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RE: Does WITW Favor the Germans?

 
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RE: Does WITW Favor the Germans? - 2/25/2015 3:11:32 AM   
NotOneStepBack


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quote:

ORIGINAL: Fallschirmjager

quote:

ORIGINAL: Joel Billings

Interesting thread, thanks for the feedback.

As for the VPs, the Garrison and bombing points reflect real world issues that impact what the player's could do. I don't see how you scrap the garrison rules and the bombing rules without causing all kinds of other gimmicks and distortions. We take points away for casualties, but in the end, the biggest points are for getting to Berlin and ending the war. You can't do that without casualties. I said we are not interested in coming up with an entirely different set of victory conditions. Tweaking the current system to generate a better balanced game is always possible. However, to do that, we need data points, not theory. We'd like to see some games go the distance and show us where the points can be improved. As for gaining extra points from garrisons. I'd be surprised if very large amounts of points are being scored for extra garrisons, but if you're seeing a situation where this is happening, by all means post a note about it with a save game or email it to 2by3@2by3games.com and we'll take a look. As for the balance, I think it's way to early to say what that is, especially given Pavel's recent adjustments for naval interdiction. Also, we had some nasty bugs where beachheads in Italy were not getting supplies when they should have, and this could have impacted some of the failed invasions. All in all, I haven't seen the evidence that the game is unbalanced, but we keep an eye on the AARs so the best way to push for a change is to post an AAR of a game, especially one that goes the distance.



I don't have many suggestions since my play time is still low. But I do have some nebulous ideas forming.

First, I like the idea of losing men meaning something.
But I think the VP hit is rather severe. I think a better system was something that was in WitP
You gained points by destroying the enemy and they gained points by destroying you.

That seems to make sense. If you plan out an invasion and an attack well, you are going to lose men, but you are going to destroy the enemy.
I understand the decision behind the design. Human lives meant a lot to the western allies and huge losses did not sit well politically.
But for all the talk about the allied armies being a rapier instead of a hammer. They turned out to be a pretty dull rapier and ended up being a hammer. The winter of 43 in Italy, Normandy, the Bulge, Breaking into the West Wall, Tunisia.
All of the big operations turned into wars of mass attrition and the Allies took huge losses.

I also understand having a component built into the scoring system of the Allies wanting to take territory. But that was always a secondary goal.
Capturing Naples, Rome, Lyon, Paris and Berlin were always attractive prestige and political targets. But by December of 1944 SHEAF and Allied high command realized that taking Berlin was not their goal.
The overall allied strategy was to destroy the Axis to the point where they could no longer make effective war. And they did that they destroying their field armies, their ability to put new soldiers into the field and their ability to arm those soldiers.


Third, I completely understand the decision behind forced bombing of U-Boats and V-Weapons. This was a political reality. But it is not working in game terms.
I will have to do some more thinking on this matter. But the negative VP system simply does not work.
Perhaps something else could be done. Perhaps for not hitting V-Weapons, British and Commonwealth units begin to suffer morale and fatigue penalties since the home front is suffering?
Or perhaps political tension increases and their is an increasing penalty and a turn delay placed on when British and CW troops arrive?
Right now I have to spend so much of my resources with constant bombing that I cannot bomb other aspects of the Axis war machine at anywhere near approaching a historical rate.

And for U-Boats, if you do not bomb them. Then this plays a role in naval interdiction and the battle of the Atlantic is not as decisive as in real life and the flow of supply from America suffers penalties.

These are just some ideas to throw out there, I will have to give it some more thought.

The problem is that while there were political pressure, we have the ability of hindsight and the bombing campaign against U-Boats and V-Weapons was not very effective.
Bombing the factories themselves was not very effective since they began so widely dispersed and dozens of small factories assembled the components. Bombing V-Weapon sites themselves had almost no effect at all.
Bombing U-Boats pens has almost no effect due to how well protected they were and the imprecision of weapons of the day.

The U-Boat war was not won due to bombing. It was won due to technology in escorting, sonar, radar, depth charges and air patrols.
The V-Weapon war was won when the Allies cleared the Channel coast and took away the launch sites by occupation.

This is hard to model in the game.

Again, I feel like I am being overly critical. But I just want this game to succeed and 90% of it does. It just needs a few redesigns and some tweaks.


I have nothing to say about garrison rules because I have yet to actually come up against them. I will try and play a game as the Axis in the next few weeks and see exactly how that aspect works.

Without any knowledge, it seems like instead of having VP penalties for not garrisoning properly that the Partisan penalties should be cranked up.
If you strip areas of garrison troops, then partisans should flare up and have a field day destroying railroads, airfields (and their planes), factories etc
In HOI III, if as a Axis you did not keep troops in your rear areas, partisan troops could actually get to the point where they could actually take over territory and do damage.

In WitP if as as the Japanese or British you do not garrison properly then you lose VPs due to damage.

I think everything in the game should revolve around the Axis trying to maintain it's ability to make war and the Allies attempt to destroy their ability to make war.

Maybe I am just too much a part of the school of Napoleon



You are correct in your analysis, but I will go a bit further. Having negative Vps because you do not bomb u boats or vweapons hurts the Allied player in many ways, and overall, the game.

You have to divert resources to these targets else you are penalized. I care about winning the war, so I deliberately will minimize my bombers fleets to hit these targets. The downside is the Axis know that you are going to bomb these targets so it is relatively easy to defend them by stationing fighters. This leads to boring gameplay.

Another aspect is that bombing VPs are only awarded for certain German targets such as oil, fuel, manpower, etc. What if I want to bomb bf-109 factories, or vehicles factories? This is a logical choice to bomb, but I'm award no Vps by doing so. A good design would encourage different routes to victory. Has anyone realistically targeted the king tiger factories? I think not, but in real life this may have been considered. But I'm locked into bombing certain targets in order to not lose VPs, and I'm locked into bombing certain targets to gain VPs. It feels like the bombing campaign is done for me.

