. I want my [insert culture here] having different [insert tome unit here], beyond just applying a silly template.
Race + class
And literally nobody has a problem with this. Nobody complained about this.
Change one and you need to change the other equally, for equilibrium
So you essentially want a reskin of AoW3?
PF went deep on race, class became secret tech and was good spice
I'm pretty sure a barbarian tyrant knight is going to be very different from a high tyrant knight
the graphic designers locked in an office at gunpoint complain about the infinte variety probbably
Well, I'm not. Because we haven't seen a single unit changed that way.
I mean, there won't be unique modifiers specifically for the tyrant knight
Nah, the units are procedurally generated.
but their bonuses will stack to make fairly different units I think
THIS is my problem.
We even had that on release in 3!
In the "races are bland"-era!
infinite variety is a bit of an optimistic take
So now it's the cultures being bland instead of the races, but that's not an improvement.
It's a regression.
barbarian and high are exactly the same with just +1 and -1 somewhere then
I don't think it matters that much that there is no explicit connection between tome creatures and culture
there will also be bonuses specifically for unit classes so it's not just generic global modifiers
Shock, Sheild, Support, etc
We need tome units to vary with culture, every combination doesn't need to have unique artwork etc. but some should and most should have different special abilities beyond a +1 and a -1 somewhere.
if the cultures play differently, the tome creatures will inherently bring something different to each of them
thats the whole point
what I foresee happening, however, is that just a few tomes are actually viable and everyone picks up the same ones all the time
There are a lot more combinations of attributes for your faction this time (traits x culture x tomes)
That means that unique mechanics similar to AoW3 wouldn't be realistic
AoW3 had meta class/race combinations
In AoW3, your chosen elements was not a factor in your units. Now they are, via tomes
there's a different meta for vs AI, PBEM< and Live, so almost everything gets used Somewhere
AoW3 ended up more or less balanced in the end, yes
Some play the meta for competitive multiplayer, some play different combinations for fun. All games are like this.
It is well within the realm of what is possible for say a Dark-Culture Tyrant Knight to get a unique red sword + life stealing (and be styled similarly to Dark Elf Executioners) as a way to differentiate them from other cultures. (with other balance changes to make sure it remains reasonable)
the multiplayer community treats Drednought as second class citizens, except in chivalrous mod
Agreed, that is possible
And might happen
singleplayer community loves them, cause they break the AI so easy
Yeah, that's a large part of the variety I'm loooking for.
to me, that's kind of gimmicky and myopic
you won't have that specifically for Tyrant Knight but you could have it for your Cavalry units
Ah, so you agree 4 is going to be very boring and samy.
I don't think we necessarily need culture affecting the tome creatures
Yeah, we really do.
Otherwise the majority of people will return to 3 some 2 months after release.
I don't 😇
Yeah, I get that a lot of you hate variety in the games you play.
no need for the personal attacks
Nope, I love variety. And AoW4 seems to have a lot of it!
tbf 3 Orc Class units arbitarily get Tireless, and not all 20
A lot more combinations than AoW3
I'll bounce back even faster if they don't make retaliation simultaneous, I don't have the patience for hex-counting gameplay anymore ;d
but a lot of 3's unique race/class modifiers were bringing a class unit in line with a corresponding race unit anyway
elf ranged stuff gets longbows, orcs get weaker ranged and better melee on their class ranged units, etc
It's an observation, not a personal judgement.
"you hate variety" is absolutely an attack lol
or 0 Human Racial Units have swimming, but 2 of their 20 class units gets it as a bonus
No, it's not. I loathe variety in a lot of RL situations.
it's not variety per se, but they prefer having cosmetic options rather than gameplay ones
with Forms being cosmetic choices, we need all the unique Culture + Tome variations to provide the mechanical flavor to your faction, so that you don't feel you are only playing a culture or only playing a tome.
It's not even that. It's that we value both.
I'll definitely be modding Forms to have unique attributes as well, though interactions with tomes or cultures would be a LOT of work.
And from the glimpses we've gotten of tomes, this seems to be the case
they will inherently do that, if units are well designed they necessarily have different roles in different contexts
A lot of the tomes are specifically for unique unit bonuses
There's even that one tome which has 4 or 5 different unit bonuses
what I want to see out of races is something along the lines of "frogs can only found cities on water tiles" for example
yeah I'd stop after making an Expandned Arsenal Mod and not immediately try to make Chivalrous for AOW 4
That's no variations, though. That's general "Apply template X to unit class Y". It's like having class units in AoW3 differ only by their race requisite.
