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RE: disapointing Victory

 
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RE: disapointing Victory - 9/7/2004 6:55:26 PM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
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quote:

ORIGINAL: ZOOMIE1980

Even a highly "scripted" AI can be made to play "better". Afterall the AI knows the intimate details about how the game is programmed, it knows all the forumulas, precisely, so it should know exactly how much force is needed to prevail in a particular operation based on its knowledge of the enemy forces there. There is no reason, during the first six months the Japanese AI could not have been programmed to operate precisely as experienced players operate as Japan. Only sending heavily escorted TF's into known harm's way, always invading with overwhelming force so as not to bog down into an infamous "death spiral". Only attacking targets under establish Japanese Air Zones of Control. Only supplying the important bases and leaving the others for much later, thereby ensuring there is always adequate supply on hand for operations. Performaing all the player tricks of maximizing pilot experience at the front and so on.

Developers can make the AI play "perfectly" if they wanted to. And that is not the same as having it cheat, just always playing to absolutely maximize its performance under the rules (formula) in place. But they seldom do this. I don't know why, but probably so as not to discourage new players the first time through.


And the customer is willing to wait an hour for the AI to process the perfect turn everytime too right Zoomie?

You don't know why because you seem to be stuck in a dream world where everyone has their own personal Cray XD1's to run the game on. It has nothing to do with discouraging new players, it has to do with the very real limitation of PC computing power. Statements like this really make me wonder about your programming skills. Programmers are bound by the conditions of what they have to work with. There is zero point writing a software application that requires processer performance that does not exist in the marketplace.

(in reply to ZOOMIE1980)
Post #: 181
RE: disapointing Victory - 9/7/2004 6:57:18 PM   
Captain Cruft


Posts: 3652
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From: England
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How about background AI processing while the player enters their orders?

(in reply to Mr.Frag)
Post #: 182
RE: disapointing Victory - 9/7/2004 7:05:21 PM   
Adnan Meshuggi

 

Posts: 2220
Joined: 8/2/2001
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well, i have no programming knowledge, so as a customer i just wish to play the game without crashes (here we have really a great support !) and without houserules against the ai... (if i want to restrict myself, fine, but not to avoid selfmurder of the AI)...here we get also much support - just the fear of some "fanboy-club-members" heat the thing on.

The ai is not smart, but i can improve it by changing the defaults for it... this is no problem for me cause all other games are worser with the AI.... just the "you need to play hisotrically or the game is messed up" thing disturbs me a little bit. But Frag and Mogami made clear that the game was designed as allied player against the AI. Sadly i learned this too late, so i have to ad punch to the allies (or at last delete the Auto-Victory-stuff)

but with all discussions, the game itself is great. my opinion

_____________________________

Don't tickle yourself with some moralist crap thinking we have some sort of obligation to help these people. We're there for our self-interest, and anything we do to be 'nice' should be considered a courtesy dweebespit

(in reply to ZOOMIE1980)
Post #: 183
RE: disapointing Victory - 9/7/2004 7:10:50 PM   
Adnan Meshuggi

 

Posts: 2220
Joined: 8/2/2001
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yes and no...

yes, it is not about "i did all but loose so the game is broken".... but no... micromanagement failiures of the gamedesign (like the infamous update-discussion, no not the hot one, just the plain "i want to update/downgrade my planes in the row at will-discussion) should not be given to the customer... cause it is a time problem... games that need thousend of hours to play should not end in frustration about some "failure/Mistake/bug" (call it whatever)... or the customer will not buy another game from the programmer... but also no, i do not say everything is a bug. But the actual AI-behaviour at lunga or the missing upgrade/downgrade path is a big mistake... bt, that is just my 2 cents.... i can fix some things with the editor and if i find a partner to pbem with me unter these circumstances, fine.. if not, i still can decide to accept these things. so nobody should get too upset about...

_____________________________

Don't tickle yourself with some moralist crap thinking we have some sort of obligation to help these people. We're there for our self-interest, and anything we do to be 'nice' should be considered a courtesy dweebespit

(in reply to Mr.Frag)
Post #: 184
RE: disapointing Victory - 9/7/2004 9:34:01 PM   
samuraigg

 

Posts: 44
Joined: 7/4/2004
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quote:

The perfect attitude for this game. It's about playing the game, not about winning or loosing.