Since I'm diverting resources in order to stop the stem of negative VPs, this hurts my ground war operations because they have less air support. If I were simply awarded VPs for damage, I wouldn't mind shifting my directives for certain ground offensives.


(in reply to Fallschirmjager)
Post #: 31
RE: Does WITW Favor the Germans? - 2/25/2015 6:26:07 AM   
sven6345789

 

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question regarding V-Weapons.
Why not give the germans some VPs for "strategic bombing", that is V-Weapon-Attacks, if the Allies do not bomb V-Weapon-sites? I have no idea how many VPs sound reasonable but that would certainly give the Allies a reason to bomb.

Regarding Submarines you could increase Attrition of troop transports and cargo ships if the Allies do not bomb submarines targets.




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Post #: 32
RE: Does WITW Favor the Germans? - 2/25/2015 6:52:59 AM   
loki100


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quote:

ORIGINAL: Smirfy


Well I just destroyed 9 tanks on Unit attack and lost 51 fighter bombers to flak, like I said you do more damage to *yourself* than the enemy.


Smirfy, I fear you are not understanding the game mechanics here.

There are 4 ways to reduce a strong unit to a weak unit using the game engine:

a) kill so much that there is nothing left;
b) disrupt so much that what is left cannot fight effectively;
c) reduce supply/ammunition so much that what is left cannot fight effectively;
d) raise the level of fatigue so far that ... well you can fill in the sentence yourself

Now doing (a) in the WiTE/WiTW game engine is a long term project and not really what you are aiming for. b-d in combinations are the way to go (& remember that disruption can in turn lead to fatigue).

The key impact of both direct air power and artillery in the game is disruption so that when you attack the enemy cannot respond effectively. Its not how many tanks you kill, its the impact on the unit's organisation. Killing tanks from the air, when they are in cover, is hard, making tanks take cover is the goal.

I think the 'unit' ground attack mission is costly as you are directly taking on the flak in the unit under attack (so sounds right). I think on balance 'interdiction' is a better mission for setting things up and stopping enemy movements, but there are times when you need to deal with an immediate problem. With 'interdiction' your air losses are lower (your pilots have more choice etc) so its a neat trade off ... if you have time and have set things up correctly then you can achieve your goals with minimum losses, but there are times when you need to trade losses for immediate returns



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RE: Does WITW Favor the Germans? - 2/25/2015 8:13:48 AM   
JocMeister

 

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quote:

ORIGINAL: Joel Billings

Interesting thread, thanks for the feedback.

As for the VPs, the Garrison and bombing points reflect real world issues that impact what the player's could do. I don't see how you scrap the garrison rules and the bombing rules without causing all kinds of other gimmicks and distortions. We take points away for casualties, but in the end, the biggest points are for getting to Berlin and ending the war. You can't do that without casualties. I said we are not interested in coming up with an entirely different set of victory conditions. Tweaking the current system to generate a better balanced game is always possible. However, to do that, we need data points, not theory. We'd like to see some games go the distance and show us where the points can be improved. As for gaining extra points from garrisons. I'd be surprised if very large amounts of points are being scored for extra garrisons, but if you're seeing a situation where this is happening, by all means post a note about it with a save game or email it to 2by3@2by3games.com and we'll take a look. As for the balance, I think it's way to early to say what that is, especially given Pavel's recent adjustments for naval interdiction. Also, we had some nasty bugs where beachheads in Italy were not getting supplies when they should have, and this could have impacted some of the failed invasions. All in all, I haven't seen the evidence that the game is unbalanced, but we keep an eye on the AARs so the best way to push for a change is to post an AAR of a game, especially one that goes the distance.


Hi Joel.

Out of curiosity, what do you consider "very large amounts of points"? I´ve lost -80 VPs to garrisons on T45. That alone is taking away 50% of my positive bombing VPs....Server game vs. Pelton.

I have some questions that I think have some bearing on this thread.

a) Since there are no plans to try and rectify the VP system are there any plans to make a GC with alternative VP conditions?

b) Is this the VP system we will see in the followup game (Africa, France, WitE 2?)

c) Are there any plans to do something about the current interdiction system? Besides tweaking it. Will we see a completely new system with with the arrival of the naval module?

d) Are there any plans to have a proper industry system where you can actually damage Germany by destroying things on map rather then just bomb for VPs. (Current system Germany won´t run out of anything than possibly Manpower) What is the rationale by not awarding VPs for Aircraft factories and AFVs?

e) Same question as d) Will anything be done to have U-boats and V-Weapons actually have an impact on the war? Right now the entire VP system exists outside of the game. Most things you do in regards to VPs have little to no impact on the war itself. This is a big problem when it comes to immersion.

I think you and the rest of the team are taking the criticism that has surfaced too lightly. You have charged a tremendous amount of money for this game. I own 15+ Matrix games and I have always felt it was well worth the higher price. But this is the first time I´m not only disappointed but I actually regret my purchase. If it wasn´t for the air system (which is excellent) I would be absolutely outraged I had payed almost 100 Euro for WitW. This game the foundation on which the future games in the series will build. If people doesn´t feel confident in this product you have a problem.

So at least try and take the criticism a little more serious then what you have done so far. Try and be a little more open to the community what is being done in regards to the criticism that is regularly being vented. Let people know you are listening (if you indeed are). Right now I get more information from Beta testers in my AAR then what I get from "official channels" here on the forum.

And with that said:

f) Will the buyers of WitW have to pay full price for the coming expansions? Will the expansions be full priced games?



< Message edited by JocMeister -- 2/25/2015 11:12:31 AM >

(in reply to Joel Billings)
Post #: 34
RE: Does WITW Favor the Germans? - 2/25/2015 12:28:48 PM   
Q-Ball


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I am actually going to come down on the side of being OK with the VP system as a whole. While I appreciate the concerns around VWEps and Uboats and negative VPs, I think the design is fine. It's meant to show political pressures, and the fact that you have to divert resources to a target you don't want to hit sounds like the real war to me....happened all the time.