It's basically a global Mystical City Upgrade.
It's not uniqueness.
but a lot of 3's unique race/class crossovers basically work out that way in practice
most dwarf infantry class units get defensive strike, similar to axeman
But it's not "Template X on Y unit", it's "Template A+B+C+D... on Y unit"
goblin phalanx gets life steal, similar to butcher
etc
orc gets war cry on almost anything with melee, just as their base units do
if their are 8 different Unit Class Templates now... so a pikeman upgrade might be on just 4 units avaialbe to the player tbh
Which is still the same thing.
I disagree. These different bonuses from tomes and culture etc interact in countless different ways, which I believe provides much more uniqueness that the AoW3 model
Where the only interaction was Race x Class
here's what I propose which won't require an exponential amount of artistic and graphical work to implement
so I think you're overstating the difference between "your polearms get X ability" and how AoW3 actually handled its race/class crossovers. it's a different system, but I think there will be a lot of variety
races should just differ on the strategic map rather than the tactical one
leave the tactical side to culture + tomes
it's not both because races are cosmetic
Yeah, Frost Tank for frostlings sounds cool... until you realize all they did was make the tank do the same damage type as all the other frostling units.
Not a bad idea, I think
only if you go out of your way to change them :V
I mean, I'm not even saying that as a critique of 3 really
If you mean the zoomed out view from AoW3? Did I understand that correctly?
strategic map = the 4X side of the game, where you build cities and units, collect resources and etc.
tactical map = the battles
Ah, ok. I don't know then, sounds very restrictive and would look strange.
hoping for a endless legend style assymtry in age of wonders strategic is too much
didnt even endless legend let you make custom factions
They did
oh no, now everything is meaningless
yes, but it wasn't the default and it was broken as hell ;d
So the game was, as you guys say, "meaningless" then? XD
endless legend would let you stack economy bonuses by taking enough negative bonuses elsewhere
so using the system was essentially god mode
we are expected to change traits in AoW4, the custom faction in EL was a gimmick nobody used
I think 90% endless legend players play default races for that reason
No, you are not expected to. It's possible
why did they market it then
They didn't even change the traits in the demo
EL's marketing never hinged on the custom faction thing
Because it is a possibility in the game that some potential buyers might appreciate
yeah, no, it's obviously not the same as EL's custom faction ;d
McDonalds markets their fish burger, doesn't keep the meat eaters from going there
here's the deal
IF the default races in AoW4 end up as different as EL's, then I won't complain
I'll be extremely happy if that's the case
probably are, considering race is form + traits + society + culture :V
and cultures are very different
I believe you mean the default traits mixed with the cultures, mixed with the societal traits, mixed with the tomes
that would be a terrible idea !
I guess they do have defaults if you just pick a starting leader
EL would have a race that can't delcare war, a race that force peace treaties/alliances at will, and other nonsense only possible in a gme where combat isn't the focus
so no, there's no way for the default forms to be as different as in EL ;d
Every Class in AOW4 will be battle capable on the other hand
so like let's say Goblins had a general ability "your polearms have life steal" and dwarves had "your shield units get defensive strike." It would have worked out very similarly to how those race/class crossovers were given explicit abilities
youre saying something very different this time
not every race/class perk in 3 worked this way, but a lot did
But why would you expect the default forms to be as different, when each form can become millions of possible factions?
yep, its very similiar to enchantments, only in aow3 you didnt have to cast them yourself
because we are comparing EL's defaults to AoW4's
unless I missed something ;d
people are equating EL's custom faction feature with AoW4's
OK, then the defaults in AoW4 are the pre-made leaders
In which case, YES, they will be widely different
Im wondering how you guys just keep going xd
We don't agree yet, gotta keep at it 😛
I feel like everything has been said by both camps xd
are they
That is the only fair and logical comparison
who exactly plays with the default leaders? ;d
The same people who play the default races in EL, I guess?
it's not a problem, it's just not the way it was designed
it was an option for people to go wild, but they never put it front and center because it was a gimmick and broken
If that's not a problem, then I'm sure you have no problem with the traits being editable in AoW4 then, for those who want to
Seems like a pretty similar situation
definitely not a similar situation, let me tell you
AoW4's whole shtick is to combine whatever you want with whatever you want
Endless Legends default were designed to be asymetric deliberately for story / narrative reasons
EL on the other hand knew what it wanted out of its factions ;d
I guess they are strategy games who cater to different crowds then
and gameplay ;d
Which is fine
Not entirely true, some choices exclude others (the opposite ones)
what choices exclude others?
