thesheeep
Arcane
Yeah, that is unfortunate.hits&misses are back
That was one of the things I liked most about AoW3. RNG cancer has no place in a strategy game.
Reload button, here I come (at least if it really cost me a fight)!
Yeah, that is unfortunate.hits&misses are back
That was one of the things I liked most about AoW3. RNG cancer has no place in a strategy game.
The reasons I prefer RNG areYeah, that is unfortunate.hits&misses are back
That was one of the things I liked most about AoW3. RNG cancer has no place in a strategy game.
Reload button, here I come (at least if it really cost me a fight)!
You are confusing RNG (which is fine) with hit & miss.The reasons I prefer RNG areYeah, that is unfortunate.hits&misses are back
That was one of the things I liked most about AoW3. RNG cancer has no place in a strategy game.
Reload button, here I come (at least if it really cost me a fight)!
1) it means you never have to calculate exactly what sort of hits, from who, it will take to kill a target - because you can't. In AoW3 I found myself having to add up little bits of numbers in order to attack in the most efficient manner. I would far rather just have ''lol fuck you the giant rolls max damage and splats you with one hit''.
2.) it makes people cry
Yeah, that is unfortunate.hits&misses are back
That was one of the things I liked most about AoW3. RNG cancer has no place in a strategy game.
Reload button, here I come (at least if it really cost me a fight)!
Of course you should. Why wouldn't you? Play the entire map again because one roll ended up being a miss? What an absurd waste of time. Better to reload until the miss doesn't happen.By that logic you should be reloading when it wins you the fight.
Yes, I'm an RNG fanboy (kinda)
Of course you should. Why wouldn't you? Play the entire map again because one roll ended up being a miss? What an absurd waste of time. Better to reload until the miss doesn't happen.By that logic you should be reloading when it wins you the fight.
Yes, I'm an RNG fanboy (kinda)
That doesn't mean reloading whenever a miss occurs, that would be absurd, too.
But everyone knows there are these very close call situations where every single hit or miss can decide if you win or lose. In such a situation, I'd usually reload. And why wouldn't I? I want to progress in the game while losing as little time as possible.
However, in AoW this is somewhat different as you cannot reload during combat. So in case such a close call situation happens and you lost due to a row of unlucky hits (or misses), then you have to play the entire combat again.
This isn't as bad as replaying an entire scenario or map, but still VERY much a waste of my time.
If there are no misses, the difference between "all went well" and "too many RNG fuckups" isn't that big and thus such situations are way less likely to happen.
What else is there?The whole idea of playing the campaign in a 4x is a waste of time to me, so i think we have a fundamentally different idea of whats "fun" in this regard.
What else is there?The whole idea of playing the campaign in a 4x is a waste of time to me, so i think we have a fundamentally different idea of whats "fun" in this regard.
Skirmish? Okay, but that loses its charm after a few times.
You are confusing RNG (which is fine) with hit & miss.
RNG based damage as it was in AoW3 is fine.
Even in the worst case, you still do some damage. Something was achieved, at least. The psychological factor is very important here.
It also makes you be more careful as you know none of your units are truly safe.
But as soon as there is a possibility to fully miss in a game like AoW, you start wasting entire unit turns. If it was a dire situation and you can reload, that is just a waste of time. If you can't reload, that is just frustrating.
It sounds like you haven't turned up unit animations to the Very Fast setting, which you should. Aow2's animations aren't that slow, and AoW1's probably only have 8 frames per action or something.Especially in turn-based games, where things are slow to begin with, misses make everything drag on even longer. Combine that with shit like unskippable combat animations and you have a recipe for a very quick uninstall.
I fail to see how that is a good thing.
You're right, there's less tactical planning, and especially less detailed planning. I prefer that.It's not that it requires any more tactical thinking - I'd argue it actually requires less, since, as you said, you cannot really plan ahead, you just react all the time, plans become rather useless. If you know that all strikes will do at least minimal damage, you can really pull off some crazy shit.
And don't come with risk management. This is AoW, not Blood Bowl or Mordheim.