I also think the VPs for Allied casualties makes sense; Allied commanders were expected to keep a lid on losses, and that reflects that imperative

Now, while I think the essential structure is fine, I do agree that some tweaking is necessary. I suspect the WA needs more VP help, and things like awarding VPs for killing Germans is a way to do that. I would like to see more final game results, but right now it seems like it's difficult for the Allies to win the war. There are some strange incentives built in, we need to keep playing and work those out.

I would say that for now, as I play, I would focus on game balance, and leave VPs for sometime later.

I would argue on WITP-AE, the VP system is still not really perfect, and that's after 10 years on that engine....so this could take awhile

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RE: Does WITW Favor the Germans? - 2/25/2015 1:01:29 PM   
Seminole


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quote:

The German railway network was a basketcase in game they have too much capacity.


It's up to the Allied player to turn it into a basketcase.
The means are there, but I think WA players need more time to understand how best to apply their tools.

I'm able to do things I see people say are 'broken', which makes me think it isn't the game so much that is broken, but their methods.

I'm gathering the info to try and better detail how I'm using WA airpower, but want my games to get a little farther along so I can more freely divulge what I'm up to.

(in reply to Smirfy)
Post #: 36
RE: Does WITW Favor the Germans? - 2/25/2015 1:26:11 PM   
Seminole


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quote:

You are correct in your analysis, but I will go a bit further. Having negative Vps because you do not bomb u boats or vweapons hurts the Allied player in many ways, and overall, the game.
You have to divert resources to these targets else you are penalized.


They're trying to make a wargame in a very specific context. They want to give you the entirety of the WA Air Force, but don't want to see people engaging in 'gamey' warfare by using that entire Air Force against other targets earlier than was more or less the actual case.
As folks get a better handle on using recon and directive creation they'll realize there is room to rotate the 'political' targets with the strategic/tactical targets.


quote:

Since I'm diverting resources in order to stop the stem of negative VPs, this hurts my ground war operations because they have less air support.


This was to some degree the case military leadership faced in the war this game seeks to represent, wasn't it?
These things make more sense to me when I keep them in context.

quote:

If I were simply awarded VPs for damage, I wouldn't mind shifting my directives for certain ground offensives.


Mathematically, I don't see the distinction.
To put it another way. I could look at a checkbook register where the credit entries were entered negatively, the debit entries entered positively, and still understand the resulting balance remains the same.
But I understand it bugs some folks.
The scenarios have a different VP system, but maybe the campaign game could be adjusted to make it appear the u-boat construction points are being awarded to the German player (instead of subtracted from the Allied player) and address some of this angst.

The only other 'solution' I'd see to that particular problem is to just abstract more of that part of the war and keep the involved air groups off map until the proper time. I prefer more of a sandbox with house rules.

At the end of the day I'm not playing this game for a hi score in the VP system. I'm trying to mystify, mislead, and surprise. My satisfaction comes from doing something that hopefully stuns my opponent. It's also the reason why, aside from having to 'fudge' some game mechanics to make the AI more competent, I don't have as much fun playing an algorithm.

(in reply to NotOneStepBack)
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RE: Does WITW Favor the Germans? - 2/25/2015 1:46:41 PM   
ParaB

 

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I think the VP system is actually working rather well. Is it really so bad for some of you guys to "earn negative VPs"? I have a hard time understanding that. What would be different if the German player would get VPs for undamaged U-boat and V-weapons? Or if the German player would get VPs for causing casualties instead?

So far I've exclusively played as WA and never had the impression that the VP system was broken. Maybe in need for some fine-tuning, but the overall idea that VPs represent strategic directives set by the political leaders IMO is a realistic feature of WitW.


(in reply to Seminole)
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RE: Does WITW Favor the Germans? - 2/25/2015 2:06:28 PM   
Flaviusx


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Mathematically there is indeed no distinction, but the issue here has always been a psychological one. Which is ultimately a question of aesthetics -- and that matters in game design. This is a work of art, after all.

The negative VP system works (or can work with adjustments,) but it is ugly. Presentation matters here, no less so than in, say, the UI.

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RE: Does WITW Favor the Germans? - 2/25/2015 2:12:21 PM   
RedLancer


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@JocMeister

I'm not quite sure how 'tweaking the current system to generate a better balanced game is always possible' can be construed as 'no plans to try and rectify the VP system'. Joel's post is quite clear - things can be changed if you provide data. We are listening and the ball is in 'your' court - provide the data to prove your point and we can amend if appropriate. I appreciate that you have a fundamental dislike of negative VPs but the system is the way it is and wasn't created on a whim. Feedback is taken seriously but if I have learned something in my time as test co-ord - talk is really cheap and you have to think to the finish with every suggestion.

For the sake of argument let's examine the four key proposals you have made:

-Get rid of the negative VPs from combat all together.
The suggestion is that you limit Allied resources instead. Firstly if balancing were easy (and it's not) then I would support this more. If you have a spare month then try writing an accurate historic scenario from scratch. El hefe and I are the only scenario designers at the moment who start from a blank canvas (I then work with rjs28023 to balance things out). Including WitE the number of scenario designers willing to publish their work I can count on my fingers - probably for good reason. There are so many variables that it is not easy - OB, TOE%, fatigue, morale, experience, production, modifiers, logistics....I could go on. Secondly it is my understanding that as the war reached its conclusion in Europe production was switched to the Pacific - how do you replicate this in game? Arguably you could remove the negative VPs factor completely but is that equitable on the Axis? Why shouldn't the Allies be penalised for excessive losses? Can we change the modifier for Casualty numbers per VP - reasonably easily - but how much is correct? Should there be instead a number of hurdles - under x casualties by turn y then no penalty. There is a huge difference between I don't like it and it could be improved by...and the evidence is....