AoW4 is for those who value build variety, EL is for those who value large strategic differences
really?
For example traits like Wisdom of the Ancient exclude other arcane ones, good traits exclude chaos ones
Both can coexist in harmony 😇
no, burn AoW4's same-y races to the ground ;d
So maybe that's the middle ground of this whole thing - customization restricted by balanced exclusions :p
I believe that was only for the society traits. 2-3 of them are good and 2-3 are evil, and they are mutually exclusive
but how can I get my cannibalistic high elves?
Triumph seems to be restricting my choices
I think so, yes
I don't think certain cultures excluded certain society traits
but I might not remember
High culture means in that example highly developed society that dosnt eat other humanoids :p
That's not true.
barbarians would never do anything evil obviously
I guess you're right then
might be because they dont have a shock unit?
Seems unnecessary at first glance
i'm probably gonna mute this topic, it's gone around in circles os many times haha
good idea
Idk, once in a while I'm getting some good tidbits here
Might be for balance reasons, in which case it is necessary, albeit sad
2600 replies is larger than like the 5 largest threads on the paradox forums
those are rookie numbers 😄
oh so Lennart says AI will never change the default form traits
even if you turn on randomized factions
Yeah, that's why I've had trouble understanding those who think the form traits should be locked
Literally completely optional to change them, outside of multiplayer
I believe that people are mostly talking about MP there in this case.
it's both
but like I said, I'd still like to see unique form-specific strategic mechanics
like frogs only being able to found cities on water tiles
Personally, I would simply slap a lobby option on it which allows/prevents changing form traits and be done with.
Completely agreed. It's been suggested a couple of times here
Some don't think that's enough
there would still be 0 things in your recruit list based on form
MP games.
Oh i see :p fair point
Luckily, the recruit list will be full of units based on culture and tomes
But if you can play as orcs with locked traits whats the point of not playing "orcs" that have elves as a body type?
Does it affect MP what form you play as long as traits are "deafult"
I think the argument people have there is "glance value", which I think would be more relevant if this was a real-time game and not turn-based
Wait, what? That sucks! Are you certain it wasn't incompatible race traits?
Full lock prevents you from combining traits.
the difference is there are two traits that can be mixed and matched. If you make barbaric elves with the same traits as default barbarian orcs, it doesn't affect balance in any way, but if you combined two traits that don't occur in any defaults, it does affect balance
I'm checking it now in the demo vid
What about the traits like chosen of light or liberator or cannibalism
For example, you could not combine Halfling Mind + Human Body traits in such a scenario.
To be honest, the whole thing seems like a rather minor detail to me.
Body and mind traits doesn't seem to be affecting game more than those
traits are probably minor details, yes
Since from what we have seen body and mind traits are like +10% DMG on melee or something like that
And cannibalism is arguably more game balance changing
It seems, after watching the tooltips shown during the demo, that only society traits are incompatible with each other
No culture rules out any society traits
I think thats to save tooltip space
So you can have High Cannibals 🙂
Nah, the incompatible society traits are clearly written in the tooltips. I'd think the same would be done with the cultures, given such restrictions
Barbarian Culture has nothing listed as incompatible under it though
I think I understand more now - I think there is such confusion about form and body/mind traits because we look like that's our race, while Devs look at it like the whole process is creating your race
even though the thin scions of evil on the next page has "barbarian culture" marked
What do you mean?
scions of evil says it's incompatible with barbarians
Oh right, the screenshot
I can't explain that, but I didn't see it during the demo either
Anyone know where that screenshot was from?
Also isn't there the whole page of premade races and leaders? Like talking again about MP issues
nvm, I saw it now when they scrolled through some affinities. It does say that Barbarian culture is incompatible with "Scions of Evil"
idk man, confusing
I agree incompatibles should be marked on both ends for clarity
You know what, I bet that's actually for game balance. I bet it's too easy for the Barbarian culture to stack Evil alignment, so the bonus is too good on them
see this thread can do non-partisian game feedback 😄
Exclusivity like that has so far always been on thematic grounds, though.
Never on balance grounds.
I don't like the exclusivity on thematic grounds though, it goes against their goal of creative freedom
grey guard adept and shadow born master at same time would give you a +4 defense guy with lifesteal and the double critical
so even with the negative happiness it'd be pretty strong
It seems that barbarians are incompatible with "runesmiths" as well, and I have no trouble imagining barbarians smithing runes :/
at worst it would mean stapling some guy with Bard Skills into your army to get them back to neutral happiness
True.
Grey Guard/Shadowborn/Peace Hippy/Rogue Bards. Sounds fun.