But I do play PBEM games.... nothing wrong with playing for 10 minutes and waiting half a week for the turn to come round to you again.Multiplayer? lol... right. For the handful of people who have time or desire for 2-5 hour sessions of a single game per day - and have friends with an equal desire. It's not even like Dominions where single turns take long enough for PBEM to make sense.
I don't merely like it, I find it amusing.I mean, no one will convince me they liked it when a single low tier cavalry unit murdered like 3-4 archers in a row without taking a hit while laughing and farting in their faces.
Maybe so. I just wish there was an option for this. Turn hit/miss on or off. If it is off, the AoW3 system is used.I'm usually never one to say ''this is just a matter of taste'', but perhaps RNG is; what many people speak of as frustrating is precisely what I find enjoyable about it.
I wasn't talking specifically about AoW here. AoW thankfully has some speed up option - even if not an optimal one.It sounds like you haven't turned up unit animations to the Very Fast setting, which you should. Aow2's animations aren't that slow, and AoW1's probably only have 8 frames per action or something.
Maybe so. I just wish there was an option for this. Turn hit/miss on or off. If it is off, the AoW3 system is used.
It won't even imbalance things as it applies to everyone the same way.
But unfortunately, most developers are very stingy with gameplay options like these.
To be fair, AoW has a powerful D&D vibe with a good-evil alignment system, powerful heroes that can use magical items, dungeons that can be looted, dragons, and of course it's where the to-hit and damage roll mechanics come from.I'm not sure if it has a place in a strategy game (the misses thing), however, the idea is to use superior strategies to win fights, not pray to RNGesus. It's like if the pieces on a chess board had a 5% chance to land on another square than the one you want.
I feel you man. Nothing worse than turnbased+slow animation with no setting to speed it up.I wasn't talking specifically about AoW here. AoW thankfully has some speed up option - even if not an optimal one.
But many games, turn-based games no less, do not have such an option. Just look at the recent BattleTech.
For me, an absolutely critical feature - I uninstalled BattleTech as I couldn't speed things up and it wasted 80% of my time - and they had to get shit flung into their faces in the form of negative reviews and now will implement in a patch.
In a few months. Which means nothing else than they had not even planned such a feature.
It is such an incredible contempt for a player's time that it makes me angry just thinking about it.
It would certainly not.Maybe so. I just wish there was an option for this. Turn hit/miss on or off. If it is off, the AoW3 system is used.
It won't even imbalance things as it applies to everyone the same way.
But unfortunately, most developers are very stingy with gameplay options like these.
That would kill game design, and kill game balance.
Do you remember Fallout 2? What would happen to groin critical hits without RNG? And how would you resolve deflections and misses? Removing RNG from Fallout would have to change whole combat system.It would certainly not.Maybe so. I just wish there was an option for this. Turn hit/miss on or off. If it is off, the AoW3 system is used.
It won't even imbalance things as it applies to everyone the same way.
But unfortunately, most developers are very stingy with gameplay options like these.
That would kill game design, and kill game balance.
One worked just fine in AoW3, the others worked just fine in AoW1-2. All the games are extremely similar in design and combat mechanics.
But just to see you flail a bit, how exactly do you think such a change would kill game balance?
Imagine hit & miss was applied to AoW3. I cannot see a single example of the change killing the game balance - a change that affects everyone the same way cannot change the balance.
Nobody is talking about removing RNG. As was said multiple times, AoW3 also had RNG. Damage was random. There were critical hits, randomly determined. Status effect application was determined by resistances, randomly.Do you remember Fallout 2? What would happen to groin critical hits without RNG? And how would you resolve deflections and misses? Removing RNG from Fallout would have to change whole combat system.
And when shots reliably hit, you CAN dispose of them more reliably. But you ignore that when shots can miss, swarm darters can also miss.In AoW3, imagine goblin swarm darters would have an actual survivability. 29HP is bit squishy, especially against another swarm darter, but with shots possibly missing, you can't reliable dispose of the most dangerous unit.