Exactly my point. It shouldn't be about winning or losing. But.. if you take that stand... shouldn't that mean you would be FOR an auto victory toggle? So that we don't need to have the game deciding for us when its won?

quote:

The *win* or *loss* is a thing that comes along to simply tell you that it's time to start up again.


The thing is, many of us don't want the game telling us when its time to start up again. WE know when we want to end our game and start up again. If we want to keep playing until 46(on whenever date the grand campaign normally ends on), we should be able to (and luckily, the developers seem to agree).

quote:

The "win at all costs" leads down the path of excessive micromanagement to the point that you start loosing the fun and replace it with frustration.


Your opinion. Not shared by the entire community.

quote:

It is about being able to be there, not winning or loosing.


Exactly, that's why I'm so happy the devs are adding the toggle.

(in reply to Mr.Frag)
Post #: 185
RE: disapointing Victory - 9/7/2004 10:23:44 PM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
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quote:

But.. if you take that stand... shouldn't that mean you would be FOR an auto victory toggle? So that we don't need to have the game deciding for us when its won?


You still don't get my position do you?

I am not "for or against" changing VP conditions.

I am "against" opening up a new can of worms full of bugs due to enabling something that is completely untested and against the design of the game. I am also "againt" wasting programmers time implementing things that don't make game play better. Anything that doesn't improve the game play strikes me as time taken away from things that could improve the game play.

Thats why I fight against these types of enhancements. There are 8 hours in a business day. If Mike spends 4 of them to add new code to deal with disabling auto-victory, thats 4 hours not spent correcting the bug that results in units vanishing.

Which is more important to game play?

Perhaps in the process of adding this he makes a mistake that creates a brand new bug.

Now we have a feature that does not help game play, we have a new bug that will take time to fix and we are now short on time to fix the existing bugs not to mention having to spend time fixing this new bug that was not there before.

Does that explain why I fight over what some of you may see as trivial things?

Which is better: a solid bug free game with less features, or a buggy game with more features that you can't play?

The games that stay on my system are the ones without the bugs. They have staying power simply because I know I can put the time into them and not get burned.

(in reply to samuraigg)
Post #: 186
RE: disapointing Victory - 9/7/2004 10:37:54 PM   
samuraigg

 

Posts: 44
Joined: 7/4/2004
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quote:

I am "against" opening up a new can of worms full of bugs due to enabling something that is completely untested and against the design of the game.


How is it such a problem and against the design of the game? I really doubt the game is going to explode it you let it run to 46..

quote:

Anything that doesn't improve the game play strikes me as time taken away from things that could improve the game play.


The auto victory toggle will GREATLY improve gameplay. As a matter of fact its one of the best things that can be done for WITP. It "prevents" the game from telling a player that its decided he can't play anymore.

Auto victory stops you from playing your game all together!

quote:

I am also "againt" wasting programmers time implementing things that don't make game play better.


Again, this will make the game MUCH better, and is something the community is very grateful for. How on earth can you see this as wasted programmer time? A lot of the community is begging for this change!

quote:

You still don't get my position do you?


No, I understand your position perfectly. What I don't understand is how you support it or justify it.

quote:

Thats why I fight against these types of enhancements. There are 8 hours in a business day. If Mike spends 4 of them to add new code to deal with disabling auto-victory, thats 4 hours not spent correcting the bug that results in units vanishing.


Then the bug gets fixed later. Whats the big deal? I can promise you someone who lost their game to auto victory poured many hours into it as well.

quote:

Which is more important to game play?


I think the most important thing to game play is the ability to actually PLAY your game. Auto victory can stop that. The toggle will allow a player to opt out.

quote:

Which is better: a solid bug free game with less features, or a buggy game with more features that you can't play?


A game ended by auto victory sounds to me like a game I can't play.

(in reply to Mr.Frag)
Post #: 187
RE: disapointing Victory - 9/7/2004 10:44:18 PM   
tsimmonds


Posts: 5498
Joined: 2/6/2004
From: astride Mason and Dixon's Line
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quote:

I think the most important thing to game play is the ability to actually PLAY your game. Auto victory can stop that. The toggle will allow a player to opt out.