I just rewatched the announcement, and every single tome they showed has at least one unique unit, either summonable or recruitable
Often 2, even
So I foresee the final roster of units for any given faction to be about 50/50 or 60/40 culture vs tomes
I foresee it being 10/90 culture vs tomes
I see no evidence of getting new culture units in a playthrough ever
which would mean even greater build variety, if that were the case
That would mean that every single building which you can build in your cities is economical, which would surprise me
cultures have completely different rosters afaik?
you could rebuild the original 6 recruits (infantry/archer/etc) ofc but the recruit list wouldn't grow
No buildings to unlock units from your culture seems unlikely
unless the culture rosters are literally the 5ish units we see during creation
I mean it's possible, but that would really surprise me
oh, it's definitely possible ;d
because it's not about creative freedom, it's about work load ;d the "do it your way" rhetoric is just trying to throw dust in our eyes
you have more creative freedom (in the sense of creative potential) in a restricted environment anyway
necessity is the mother of invention as they say
hard disagree
What you're saying is essentially that thinking outside the box is less creative, which is a strange concept
imo
no
quite the opposite
the restricted environment is the box you have to think outside of
if you don't have that, there is no box ;d
no you don't lmao you definitively have less
there is nothing "inside the box" you couldn't do "outside the box" but having limitations gives you a structure to explore and guide where you want to break convention and where to follow it
that's what the saying is about
i'm saying the statement "you have more creative freedom in a restricted environment anyway" is false, that is not the meaning of the chain of logic you are referencing
when three different people say no in a row Its confusing lol
(in the sense of creative potential)
perhaps the key words you missed were there is nothing "inside the box" you couldn't do "outside the box"
you have have definitively less creative potential
technically yes, but practically no
you have guidelines to direct your creative potential with limitations. but you have less potential.
it's easier
you wouldn't come up with the same solutions when there is only a contextless void
you wouldn't think to invent a ladder if there wasn't anything taller than you
maybe you wouldn't lmao
and there's a billion other things you would invent instead
...but not a ladder
but if you have to get to something taller than you, your inventions are limited to "things that take me up"
this is: less potential
no
things that take me up only make sense in an environment in which you need such a thing
if the only thing you creatively explore is your necessities i guess
necessity is the mother of invention ¯_(ツ)_/¯
who's ever done anything they didn't need to
anyways you're talking about one very specific aspect of aow4 (that ahs restrictions as well, just less of them than you're used to) so i'm not sure i understand the argument here
i the player will innovate less because...
i can choose my 3d models?
????
if we could create our own traits, I bet you people would create the same ones all the time
ok
and how much exactly are you innovating when forms are just cosmetic?
what was i innovating before???
you mean in other AoW games?
what """innovation""" have forms robbed me of
describe to me this tragic loss
what could have been lacrymas
spin me the tale of the world you yearn for, where aow4 forms are nto cosmetic
frog people could've been limited to founding cities only on water tiles
what is the point you are making
for example ;d
if i can pick a trait that does the same i have lost nothing by making it elf models instead
but we don't have such a trait
if we don't have such a trait is that because the game designers said "ah nah anyone can be frogs" or did they independently say "a water only trait sounds like bad gameplay, let's not put it in"
big correlation is not causation problem here
it's definitely not bad gameplay lol
game design master lacrymas has logged on to enlighten us
you are also not engaging witht he actual point
the developers could have put such a trait in. it would have been about as easy as putting it in, but limiting it to frogs only.
if they chose not to do such a thing it was probably not because of the frogs
you got creds? what games?
it's not anything official yet, but I have my own setting and my own system that I'm looking to publish
mostly playing with friends and ...others for now
Then you're as much as a game designer as I am a writer.
ok so you have the authority of an amateur? like that's cool man i don't want to bring you down over it but this information does not convince me that you know what you're talking about
My credits extend to have about 10k readers on a fanfic.
People in that class do are NOT experts.
you would be surprised how many people aren't experts in the highest paid and popular positions
I'm not sure how you differentiate experts from non-experts (like me I guess)
popularity? monetary success?
typically via having a body of work you can observe and form a a more educated opinion on than "trust me bro"
academic qualifications?