-Remove the penalties for not invading in the "right place".
At the moment this penalises a time factor and very broad area. If you removed this and enhanced the already existing City Control Point (CCP) system that awards the capture of specific locations then are you not giving the Axis player even more of a steer as to where the Allies would focus their effort? As the CCP has a date linked divisor, time is still a factor. I know from testing short scenarios that VP fixation leads you to hold specific locations at all costs knowing that the game will be over in a turn. It drives behaviour both ahistorically and historically. Balancing VPs even in a small scenario is horrendously difficult as there are many variables. With only a maximum of 20 VP locations and the loss modifier I have to do this in a spreadsheet and it takes hours to ensure that with one set of VP values a draw is a draw and a victory a victory. There are about 690 locations that are Cities or bigger on the map so probably about 200 that meet the CCP rules.

-Remove negative VPs for U-Boats and V-Weapons. Instead give a bonus for hitting them over hitting oil/fuel/hi/man. This gives a better sense of freedom for the WAs and gets rid of the unnatural force concentration that is currently happening around Hamburg.
I fail to see how that changes anything beyond a positive or negative number. As people have highlighted V-Wpns and U-Boats are abstract - their presence in game is to 'distract' the player from other targets and prevent people using that capability elsewhere. The other production elements are not abstract and hitting them does have an effect. I asked on the forum about how people would structure the VPs for an air only campaign and those willing to provide constructive feedback were much less than I hoped. Perhaps there is a way of combining the two? A threshold of SBPs which is required to trigger additional VPs for U-Boat and V-Wpn? Remember all these points are to stop the player routinely using the strategic bombers as tactical air support.

-Start the VP scale at 0. No negative VPs. Put a scoring scale on it. Say 0-XXX= Axis major victory and so on. The actual numbers will of course have to be calculated.
As has been explained this autopopulates from the disabled pool.

If Pelton is 'gaining' that many VPs for meeting his garrison requirement then perhaps you are not pressuring him enough and allowing him to hold way more in reserve than is normal.

Helpless has already stated that there is a task to make VPs changeable in the Editor for Campaign Games.

For completeness I don't comment on future development and price is an issue for Matrix.

_____________________________

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WitE & WitW Dev

(in reply to JocMeister)
Post #: 40
RE: Does WITW Favor the Germans? - 2/25/2015 2:31:42 PM   
Seminole


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quote:

Mathematically there is indeed no distinction, but the issue here has always been a psychological one. Which is ultimately a question of aesthetics -- and that matters in game design. This is a work of art, after all.

The negative VP system works (or can work with adjustments,) but it is ugly. Presentation matters here, no less so than in, say, the UI.


I'm an INTJ personality type.
I'm aware this concern exists for some people, but it isn't how I see the world (through feelings), so it doesn't bother me.

(in reply to Flaviusx)
Post #: 41
RE: Does WITW Favor the Germans? - 2/25/2015 2:41:06 PM   
Smirfy

 

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quote:

ORIGINAL: Seminole

quote:

The German railway network was a basketcase in game they have too much capacity.


It's up to the Allied player to turn it into a basketcase.
The means are there, but I think WA players need more time to understand how best to apply their tools.

I'm able to do things I see people say are 'broken', which makes me think it isn't the game so much that is broken, but their methods.

I'm gathering the info to try and better detail how I'm using WA airpower, but want my games to get a little farther along so I can more freely divulge what I'm up to.


I'm saying they have to much capacity to begin with if a player can sit around with Panzer divisions on trains turn after turn without affecting supply. . That's before you start bombing so it has absolutely nothing to do with "my methods". in fact it's a sad testament that the German player has any free Panzer Division at all.

(in reply to Seminole)
Post #: 42
RE: Does WITW Favor the Germans? - 2/25/2015 2:43:41 PM   
Flaviusx


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Seminole, this may vary somewhat by personality type, but it's long been understood that human beings generally perceive losses to a greater extent than gains, and tend to be risk averse. This basic rule of human nature has implications for game design. (And many other things besides.)



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Post #: 43
RE: Does WITW Favor the Germans? - 2/25/2015 2:55:43 PM   
Smirfy

 

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quote:

ORIGINAL: loki100


quote:

ORIGINAL: Smirfy


Well I just destroyed 9 tanks on Unit attack and lost 51 fighter bombers to flak, like I said you do more damage to *yourself* than the enemy.


Smirfy, I fear you are not understanding the game mechanics here.

There are 4 ways to reduce a strong unit to a weak unit using the game engine:

a) kill so much that there is nothing left;
b) disrupt so much that what is left cannot fight effectively;
c) reduce supply/ammunition so much that what is left cannot fight effectively;
d) raise the level of fatigue so far that ... well you can fill in the sentence yourself

Now doing (a) in the WiTE/WiTW game engine is a long term project and not really what you are aiming for. b-d in combinations are the way to go (& remember that disruption can in turn lead to fatigue).

The key impact of both direct air power and artillery in the game is disruption so that when you attack the enemy cannot respond effectively. Its not how many tanks you kill, its the impact on the unit's organisation. Killing tanks from the air, when they are in cover, is hard, making tanks take cover is the goal.

I think the 'unit' ground attack mission is costly as you are directly taking on the flak in the unit under attack (so sounds right). I think on balance 'interdiction' is a better mission for setting things up and stopping enemy movements, but there are times when you need to deal with an immediate problem. With 'interdiction' your air losses are lower (your pilots have more choice etc) so its a neat trade off ... if you have time and have set things up correctly then you can achieve your goals with minimum losses, but there are times when you need to trade losses for immediate returns




Very informative piece, I have had great success with Interdiction the numbers anyway ( What effect this had I Don't know re Meklore and feedback) But getting those numbers put an untold strain on my airforce (italian scenario) So you have to play within yourself with aircraft as opposed to the main scenario. It's fun you cannot take for granted a single loss.. The bottom line is anything that directly attacks a unit will suffer disproportionately high losses whether close support or the unit ground attack directive. So I Stand by my "it does moe damage to yourself" it's just in the Italian scenario you notice it. I notice people hold back their FB's for the big push in the AAR's so they sub consciously notice it as well

(in reply to loki100)
Post #: 44
RE: Does WITW Favor the Germans? - 2/25/2015 3:15:06 PM   
whoofe

 

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quote:

ORIGINAL: Q-Ball

I am actually going to come down on the side of being OK with the VP system as a whole. While I appreciate the concerns around VWEps and Uboats and negative VPs, I think the design is fine. It's meant to show political pressures, and the fact that you have to divert resources to a target you don't want to hit sounds like the real war to me....happened all the time.