Of course every player can already fix this problem himself by using the editor to make both Tokyo and USA worth 50,000 points. No toggle required.

_____________________________

Fear the kitten!

(in reply to samuraigg)
Post #: 188
RE: disapointing Victory - 9/7/2004 10:45:26 PM   
Grotius


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From: The Imperial Palace.
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Someone asked about AI "thinking" in the background while the player makes moves. Didn't "Galactic Civilizations" implement such a system? Mind you, that game had a very small rectangular battlefield with limited variation in terrain and units, so it's a whole different animal.

(in reply to samuraigg)
Post #: 189
RE: disapointing Victory - 9/7/2004 10:49:11 PM   
ZOOMIE1980

 

Posts: 1284
Joined: 4/9/2004
Status: offline
quote:

ORIGINAL: Mr.Frag

quote:

ORIGINAL: ZOOMIE1980

Even a highly "scripted" AI can be made to play "better". Afterall the AI knows the intimate details about how the game is programmed, it knows all the forumulas, precisely, so it should know exactly how much force is needed to prevail in a particular operation based on its knowledge of the enemy forces there. There is no reason, during the first six months the Japanese AI could not have been programmed to operate precisely as experienced players operate as Japan. Only sending heavily escorted TF's into known harm's way, always invading with overwhelming force so as not to bog down into an infamous "death spiral". Only attacking targets under establish Japanese Air Zones of Control. Only supplying the important bases and leaving the others for much later, thereby ensuring there is always adequate supply on hand for operations. Performaing all the player tricks of maximizing pilot experience at the front and so on.

Developers can make the AI play "perfectly" if they wanted to. And that is not the same as having it cheat, just always playing to absolutely maximize its performance under the rules (formula) in place. But they seldom do this. I don't know why, but probably so as not to discourage new players the first time through.


And the customer is willing to wait an hour for the AI to process the perfect turn everytime too right Zoomie?

You don't know why because you seem to be stuck in a dream world where everyone has their own personal Cray XD1's to run the game on. It has nothing to do with discouraging new players, it has to do with the very real limitation of PC computing power. Statements like this really make me wonder about your programming skills. Programmers are bound by the conditions of what they have to work with. There is zero point writing a software application that requires processer performance that does not exist in the marketplace.



Again, you have absolutely no concept, whatsoever, of the point being made. We are talking the standard pre-programmed AI. Where instead of sending a small NLF or SNLF unit against a base it KNOWS is occupied by decent size force, it plans to send a Mixed Bde or an full combat Division. The stupid AI, once it starts to work on the DEI ALWAYS sends a far too small a force against the size 4 airfields there. The stupid AI sends unescorted TF's around a yet to be taken Singapore to supply the west side of Malayasia. The stupid AI sends out attacks well away from it's air control zones and deep inside enemy zones even though it knows the situation because of it's intel.....

We are talking the same large pre-progammed moves the AI on each side are making. The developers could pre-program each of those precanned operations to be maximally effective under the rules, but they almost NEVER choose to do so.

And this is true of almost any turn based wargame ever written.

(in reply to Mr.Frag)
Post #: 190
RE: disapointing Victory - 9/7/2004 10:49:36 PM   
samuraigg

 

Posts: 44
Joined: 7/4/2004
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quote:

Of course every player can already fix this problem himself by using the editor to make both Tokyo and USA worth 50,000 points. No toggle required.


Its already been pointed out why this isn't a good idea. Not everyone reads this forum and knows that as a fix. Many people buy this game and never visit here. Chances are Auto Victory will nab them one time or another, and they could be very upset. I sure as hell would be.

Most importantly though, you can't edit a savegame. What about all the people who already have games going?

Of course, if it was possible for us to edit savegames in that way, I never would have brought up the toggle in the first place.

(in reply to tsimmonds)
Post #: 191
RE: disapointing Victory - 9/7/2004 10:51:32 PM   
ZOOMIE1980

 

Posts: 1284
Joined: 4/9/2004
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quote:

ORIGINAL: Captain Cruft

How about background AI processing while the player enters their orders?


If they don't get the concept of OOP, forget something like multithreaded processing..... They still think they are writing games for a steroidal DOS machine.....