Do you get paid enough to not need another job? If the answer is yes, then you're professional.
thus
I actually know a few fanfic writers who qualify as professional by that metric.
so it is about money
It's about what money other people think you're worth, yes.
hard disagree on that one ;d
Since it's a metric available to literally any activity.
if you want to talk about how you have authority as a game designer in this convo that continues to mean nothing until you can put up something that actually earns the respect. if i'm just taking your word on it your word means nothing to me
if i can't see your game, i see no reason to care that you have nebulously made "a tabletop game" soemwhere at some point
perhaps, if i could look up, purchase, and play your game, i could form an opinion about your game design abilities and philosophy
If you want me to consider you a game designer for having worked on a system 10 people played, then I do want you to take my 10k fanfic readers as evidence everything I say about lore or storytelling is the absolute truth, as if a god-given revelation.
(Which, for the record, is rediculous)
for all i know, your game is really, really, really bad
so it's not about money but quality
you'll have to prove it isn't man
...yeah my respect for you as a game designer extends exactly as far as the extent to which i enjoy your games
i dunno what more you want than that
because it's not a quantifiable metric ;d
You'd take the resume of what festivals put on my improv show more seriously probbably
22 Printed locations and dates
no that's why i have to see it myself instead of relying on your word or any non-"this is the game" information you can give me
dude your approach to these concepts is not convincing me that you're a good game designer
Quality is quantifyable by how much money people are willing to give you for your work. Which is why I consider "can you live from your work" as a metric as to whether it's good enough to respect your opinion on it inherently.
that's only in a capitalist environment
Oh, you should try reading back to my convo with him this afternoon. Just scroll up and cry.
quality is quantifiable for me personally, from my own subjective viewpoint. quality is not quantifiable across a larger population except as an average or aggregate.
pointless conversation is pointless
I won't be dragged into this
it was not pointless 14 lacrymas messages ago
wait was "Restrictions breed creativity" meant for the designer or player? cause if it's the designer I'll agree
not the player though. well, not necessarily it depends
i caught the bit where he said that triumph has been tainted by the vile stench of paradox and when asked to support that claim in any way he immediately fell back on "it must be true even in the complete lack of any observable evidence because my massive brain knows the market, which behaves predictably and consistently"
Ah, if you checked out at that moment, I can forgive you. I sometimes wish I had.
then i said "this was 6 hours ago, i wonder what they're talking about now"
yeah and the proof was "Steamspy says Planetfall bombed, it doesn't matter if it's unreliable"
lmao
"But it has numbers, and your explanation why it's unreliable does not"
the game designer who seeks only quantifiable metrics huh
I can see you're already filled with confidence in the quality of his homebrew.
well i suppose in a lack of quantifiable metrics we must provide the benefit of the doubt, but if any at all exist, no matter how verifiable or the existence of other observational points supporting a larger conclusion, that must be taken as the gospel truth
let's not talk about lacrymas anymore
Planetfall was in the top 10 selling PC games in release month, based on NPD
(the most official source for this)
sorry, top 15. still
@fossil berry i'm interested in your opinion on the tome system, how do you feel about the player's ability to customize their research tree over the course of the game rather than having it locked in stone at the outset?
do you have any analysis of the broader, high level gameplay and decisionmaking effects that will have?
I watched the announcement video again today and paused the video at all the tooltips.
Man, the tomes-section of the video had my mouth watering
I don't know enough tome contents to say.
my main thematic idea so far is Feanorian Noldor, probably materium/chaos (maybe a splash of Order)
But there's a ton of potential.
I'd have to sit down and read through the entire bunch at once to see if I get interesting ideas about strategies.
my main gameplay faction idea is to use High/Industrious and a couple of other modifiers to spam out tanky low-tier shield units and use Order NPC bonuses and/or summons to handle the DPS
The variety in unique units now is just crazy, they can be so much more specific thematically than before. The Tome of Beasts has a "Wildspeaker", van't wait to see what that is
First try will probably be either campaign, or dark elves.
little tangential but might be informative towards this topic. tomes represent freeform customization as well, though those are a mix of gameplay and, idk, "atmosphere?" "lore?" as opposed to cosmetic forms which are purely the latter. how do you think being able to change your tech tree mid-match will affect the game?
I will say I like how the tome system interacts with randomized researh
my thinking is it tends a lot more towards adaptive play, though if there's combinational variants or unique effects if you ahve both x and y that would push the scales the other way
you have your research pool gradually seeded over time so you'll have a good mix of randomization and predictability I think
(I think I prefer some form of randomization with tech in 4X, but not too much)
More growing than changing, since you lose nothing. And it'll help a lot with complaints from arch druids goblins complaining about dread being blight immune.
Exactly my thought too, and this is something that I look for in strategy games
Since you can just see it's immune, and then grab tomes that counter it.
It's a layer of strategy where you can adapt your build and options on the fly.