I also think the VPs for Allied casualties makes sense; Allied commanders were expected to keep a lid on losses, and that reflects that imperative

Now, while I think the essential structure is fine, I do agree that some tweaking is necessary. I suspect the WA needs more VP help, and things like awarding VPs for killing Germans is a way to do that. I would like to see more final game results, but right now it seems like it's difficult for the Allies to win the war. There are some strange incentives built in, we need to keep playing and work those out.

I would say that for now, as I play, I would focus on game balance, and leave VPs for sometime later.

I would argue on WITP-AE, the VP system is still not really perfect, and that's after 10 years on that engine....so this could take awhile


^
I agree with Q-ball. VP system is not the disaster some are making it out to be. it can be improved/tweaked, but it could be the strategy that people are using that's incorrect.

i am in my first full campaign vs AI, I was making mistakes early on and couldn't understand why my VPs were so bad, but ppl on this forum set me straight as to what I was incorrectly assuming, and since then, while I have still some improving to do, I am gaining VPs each turn

(in reply to Q-Ball)
Post #: 45
RE: Does WITW Favor the Germans? - 2/25/2015 3:26:21 PM   
Seminole


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quote:

Seminole, this may vary somewhat by personality type, but it's long been understood that human beings generally perceive losses to a greater extent than gains, and tend to be risk averse. This basic rule of human nature has implications for game design. (And many other things besides.)


Understand.
I couldn't find it quickly, but I seem to recall one game theory test that found subjects more willing to do something to 'tear down' their opponent than do something positive for themselves even with a higher chance of success at the latter.

How people respond in these situations is part of the game.
The cold and calculating are going to see the world (in)differently.

(in reply to Flaviusx)
Post #: 46
RE: Does WITW Favor the Germans? - 2/25/2015 4:50:27 PM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline

quote:

ORIGINAL: Seminole


I'm an INTJ personality type.
I'm aware this concern exists for some people, but it isn't how I see the world (through feelings), so it doesn't bother me.



Some of my best friends are NTs, but heaven help the incompetents in the world that run into them. I'm an ISTJ and my wife is an ENFP (opposites attract) who used to give these tests as part of her job (we even had her do it at SSI for the entire staff, now that was fun).

Now back to the discussion. The VP system is an admitted shortcut in that we don't want to balance the impact of U-boat losses on the war, and increased partisan activity cannot account for other political factors, not to mention many unknowns that the Germans were facing regarding Allied amphibious capabilities.

As for scoring -80 garrison points in the first 45 turns, is that really so much given the complete system? Now my guess is that when not playing with the East Front box off, that the Germans will be a little stronger in men and CV in the West then when playing with it on. I think this is what I used to see in my tests. So it's possible that a small adjustment might be desirable when playing with the EF off, but this goes to the idea of tweaking/balancing the VPs and does not mean the system needs to be thrown out.

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to Seminole)
Post #: 47
RE: Does WITW Favor the Germans? - 2/25/2015 4:51:30 PM   
marion61

 

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That's why it only take one awe ****, to wipe out 20 attaboys! I couldn't get my personality type. The test said there weren't enough letters in the alphabet to describe me!

< Message edited by meklore61 -- 2/25/2015 5:58:45 PM >

(in reply to Flaviusx)
Post #: 48
RE: Does WITW Favor the Germans? - 2/25/2015 5:19:43 PM   
decourcy2

 

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One INFJ was surveyed and they 100% feel that there should be no negative garrison points. And maybe a bonus for capturing Rome. Political reasons.

(in reply to marion61)
Post #: 49
RE: Does WITW Favor the Germans? - 2/25/2015 5:24:52 PM   
NotOneStepBack


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I am an ENTJ.

http://www.personalitypage.com/html/ENTJ.html


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Post #: 50
RE: Does WITW Favor the Germans? - 2/25/2015 5:38:09 PM   
GrumpyMel

 

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My thoughts....

1) VP system - Really the only way, I'm going to be able to enjoy WitW (multi-player or single-player) is by completely ignoring it and judge how well I did by where the game ends. The VP system sort of takes the player out of the role of Commander and into the role of an operations officer executing the computers directives. That may be somewhat a historically accurate representation of what Eisenhower faced, but I bought WitW to play a game...not to work for a computer.

2) Game Balance - The Axis player has perfect knowledge of the Allied OOB and naval capabilities. The Allied player doesn't have perfect knowledge of the Axis OOB since it will vary depending upon what the Axis player pulls away from the East Front. This is a HUGE advantage for the Axis player and the inverse of what the situation was historically. This advantage should not be underestimated...and I think right now it is.

3) Game Balance - The Axis player far too easly can respond to invasions in great strength. I think this is a problem which is particularly egregious when playing against the A.I. on normal and easy levels. For an invasion to be successful it must be able to gain some initiative to establish a foothold. The Axis capability to respond makes this very difficult and requires the Allied player to throw everything they have at an invasion to try to make it successful which in turn means there is no uncertainty in the Axis players mind that they need worry about a serious invasion anywhere else... thus they are free to throw the kitchen sink against the current one. I think part of the problem here is that interdiction should really be doing more to slow Axis tactical and strategic movement then it is...and not just doing some damage.