(in reply to Captain Cruft)
Post #: 192
Auto Victory Toggle - 9/7/2004 10:53:21 PM   
mogami


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From: You can't get here from there
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Hi, What this thread needs is an Auto Victory Toggle. You have it for the game I want it for this thread so I can turn it ON.

_____________________________






I'm not retreating, I'm attacking in a different direction!

(in reply to ZOOMIE1980)
Post #: 193
RE: disapointing Victory - 9/7/2004 10:54:01 PM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
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Once again, you are completely missing the point that both Mogami and I have made time and time again.

If you get auto-victory conditions prior to 1945, then the game is *broken*. Turning off the *broken* checking does nothing to fix the problem that the game is *broken*.

Time spent improving the game to make it not *broken* is time well spent. Time spent turning off the *broken* check instead of trying to figure out what went wrong is wasted.

As long as you continue to gloss over the *broken* fact, there is little point discussing it as you can't see the reality right in front of you on your screen as you play the game. Hopefully others will catch on to this fact. You seem determined to completely ignore it and consider yourself to be a great player because you won the game instead of being willing to question *why* you won the game.

This is what a properly running game should look like when 1943 starts:




Attachment (1)

(in reply to samuraigg)
Post #: 194
RE: disapointing Victory - 9/7/2004 11:01:54 PM   
ZOOMIE1980

 

Posts: 1284
Joined: 4/9/2004
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quote:

ORIGINAL: Mr.Frag

quote:

But.. if you take that stand... shouldn't that mean you would be FOR an auto victory toggle? So that we don't need to have the game deciding for us when its won?


You still don't get my position do you?

I am not "for or against" changing VP conditions.

I am "against" opening up a new can of worms full of bugs due to enabling something that is completely untested and against the design of the game. I am also "againt" wasting programmers time implementing things that don't make game play better. Anything that doesn't improve the game play strikes me as time taken away from things that could improve the game play.

Thats why I fight against these types of enhancements. There are 8 hours in a business day. If Mike spends 4 of them to add new code to deal with disabling auto-victory, thats 4 hours not spent correcting the bug that results in units vanishing.

Which is more important to game play?

Perhaps in the process of adding this he makes a mistake that creates a brand new bug.

Now we have a feature that does not help game play, we have a new bug that will take time to fix and we are now short on time to fix the existing bugs not to mention having to spend time fixing this new bug that was not there before.

Does that explain why I fight over what some of you may see as trivial things?

Which is better: a solid bug free game with less features, or a buggy game with more features that you can't play?

The games that stay on my system are the ones without the bugs. They have staying power simply because I know I can put the time into them and not get burned.



Until a programmer flat comes and states that adding a simply auto-victory toggle is going to be too complex or introduce an entire new set of bugs, then we'll assume the change is trivial. And since they seem to have agreed to do just this, it must indeed be trivial. You just don't like NOT getting your way. It also appears they are going to add a lot more "smarts" to the AI by adressing most of these defined death spirals, which is also good. Fixing access violation, divide-by-zero bugs, etc... is EASY. Fixing quality of game-play issues is hard. So what if it introduces a new trap? Those are usually EASY to fix because they usually result in a good stack-trace under a debugger. Even a miminal regression test suite should catch 90+% of those before delivery....

Oh, regression test suite, I do hope they know what that is and actually have one????

(in reply to Mr.Frag)
Post #: 195
RE: disapointing Victory - 9/7/2004 11:06:42 PM   
ZOOMIE1980

 

Posts: 1284
Joined: 4/9/2004
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quote:

ORIGINAL: Mr.Frag

Once again, you are completely missing the point that both Mogami and I have made time and time again.

If you get auto-victory conditions prior to 1945, then the game is *broken*. Turning off the *broken* checking does nothing to fix the problem that the game is *broken*.

Time spent improving the game to make it not *broken* is time well spent. Time spent turning off the *broken* check instead of trying to figure out what went wrong is wasted.

As long as you continue to gloss over the *broken* fact, there is little point discussing it as you can't see the reality right in front of you on your screen as you play the game. Hopefully others will catch on to this fact. You seem determined to completely ignore it and consider yourself to be a great player because you won the game instead of being willing to question *why* you won the game.