This was the reason why I was so hyped for Humankind, dunno if you guys tried it. It was amazing during the demo, but the balancing was a nightmare so they had to nerf all the interactions really hard
while adaptive play sounds great i'm a pretty hard "have everything figured out on turn 1" player. a stretching tech system with interdependencies gives me a great, grand puzzle to solve. this will be solving it piecemeal over the source of the game, harder to construct a behavior algorithm for that you can follow from turn 1
My preferred balancing-mantra has always been "If everything is OP, nothing is OP"
I mean you can have a general plan that you change to counter stuff as needed
it's really just "does this create a meta state that is undesirable"
typically identified via a lack of variety in the meta or unfun/tedious abuses becoming necessary
what we know of the druid-type stuff sounds pretty fun. bonuses for standing next to animals
With that philosophy (everything OP) it's really important that there is always counterplay available
yeah, and ideally more than one counter
yeah, and "harder" is not necessarily "impossible." i will simply have to adapt
That just means you'll have something to learn.
If ranged damage is OP, buff assassins and cavalry. If cavalry is OP, buff pikemen etc etc
and even pf had heavy adaptability baked into the game, a lot of that being in map state
Ofc nerfs are sometimes necessary, but I prefer that they are avoided
this is called power creep
Yeah, as I said, I too understand that nerfs are sometimes necessary
it's really about establishing a baseline of acceptability right?
deviations from the baseline are ok but they should be evened out in some other area
If a game's main balancing tool is nerfs, the game tends to turn blander. With mainly buffs, the strategy becomes more polarized (more rock-paper-scissor-y, if that makes sense)
units that are high above the baseline feel fun because they are disproportionately impactful
That's how I think, anyhow. But I am no game designer 😉
units below the baseline are simply left in the dust, or represent "traps" for the unexperienced
Wait, so the units can be modified to? To how much extend? I can create an all female all barefoot muscular race like the PF Amazons? Or go even further and add helmet/blindfolds/cape to my racial units like with the leaders? I could add cat ears to the human form and make a catgirl race? If customization reach such extend so I guess i can accept the trade off of forms having meaningless gameplay impact !
so this is one of the reasons I'm interested in how most of the society perks are a package of around 4 bonuses this time
but because units above the baseline are where players gravitate, that's where the problems come from. units left in the dust do not cause problems, other than it's kinda boring. units above the baseline are what the rest of the game's meta get built around
it might actually make balancing easier because if one of the bonuses is really strong you just make the rest in the package weak
I don't know if we have been shown the full extent yet.
Probably not
yeah, it does give them a number of different levers for balancing from the outset
True, hadn't thought of that
there's a balance here too - if the player can make any choice at any time then there is no challenge to solve. the player should be allowed to make "bad" decisions, avoiding those is part of the fun
you might even call recognizing the difference between a good and bad decision "playing the game"
I agree to an extent, but it's very demotivating if a majority of the decisions you can make are weak. Especially if that weakness is not apparent.
I had to finish my lunch break when you wrote this.
Anyway, what I was trying to say earlier:
1 . Race and class is the basic paradigm. AoW3 introduced it, PF used it and AoW4 is also using it. If you change one part, the other needs a change as well. PF is a good example, tilting towards race and class being muchness important (but still great fun!)
That is proof that the central idea of reducing racial importance is NOT inherently a bad one.
The worry, and it is a legitimate one I think, is that the other side of the equation, which is class, has now become deconstructed (for the record, I think this is genius thinking) and because the emphasis is modular, the things lost from the race side have not been adequately compensated.
That's a legitimate concern and having this concern does not make you some choice hating weirdo.
But this leads me to point number 2.
2 - each new AoW game has brought in something amazing and something not great.
[Aow1 to AoW2 gave us multi action combat, which was great. Yay my Archers could move and shoot. It also brought Wizard's towers and my avatar was now stuck there, and could not level up like my heroes could. And there was the whackamole gameplay of hunting down the last tower...]
So the takeaway there is
What if the new race system is everything the doomsayers think it is, will that destroy the game for you?
For example, of course it shouldn't be viable to pick a tome with mainly buffs to ranged units if your culture specializes heavily in melee. Because an average player cn be expected to understand that.
Not necessarily. Might be the focus of the game is not race or even your faction as such.
Haa anyone said this is likely?
Not that I know, at least from dev side.
to make retaliation simultaneous? They won't do it ;d
Well you customised the units, so arguably, you ended up with quite the customised faction
you're the only person I've seen who thinks this is important or even desirable in AoW
I don't quite agree with your analysis of the changes. In my eyes, they made BOTH race and class modular. Race = traits+culture+societal trais. Class = tomes.