4) Game Balance - I've mentioned this before but it is far too easy to form strong defensive fortifications far too quickly and to maintain those fortifications in the face of active combat/contact with the enemy and sustained air and artillery bombardment. This naturally would tend to favor the Axis. Another problem in this regard is that the Allied players only method of softening fortifications is direct frontal assault. Since the player doesn't have any nuanced control over the level of attack (e.g. Massive prepatory air/artillery bombardment with probing attacks to see if fortification has been reduced and reinforce attack if they have vs "over the top boys, no one comes back alive") this also leads to a sustained VP loss for the Allies due to casualties.

5) Game Play/Game Balance - Allied transport ship losses are completely out of whack and this translates to VP loss that the Allies really can't do anything about. The worst part of this system is that there is actually no feedback for the player about where/how this loss occurred and what they can do about countering it. You might as well take out this system and create one where the Allied player randomly loses VP's each turn.

There is other stuff but those are the ones that seem most relevant to the thread.


(in reply to marion61)
Post #: 51
RE: Does WITW Favor the Germans? - 2/25/2015 5:45:02 PM   
JocMeister

 

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quote:

ORIGINAL: Red Lancer


First of all, thank you for taking the time to answer although a couple of weeks after I made that post...

I don´t expect the VP system to be redone. At least not for this game. But my suggestions are the way it should have been done from the beginning. Doing it "my way" from the beginning wouldn´t have been very much more time consuming then the current system which had to be built up from scratch.

As you say "my system" wouldn´t mathematically have been much different from the current one. But from a game perspective they are miles apart. The system I suggested are in line with what 99% of the games on the market use. For a good reason.

I guess we can argue this back and forth forever. You believe I´m wrong and I´m convinced I´m right. I don´t make the game but you do. I guess we will know in a couple of months. My prediction is that this game will quickly fade into oblivion in a couple of months and the next game will do significantly worse then this one in terms of sales.

If I´m wrong I´ll buy you a beer and write a 100 word text on how stupid I am. Deal?

Sorry for keeping it short. Writing on the phone which is a PITA.

< Message edited by JocMeister -- 2/25/2015 7:05:40 PM >

(in reply to RedLancer)
Post #: 52
RE: Does WITW Favor the Germans? - 2/25/2015 5:49:44 PM   
JocMeister

 

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From: Sweden
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quote:

ORIGINAL: Joel Billings
As for scoring -80 garrison points in the first 45 turns, is that really so much given the complete system? Now my guess is that when not playing with the East Front box off, that the Germans will be a little stronger in men and CV in the West then when playing with it on. I think this is what I used to see in my tests. So it's possible that a small adjustment might be desirable when playing with the EF off, but this goes to the idea of tweaking/balancing the VPs and does not mean the system needs to be thrown out.


Well, thank you for answering not a single one of the questions I asked. I guess the lack of answer is answer enough...

If you don´t think having 26,2% of your total positive VPs negated by garrison VPs to be much I don´t know what is? EF box is off btw...


(in reply to Joel Billings)
Post #: 53
RE: Does WITW Favor the Germans? - 2/25/2015 6:14:24 PM   
whoofe

 

Posts: 211
Joined: 1/21/2011
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quote:

ORIGINAL: meklore61

That's why it only take one awe ****, to wipe out 20 attaboys! I couldn't get my personality type. The test said there weren't enough letters in the alphabet to describe me!


ROFL!

(in reply to marion61)
Post #: 54
RE: Does WITW Favor the Germans? - 2/25/2015 6:47:56 PM   
RedLancer


Posts: 4314
Joined: 11/16/2005
From: UK
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quote:

ORIGINAL: JocMeister

You believe I´m wrong and I´m convinced I´m right.


There I do disagree. One of my favourite observations is the story of the lost tourist who stops and asks for directions from a local farmer (insert comedic country/city as appropriate) the answer he gets is 'Well to begin with you don't start from here.'

It's not a question of right and wrong but what is feasible and worthwhile. You want the VPs changed and the basis of your arguments for doing so are well made. Should changes be made then you enter the realm of whether the changes are possible, worthwhile or in the long run better. There are a big handful of changes I'd like made to the game too but I've learned to accept the judgement of Joel - there is a spectrum that runs from broken to improvement to works fine but irks - noting that the provision of evidence and sound argument is well received and can sway the argument.

Finally you know that question of what superhero you'd choose to be - I've always said Hindsight Man.


< Message edited by Red Lancer -- 2/25/2015 7:51:47 PM >


_____________________________

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WitE2 Asst Producer
WitE & WitW Dev

(in reply to JocMeister)
Post #: 55
RE: Does WITW Favor the Germans? - 2/25/2015 7:29:21 PM   
loki100


Posts: 10920
Joined: 10/20/2012
From: Utlima Thule
Status: offline

quote:

ORIGINAL: GrumpyMel

My thoughts....

1) VP system - Really the only way, I'm going to be able to enjoy WitW (multi-player or single-player) is by completely ignoring it and judge how well I did by where the game ends. The VP system sort of takes the player out of the role of Commander and into the role of an operations officer executing the computers directives. That may be somewhat a historically accurate representation of what Eisenhower faced, but I bought WitW to play a game...not to work for a computer.


Disagree here, part of the VP system is a reflection of serious drains on the Allies resources that are not directly simulated. So you either do that as the game does, limit the OOB or some other abstraction. I can live with the VP penalties around U-boats/V-Weapons, it doesn't force me to do anything, just penalises me for removing assets from their historical priority.


quote:

ORIGINAL: GrumpyMel

2) Game Balance - The Axis player has perfect knowledge of the Allied OOB and naval capabilities. The Allied player doesn't have perfect knowledge of the Axis OOB since it will vary depending upon what the Axis player pulls away from the East Front. This is a HUGE advantage for the Axis player and the inverse of what the situation was historically. This advantage should not be underestimated...and I think right now it is.