This is what a properly running game should look like when 1943 starts:





Why is that "proper"? Who the hell are you to tell anyone what is or is not "proper". Many players elect to play the game well outside it's normal historical design. If they want to play a game where they have set it up so Japan can take the continental US who are you or anyone else to tell them that that is a "broken" game. We've even seen Mogami admit that the AI is going to get pasted vs an experience human? So what? Who cares? If they want to "exploit" it, and they find that fun and want to continue to the end, anyway, WHO CARES? LET THEM.

Again, they've agreed to let them, so this thread should be over. The togglers won this one just as the won the upgrade thing.... Get over it.

(in reply to Mr.Frag)
Post #: 196
RE: disapointing Victory - 9/7/2004 11:09:06 PM   
samuraigg

 

Posts: 44
Joined: 7/4/2004
Status: offline


You call the game *Broken* while to others its "THEIR" game that they want to continue playing.

quote:

Time spent improving the game to make it not *broken* is time well spent. Time spent turning off the *broken* check instead of trying to figure out what went wrong is wasted.


Time spent improving the game to make it so that the player can keep playing is time well spent.

quote:

If you get auto-victory conditions prior to 1945, then the game is *broken*. Turning off the *broken* checking does nothing to fix the problem that the game is *broken*.


How is the game broken? Because we are leading the war based on a point value? Was the end of World War Two *broken* because the Allies were winning against Japan?

quote:

As long as you continue to gloss over the *broken* fact, there is little point discussing it as you can't see the reality right in front of you on your screen as you play the game.


What reality? That we as a community want to keep playing the game that we have spent so much time on and not be told by the game that, since we are winning by too much, it has decided it wouldn't be fun for us anymore to keep playing? Seems to me that the player would know best when it would no longer be fun for him to play anymore.

And once again, this is not just me. A lot of people have asked for this. I am just one of the more vocal ones.

quote:

Hopefully others will catch on to this fact.


People have caught onto the fact that their game is in jeopardy of ending suddenly just because they lead by a certain point value. And they want a toggle for it.

quote:

consider yourself to be a great player


When did I say I was a great player?

quote:

This is what a properly running game should look like when 1943 starts:


Now this just makes no sense whatsoever. A properly running game is one that the player is running.

quote:

Hi, What this thread needs is an Auto Victory Toggle. You have it for the game I want it for this thread so I can turn it ON.


Agreed.. lets end this. Ugh.

(in reply to Mr.Frag)
Post #: 197
RE: disapointing Victory - 9/7/2004 11:16:00 PM   
ZOOMIE1980

 

Posts: 1284
Joined: 4/9/2004
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quote:

ORIGINAL: Grotius

Someone asked about AI "thinking" in the background while the player makes moves. Didn't "Galactic Civilizations" implement such a system? Mind you, that game had a very small rectangular battlefield with limited variation in terrain and units, so it's a whole different animal.



You really don't know how well many techniques scale or don't scale. And no one will ever know until they actually try some things. I can't categorically state that many of the ideas I've floated around would work well and scale or not, but then again, the detractors have no better a notion that they wouldn't.

The thing is, if we let naysayers hold sway, we'd still all be thinking we lived on a flat world and "bleeding" sick people....

(in reply to Grotius)
Post #: 198
RE: disapointing Victory - 9/7/2004 11:22:20 PM   
tsimmonds


Posts: 5498
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From: astride Mason and Dixon's Line
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quote:

The thing is, if we let naysayers hold sway, we'd still all be thinking we lived on a flat world and "bleeding" sick people....


Haven't you heard? Leeches and maggots are making a comeback....now if we could just get these pesky globes recalled.

_____________________________

Fear the kitten!

(in reply to ZOOMIE1980)
Post #: 199
RE: disapointing Victory - 9/7/2004 11:23:03 PM   
ZOOMIE1980

 

Posts: 1284
Joined: 4/9/2004
Status: offline
quote:

ORIGINAL: samuraigg



You call the game *Broken* while to others its "THEIR" game that they want to continue playing.

quote:

Time spent improving the game to make it not *broken* is time well spent. Time spent turning off the *broken* check instead of trying to figure out what went wrong is wasted.