"race" Traits that we've seen are minimal at best. It's really just culture that matters.
Societal traits do a lot more.
Agreed
But the traits are bonuses that can be impactful across a whole game
Even though they are numerically small in the grand scheme of things
Some societal traits give certain categories of units an additional medal on recruitment. Those will always be far more influential than any 3 race traits we've seen combined.
And then the societal traits do more in addition to that.
some of the race traits will be more impactful than others
default Orcs have one that's +30% on retals and melee overwatch I think?
that's more important than the generic 10% melee
To build further on this, this means that the old concept of "race" is still a constant throughout a game. The old concept of "class" however, you change during the game.
I think it's neat
Ye, that's actually pretty huge
Oh howdy BBB
my philosophy is "everything should have a use case." some stuff can be used in more circumstances and some stuff can be used in less circumstances, but there must be some reasonable circumstance where you look at a unit or spell or building and say "yes, this is the correct and optimal thing to do"
keep those things on the decisionmaking tree, somewhere. they must be a consideration, if not the best pick.
Deleting race and its unique interactions is only worth it if the form creation for all the units is MMORPG level, true wizard god level feelings with that, anything less is a net loss over the traditional approach
Races were never so uniquely crafted like what they showed in AoW4. You tailor every step of what they represent in the world that you play in - the idea is we visit many planes, many worlds same humans could have evolved differently affected by the world they end up to. Sticking to every orc has brutal strength and every elf is mystical high elf doesn't really match it. It can be for the sake of purity of those races but doesn't have to be. I still miss the point of this whole discussion why this system makes orcs less orcs but okey.
Back now that we have a new dev diary - I would like to see culture/tome variations, even if they are just minor visual changes so that I can distinguish between a barbarian tyrant knight and a mystic tyrant knight
everyone wants variants, i think that's pretty unanimous
but historically aow3 and pf both did not release with many variants
Maybe I'm easy to please but I'd also be ok if its a post release thing
it takes extra dev time for something you'd only see if you selected a specific combination of traits. it's kind of thing where any individual variant probably adds almost nothing to the game but once you have a certain level of saturation of them suddenly it flips into being a huge feature
who knows what they'll do but the previous strategy of working on a compelling base game and mechanics and then working on those kinds of "nice to haves" after the game has been released makes sense
oh did PF mostly not have race/class variants at release?
(I got into PF right around T-rex)
it had some
I thought it had a few
With the amount of levers they're giving us for our starting faction I'm not even sure we need variants. Just having more unique meaningful choices and tomes would be plenty. Rather than relying on specific combinations of things to suddenly do X, you just pick X as one of the many choices you make?
I know 3's were added later
most notably amazons got stuff for STs
i'd say >70% of the variants now in the game were post release adds
didn't Amazons always have stuff like Purifier Archers and Echo Lancers on release?
yes
Amazons were one of the early more unique ones
honestly it's probably easier to count the number of non-variant ST t2s than the variants
I'm basically ok with forms meaning less but I wouldn't mind seeing one or two unique units per form eventually
maybe one fantasy trope stereotype and one more offbeat and exotic
i'd much rather have variants for cultures or society traits
or even tome-tome combinations
or form traits giving unit variants
anyway Triumph is good at post-launch support so we'll see what happens
Like I get it, but I'd rather they just let us choose that variant from a list rather than relying on a specific form trait. That'd give even more customization. :p
I feel like we'll probably get more DLC this time? like the customization system seems prime for lots of small-to-medium DLCs with new modules
if forms are gonna matter i'd rather it be upfront with stat differences or w/e than "secretly if you perform the ancient ceremony of tomes and culture this matters in that select scenario (so make sure to consider this before making anyone!)"
which, if handled well I'm ok with
I love the variants, but seems like there's a different direction for AoW4, it'd be way easier to code/model so hopefully, they can spend the time they have previously put into making them into other cool stuff.
On the forums someone pointed out that the tyrant knight unit on the research panel had a boar
so I was thinking the form unique units (one or two each) would be just part of your roster alongside the culture and tome stuff, not combo-specific
but yeah who knows what they'll do
So it looks like the industrious tyrant knight will be visually distinct from the high culture ones
I just checked and yeah its a boar
🤔 if forms must have gameplay i could get behind this
Same one in the industry unit preview
So... what kind of units would those be, that could actually work for a variety of different concepts? It looks like Human form has to work for humans, azracs, nomads, archons etc.? Since we don't have those. (Unless they turn that into DLC, but then just how many forms are we going to get that are all just different variations of "human"?)