It is a pity that the Axis player knows exactly how many TFs there are but we are stuck with a realistic OOB and hindsight. Same problem in WiTE where all sorts of convoluted opening turns have been constructed on 100% knowledge of the location of every Soviet unit. What an Axis player doesn't know is how you intend to use them ...

quote:

ORIGINAL: GrumpyMel

3) Game Balance - The Axis player far too easly can respond to invasions in great strength. I think this is a problem which is particularly egregious when playing against the A.I. on normal and easy levels. For an invasion to be successful it must be able to gain some initiative to establish a foothold. The Axis capability to respond makes this very difficult and requires the Allied player to throw everything they have at an invasion to try to make it successful which in turn means there is no uncertainty in the Axis players mind that they need worry about a serious invasion anywhere else... thus they are free to throw the kitchen sink against the current one. I think part of the problem here is that interdiction should really be doing more to slow Axis tactical and strategic movement then it is...and not just doing some damage.



Too simplistic an analysis, you have tools, use them. Bomb out the rail net, use recon, hit the Luftwaffe on its bases - you can generate a 1-1 loss ratio this way, the Allies can stand that, in the longer run Germany can't. Really stack up your interdiction values. Create 3 high stacks on the beaches. Its not easy but its not undoable either.

quote:

ORIGINAL: GrumpyMel

4) Game Balance - I've mentioned this before but it is far too easy to form strong defensive fortifications far too quickly and to maintain those fortifications in the face of active combat/contact with the enemy and sustained air and artillery bombardment. This naturally would tend to favor the Axis. Another problem in this regard is that the Allied players only method of softening fortifications is direct frontal assault. Since the player doesn't have any nuanced control over the level of attack (e.g. Massive prepatory air/artillery bombardment with probing attacks to see if fortification has been reduced and reinforce attack if they have vs "over the top boys, no one comes back alive") this also leads to a sustained VP loss for the Allies due to casualties.



Recon and interdiction will help avoid senseless attacks, hitting his supply lines will weaken them over time. I do agree that the current FZ-spam that some axis players do is unrealistic, but I think the fortification problem is something you can solve, its not necessarily unrealistic




_____________________________


(in reply to GrumpyMel)
Post #: 56
RE: Does WITW Favor the Germans? - 2/25/2015 7:42:26 PM   
marion61

 

Posts: 1688
Joined: 9/8/2011
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Every time my troops kill a FZ they cheer for the -4 admin points it cost, and have celebrations. Build away! Smaller celebrations for FZ not on the Italian coast tho.

< Message edited by meklore61 -- 2/25/2015 8:43:27 PM >

(in reply to loki100)
Post #: 57
RE: Does WITW Favor the Germans? - 2/25/2015 7:51:47 PM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline

quote:

ORIGINAL: JocMeister

quote:

ORIGINAL: Joel Billings
As for scoring -80 garrison points in the first 45 turns, is that really so much given the complete system? Now my guess is that when not playing with the East Front box off, that the Germans will be a little stronger in men and CV in the West then when playing with it on. I think this is what I used to see in my tests. So it's possible that a small adjustment might be desirable when playing with the EF off, but this goes to the idea of tweaking/balancing the VPs and does not mean the system needs to be thrown out.


Well, thank you for answering not a single one of the questions I asked. I guess the lack of answer is answer enough...

If you don´t think having 26,2% of your total positive VPs negated by garrison VPs to be much I don´t know what is? EF box is off btw...




Sorry, I typoed. I meant to say when playing with it off, the German CVs will probably be larger and will be able to generate more negative garrison VPs. I picked up the -80 points while skimming the thread and was focused on a few other issues. I'll go back and look at your specific questions.

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to JocMeister)
Post #: 58
RE: Does WITW Favor the Germans? - 2/25/2015 8:17:08 PM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline

quote:

ORIGINAL: JocMeister

quote:

ORIGINAL: Joel Billings

Interesting thread, thanks for the feedback.

As for the VPs, the Garrison and bombing points reflect real world issues that impact what the player's could do. I don't see how you scrap the garrison rules and the bombing rules without causing all kinds of other gimmicks and distortions. We take points away for casualties, but in the end, the biggest points are for getting to Berlin and ending the war. You can't do that without casualties. I said we are not interested in coming up with an entirely different set of victory conditions. Tweaking the current system to generate a better balanced game is always possible. However, to do that, we need data points, not theory. We'd like to see some games go the distance and show us where the points can be improved. As for gaining extra points from garrisons. I'd be surprised if very large amounts of points are being scored for extra garrisons, but if you're seeing a situation where this is happening, by all means post a note about it with a save game or email it to 2by3@2by3games.com and we'll take a look. As for the balance, I think it's way to early to say what that is, especially given Pavel's recent adjustments for naval interdiction. Also, we had some nasty bugs where beachheads in Italy were not getting supplies when they should have, and this could have impacted some of the failed invasions. All in all, I haven't seen the evidence that the game is unbalanced, but we keep an eye on the AARs so the best way to push for a change is to post an AAR of a game, especially one that goes the distance.


Hi Joel.

Out of curiosity, what do you consider "very large amounts of points"? I´ve lost -80 VPs to garrisons on T45. That alone is taking away 50% of my positive bombing VPs....Server game vs. Pelton.

I have some questions that I think have some bearing on this thread.

a) Since there are no plans to try and rectify the VP system are there any plans to make a GC with alternative VP conditions?

No plans at the moment.

b) Is this the VP system we will see in the followup game (Africa, France, WitE 2?)

Haven't thought about it. The plan would be to have some kind of points based system to get away from what we had with WitE, but we haven't thought about specifics. Much of what is in this system is specific to the situation in the west in 43-45.


c) Are there any plans to do something about the current interdiction system? Besides tweaking it. Will we see a completely new system with with the arrival of the naval module?