Attacks from behind, IIRC, in AoW3 would simply do more damage.Another combat change you'd need to solve would be change in unit direction during defense. Would they expose its back even when the first attack is a miss? Would they expose its back against charge when all other attacks were misses as well?
I'm really not sure what you want to tell me with this.I might list about 30 more reasons for AoW games. But, considering computer game development theory can talk at 500 pages about design and RNG. Talking about 500 dimensional cubes, or statistic modeling would be bit out of topics. Especially considering AoW2 games simply used an external factor, which was result of certain calculation (I think it was 1.8), to avoid mishaps and to keep balance sane.
I don't ignore that. It's a situation where originally none could survive to attack, and with a possibility to not hit every time, they have chance to survive and do quite a bit of damage on walls.And when shots reliably hit, you CAN dispose of them more reliably. But you ignore that when shots can miss, swarm darters can also miss.In AoW3, imagine goblin swarm darters would have an actual survivability. 29HP is bit squishy, especially against another swarm darter, but with shots possibly missing, you can't reliable dispose of the most dangerous unit.
So shots always hitting makes units such as swarm darters both more dangerous and more squishy, as can be seen in AoW3.
And the same counts for all archery units, across the board. The situation is different, but it is still well balanced.
Because the change is applied globally to everything.
It is like a mathematic formula:
X + 3 = Y + 3 | apply +3
X + 6 = Y + 6 ---> still the same balance
First attack from behind has no retaliation, and causes unit to turn towards new enemy. They wanted cheap units to have some combat value even in later game.Attacks from behind, IIRC, in AoW3 would simply do more damage.Another combat change you'd need to solve would be change in unit direction during defense. Would they expose its back even when the first attack is a miss? Would they expose its back against charge when all other attacks were misses as well?
And they cannot miss, so they are extra powerful (and of course extremely hard to achieve).
The math behind balancing few hundred unit types is somehow complicated, in addition games are not only about obtaining perfect balance, but these units should feel correctly. Cavalry as cavalry, infantry as infantry. Big Dragon as BIG DRAGON. Thus while solving complex system of non linear equation is complicated, even correct solution isn't guaranteed to be sufficient.I'm really not sure what you want to tell me with this.I might list about 30 more reasons for AoW games. But, considering computer game development theory can talk at 500 pages about design and RNG. Talking about 500 dimensional cubes, or statistic modeling would be bit out of topics. Especially considering AoW2 games simply used an external factor, which was result of certain calculation (I think it was 1.8), to avoid mishaps and to keep balance sane.
Doing that should take like 1 hour tops of messing with a debugger for someone without any stinking source code.For me, an absolutely critical feature - I uninstalled BattleTech as I couldn't speed things up and it wasted 80% of my time - and they had to get shit flung into their faces in the form of negative reviews and now will implement in a patch.
In a few months. Which means nothing else than they had not even planned such a feature.
It is such an incredible contempt for a player's time that it makes me angry just thinking about it.
Not really.Are they going with multiple people per unit? Because then, miss and hit seems like a wonky concept. They would have to define how much people is per unit - a squad? A platoon?
How the hell would a debugger help anyone? It's not like they released their binaries with debug symbols.Doing that should take like 1 hour tops of messing with a debugger for someone without any stinking source code.For me, an absolutely critical feature - I uninstalled BattleTech as I couldn't speed things up and it wasted 80% of my time - and they had to get shit flung into their faces in the form of negative reviews and now will implement in a patch.
In a few months. Which means nothing else than they had not even planned such a feature.
It is such an incredible contempt for a player's time that it makes me angry just thinking about it.
Look, I think I repeated myself about five times already. By now I'm suspecting you are not willing to get the point, so I'll simply cut it short and say it one last time:Because the change is applied globally to everything.
It is like a mathematic formula:
X + 3 = Y + 3 | apply +3
X + 6 = Y + 6 ---> still the same balance
A damage in AoW3 is <15, 3*d, 36>
With a posiblity to miss damage would be <0, for 1/3>;<1, fa(4*d), 36>
Now from the statistics, it's obvious the combat would take longer.