Time spent improving the game to make it so that the player can keep playing is time well spent.

quote:

If you get auto-victory conditions prior to 1945, then the game is *broken*. Turning off the *broken* checking does nothing to fix the problem that the game is *broken*.


How is the game broken? Because we are leading the war based on a point value? Was the end of World War Two *broken* because the Allies were winning against Japan?

quote:

As long as you continue to gloss over the *broken* fact, there is little point discussing it as you can't see the reality right in front of you on your screen as you play the game.


What reality? That we as a community want to keep playing the game that we have spent so much time on and not be told by the game that, since we are winning by too much, it has decided it wouldn't be fun for us anymore to keep playing? Seems to me that the player would know best when it would no longer be fun for him to play anymore.

And once again, this is not just me. A lot of people have asked for this. I am just one of the more vocal ones.

quote:

Hopefully others will catch on to this fact.


People have caught onto the fact that their game is in jeopardy of ending suddenly just because they lead by a certain point value. And they want a toggle for it.

quote:

consider yourself to be a great player


When did I say I was a great player?

quote:

This is what a properly running game should look like when 1943 starts:


Now this just makes no sense whatsoever. A properly running game is one that the player is running.

quote:

Hi, What this thread needs is an Auto Victory Toggle. You have it for the game I want it for this thread so I can turn it ON.


Agreed.. lets end this. Ugh.


Well since we got word quite a while ago that they indeed were going to give us this, it SHOULD have been over a long time ago. But some just keep bringing the issue up anyway instead of letting it go. The Togglers won this battle, so we can move on.

(in reply to samuraigg)
Post #: 200
RE: disapointing Victory - 9/8/2004 1:59:38 AM   
HMSWarspite

 

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From: Bristol, UK
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And a very silly battle it was too!

A few facts (or to be accurate, current beliefs of mine ;) )

1 Chess is entirely deterministic, with strictly defined and limited move options for every turn. IIRC there are 20 possible first moves. We have only just got to the point where AI can beat the best human, and even then probably not consistantly. The human will learn, the AI does not (or only to a trivial degree). AI for WitP that plays like a human is years away, in the same way that 36" 3D holographic computer displays in your home are years away!

2 I predict the AV toggle will just further expose the weakness of the AI when you get in to fantasy. Any complaints that the AI cannot counter attack from 4:1 down will result in me falling off the chair with merriment. If Jn does that well, you have won!

3 I bet you, that if you edit the game to make all Jn a/c 1 manoevre, 1 durabilty, and all allied 40points for each, the AI will struggle. Probably about the same as 2! The point is, respect its limitations...

4 Playing historically just means 'in a historically consistant manner' not slavishly repeating history. Go on, be real - those squads are real people. Those aircraft lost had real pilots in them. Play as if that matters, and with the type of preparation Mog always advocates. (Or if Jn, play as if you will need the IJN/IJA for your next war against Germany for world domination!) Then see if the contraints seem so unrealistic. If you want to play Civ, then go and play it!


I really do struggle with this forum sometimes. You know a better hole, go to it! (To misquote a ww1 saying!)

_____________________________

I have a cunning plan, My Lord

(in reply to ZOOMIE1980)
Post #: 201
RE: disapointing Victory - 9/8/2004 2:16:13 AM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
Status: offline
No point getting into it Warspite ... you are arguing against people who find it perfectly normal for Japan to conquer the world in 400 days.

What cracks me up is there are no Allied fanboys jumping into this and screaming like mad. In the UV days, we had 50 page long threads because a F4F got shot down by a A6M2. Here we have Japan conquering the world and not a peep!

I guess it's true, there really are no Allied fanboys left.

(in reply to HMSWarspite)
Post #: 202
RE: disapointing Victory - 9/8/2004 2:33:14 AM   
Tankerace


Posts: 6400
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From: Stillwater, OK, United States
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Ok, my .02.

First, from a non biased standpoint, and from the standpoint I prefer, I would like to have a toggle. And if the devs have already agreed to look into it (thank you), then to argue any further on the point is redundant.