No plans to change the system for WitW. When a naval module is added, hard to say what would change. I'm not trying to be evasive, it's just a lot of this doesn't get thought about until it needed, and I'm not the most important person to speak to this as Gary and Pavel will be making any new system.


d) Are there any plans to have a proper industry system where you can actually damage Germany by destroying things on map rather then just bomb for VPs. (Current system Germany won´t run out of anything than possibly Manpower) What is the rationale by not awarding VPs for Aircraft factories and AFVs?

I can't really speak to this fully since it's Gary's design. However, I think he put aircraft and AFV factories in a different category than the other more strategic targets. Also, the impact of bombing them are immediately seen in the game, more so than with the other targets.


e) Same question as d) Will anything be done to have U-boats and V-Weapons actually have an impact on the war? Right now the entire VP system exists outside of the game. Most things you do in regards to VPs have little to no impact on the war itself. This is a big problem when it comes to immersion.

Not during this 43-45 time frame. I understand that there are elements in this game that are "outside the game", but I guess I just don't see them the same way you do. It doesn't bother me that as the Allied player I have to bomb certain places and take certain actions or suffer a penalty, and that these items won't help me win the war. It doesn't bother me that as the German player I have to spread garrisons over Europe or suffer a penalty, even though I might not want to do that. Those are part of the design. Yes, you are not at the absolute top of the food chain. It's not that I don't understand your point of view, I just disagree with it. I'm really sorry that you are not enjoying the game, and that the victory conditions are what's causing that lack of enjoyment. You can't program in the impact of the U-boat war, but you could create and calculate your own victory conditions if you don't like the ones we have. There's lot that gets written on the forum and I can't read all of it, but I try to keep up as best I can. In the meantime, I've noticed Red Lancer has posted a number of replies to various posts and as a member of the dev team he's usually got a good handle on our thinking (or at least a good understanding of some of the limitations that we deal with).



I think you and the rest of the team are taking the criticism that has surfaced too lightly. You have charged a tremendous amount of money for this game. I own 15+ Matrix games and I have always felt it was well worth the higher price. But this is the first time I´m not only disappointed but I actually regret my purchase. If it wasn´t for the air system (which is excellent) I would be absolutely outraged I had payed almost 100 Euro for WitW. This game the foundation on which the future games in the series will build. If people doesn´t feel confident in this product you have a problem.

So at least try and take the criticism a little more serious then what you have done so far. Try and be a little more open to the community what is being done in regards to the criticism that is regularly being vented. Let people know you are listening (if you indeed are). Right now I get more information from Beta testers in my AAR then what I get from "official channels" here on the forum.

And with that said:

f) Will the buyers of WitW have to pay full price for the coming expansions? Will the expansions be full priced games?

I expect expansions will be lower priced, items considered full stand alone products will be priced as such. Right now we are working on an expansion with Tunisia and additional WitW scenarios. WitE 2.0 is expected to be a full product priced accordingly. I can't yet speak toward any other products as it depends on what they turn out to be.





_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to JocMeister)
Post #: 59
RE: Does WITW Favor the Germans? - 2/25/2015 10:11:26 PM   
Usili

 

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My thoughts is though in consideration of the manpower, it does make sense somewhat considering the limited amount of personnel the United States Army was allowed to allocate during the war, which was split for both Europe and the Pacific, along with having to compete with the Navy, Army Air Force, and industry. The Army by late May of 1943 had been given the limit of 7.3 million personnel allowed, which would total a planned ninety divisions for the US Army. The divisions themselves were initially in November planned for forty-three in Europe, seven in North Africa, twenty-two in the Pacific, and eighteen for the continental reserve. "A report of the Operations Division's Strategy Section in late December 1943 substantiated this estimate that 90 divisions would be enough to win the war, although it allocated 58 divisions for Europe and North Africa, 25 for the Pacific, and kept only 7 in the reserve."

Even with that, the constant issues of manpower did plague the US Army throughout the rest of the war from 1943 to 1945. So in my mind, it does make sense considering the troop losses would affect the counts later on. Losses should though depending upon it, possibly affect your own divisions being trained since you would need to pull the manpower from those divisions being trained, which was the common place of replacements by detaching men in training camps from divisions being trained and then sending them to new divisions. I am just saying this based off a historical perspective for the US Army, so it does make sense at least for the VP constraint. However, I have yet to play MP for this game, and just playing against the AI a bit to learn in terms of how the fighting might take place directly there.

I could see on the flipside though another factor at least for German players, and that is the Luftwaffe. Starting in lets say, September of 1943, X% of the Luftwaffe fighter/fighter-bomber units should be forced to stay inside Germany to protect it against the Allied bombers. Depending upon how much percentage is missing, it in turn starts giving a negative amount of points present to the German player. Possibly as well though, it could maybe "boost" (if thats possible?) the bombing amounts or damage to the German HI, Manpower, Oil, Fuel, and Synthetic Fuel, or just directly boost the Strategic Bombing Points. It seems fair to me at least that the Germans should also be affected by their own garrison requirements to defend the "Fatherland" during the war.

At least to me, I could see Railyards, Aircraft Factories, and Vehicle Factories also being added to the Strategic Bombing Points list of possible targets. The Combined Bomber Offensive which outlined Oil/Fuel/Synthetic Fuel and U-Boats to be targeted should also include the targeting of Aircraft Factories from the start as well, with Railyards and Vehicle Factories being brought in at a later date to model the target of logistics against the Germans in preparation for an invasion of mainland Europe.

This is the source for the information regarding the US Army Divisions: history. army .mil/books/70-7_15.htm

(I don't have ten posts yet, so I had to sort of figure a way around not being able to post to links. If that is breaking a rule then, my apologies, but I wanted to provide the source for the first bit of info on the US Army and its limitation involving manpower.)

(I also have no idea why it says "in reply to Joel Billings"... So ignore that please.)

< Message edited by Usili -- 2/25/2015 11:17:11 PM >

(in reply to Joel Billings)
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