I mean it's all hypothetical and I don't NEED to have this, I think I'll enjoy the current system
Yeah no worries, just easy to see some issues with that
but like, maybe Halflings could get a Bilbo-style adventurer and some Scouring-style industrial taskmaster unit. Dwarves get a melee bruiser and a runic caster (not fire based). I would try to do one fantasy trope and one more out there and exotic
That's probably how I'm gonna start out with my mod.
Why do those units need to be form-specific, and wouldn't it add massively more customization if you could just choose which units you'd want for each form? The taskmaster if it has a whip could work for a lady of pain for elves then too, for example.
(to give meaning to forms)
i would prefer this
Things like halfling slinger, goblin bomber, etc.
The amount of customization for your race increases dramatically that way, and doesn't impede any themes you might want.
And what do you do if you have a taskmaster with whip, but it doesn't fit with the fantasy?
Then you shouldn't pick that specific unit, and pick one of the other 19 (if the plan was to make 2 per form initially)
But you didn't want them form-specific, so how would it be per form?
Yeah I was thinking more a modernizing industrial overseer, closer to a petty bureaucrat than a whip guy lol. anyway we'll just see what happens
If your plan is to have 2 per form, that's 20 units. My idea would just not tie those units to form and let you choose which 2 you want
So for a similar amount of work, you'd have much more customization
Ah, so just 2 additional generic templates of your choice.
You'd have to make sure it works with every form, though.
I'm not convinced that's a similar amount of work.
Right, just like all the other faction units that already exist
But unlike the suggestion of form-specific units which you contrasted it with.
You'd have less modeling work, yes. That's it.
Pretty sure that's most of the actual work.
Just hooking up a few abilities was dead simple already with 3.
The modding tool quality won't have deteriorated.
does every unit have a unique model or is there a base model that armor and stuff is piled on top of
how do you all feel about enchantments as a replacement for mods?
a shortcut like that that covers 70% of units would make the workload of forms across the game make a lot more sense
Looks a lot like the second.
and then you'd just use the same base model for these unique units
Because it'd be literally 1/10 of the work, given how forms work.
it looks like enchantments will be global for units of a particular race (meaning not just form) and type(s) (shield, polearm, support, etc)
Yeah, basically empire upgrades that also increase maintenance cost.
enchantments make me wonder how they will balance higher-tier units
at least the ones that can get the same enchantments as the lower-tier ones
I'll miss PF's single-unit customization but it also could get annoying at times to micromanage so
to avoid the tendency of 3's late game to devolve into spamming almost nothing but your best unit
(there was this deranged anti-Planetfall guy on Steam forums who said "The way mods SHOULD have worked is you build them in a city and send your units to equip them there! that would be less boring")
sounds like it'd be about the work of adding "any tome unit"
I wonder how units going up to 5 or 6 tiers will affect that?
given the base model shortcut discussed i'm not sure the additional workload argument is a good one here
If done properly it could help. maybe the tier stat difference will be more graduated this time
Or culture unit.
like if tier 5 or 6 (I'm not sure how high it goes) is roughly where 4 used to be, then the tiers might be closer together and not so strictly outclassed once you get high tiers in decent numbers
That'd help, yeah.
that Tyrant Knight is T4 and did seem more like he would be a T3 unit in previous games
I know it only had 1 ability but it was still Manticore rider damage
the numbers seem generally bigger
health seems increased across the board
like T1 infantry have 60 instead of 30-40-ish health
well, sort of one ability. "Demoralizing Heavy Charge, X damage" would be 4 lines in AoW3 haha
Allows for more fine-tuning. In AoW 1, damage ranged from 1 to 7, IIRC.
generally each fantasy AoW game has increased the scale
also they are probably sticking with the damage reduction model in Planetfall
(Karaghs, a T4, could 1-shot a Leprechaun, also a T4)
each point of armor/resist/protection multiplies damage taken by 0.9
so one armor is 10% damage reduction, two is 19%, three is 27%, etc.
That is not how pf work's
it's unintuitive in that the amount reduced per point lowers as you get higher, which suggests that later points are worth successively less. but they actually raise effect hp more, so larger armor numbers are better
Nooo, it reduces all damage by the same %
that is exactly how it works. the damage formula is
final damage = raw damage x 0.9^(total defense)
It's always ~11% more EHP, but the more EHP you already have, the more you get. Yeah.
yep
As I said, it effects higher damage numbers more strongly.
it's the same proportionally but more in absolute terms