I agree with Mr. Frag about not wanting to take up the devs time, so they can fix game killing bugs. But here I am of two opinions. 1), it has waited this long, a little more time won't hurt, and 2), since odds are they should have been fixed pre-release, then getting a toggle to me makes up for having to live with the bug.

As to no allied fanboys left......

I consider myself one. Realistically, Japan could probably have not even got a toehold on the US. But at the time the US made allowances for loosing everything to the west of Chicago. If War in the Pacific will give give the Japanese player the OPPOROTUNITY to SEE if he can take the US, just like it gives the US a chance to SEE if it can invade Japan, then that is what sets it apart from other games, other than its hefty price tag. A good wargame doesn't just cover what happened. It covers what happened, and gives the player a chance for what ifs.

If I get an auto victory as the US, at ANY time, it would upset me. I understand that I won the war, but I would like to be given the opporotunity to invade Japan in an Operation Olympic manner. Or is I played Japan, and I took PH, even if I won the war, I would still like the opporotunity to TRY to invade the continental US. I might get my ass kicked, I might not. But either way, it will be fun. And I believe that is what WiTP was created for.

_____________________________

Designer of War Plan Orange
Allied Naval OOBer of Admiral's Edition
Naval Team Lead for War in the Med

Author of Million-Dollar Barrage: American Field Artillery in the Great War coming soon from OU Press.

(in reply to Mr.Frag)
Post #: 203
RE: disapointing Victory - 9/8/2004 3:07:29 AM   
pasternakski


Posts: 6565
Joined: 6/29/2002
Status: offline
quote:

ORIGINAL: Mr.Frag

No point getting into it Warspite ... you are arguing against people who find it perfectly normal for Japan to conquer the world in 400 days.

What cracks me up is there are no Allied fanboys jumping into this and screaming like mad. In the UV days, we had 50 page long threads because a F4F got shot down by a A6M2. Here we have Japan conquering the world and not a peep!

I guess it's true, there really are no Allied fanboys left.


I just want the whole mess to shut up and go away. Those of us with a balanced view are hoping that the developers will continue seeing the light of sense and leave things pretty much alone, while fixing bugs and adding well-reasoned enhancements. This game has already gone way too far in accommodating the "Nippon olympics will be held in Washington, D.C. this year" crowd. For example, you wouldn't dare leave out Japanese aircraft and other weapon systems that had only a marginal effect on the historical war, but you better not bring in those horrid, horrid Allied aircraft and weapon systems that had a profound effect in late 1944 and onward to the end of the war.

America wanted to give up. Nukes were so nasty that you should be severely penalized for using them. And so on.

I tried a long time ago to tell you what would happen if the game stopped being a game and started pandering to the editor.

It's enough to make me go back to Iago-ing it.

(in reply to Mr.Frag)
Post #: 204
RE: disapointing Victory - 9/8/2004 3:21:04 AM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
Status: offline
Tankerace, I agree entirely.

The problem here is that the Allies OOB was deliberately weakened due to my stunts in the Test Games killing the AI at Mandalay. China was also set very weak so it can not jump on Japan at the start of the game. Both of these result in an *artificially* weak Allied side. When you couple this with the general fact that the Human side will outperform the AI side (just common sense) you end up with these *record setting* blitz's happening. If the OOB had not been altered to make the Allies wimpy, I would not even be pointing this out as you would not be playing with a loaded deck.

The fact that no one is pointing out anything even remotely close to AV in Allied games shows clearly that these late changes to the OOB did a good job of making a Allied vs Computer game respectable. The problem is these changes also made Japan vs Computer worse. What is needed now is a reverse scenario where the Japanese vs Computer game is also respectable, with starting Allied troops not weakened down in smaller bases.

The very real problem with games of this kind of epic scale is that balancing them to work in all situation requires years worth of data. There will never be enough time for a few select folks to do this and 2by3 has better things to do like fix bugs and add features.

(in reply to Tankerace)
Post #: 205
RE: disapointing Victory - 9/8/2004 3:23:30 AM   
Tankerace


Posts: 6400
Joined: 3/21/2003
From: Stillwater, OK, United States
Status: offline
Mr Frag.

I think I see your point. Am I correct in assuming that what you are saying is the main source of all of our problems is that China is included in the game? And if China was removed, then in theory many of these issues would go away?

Or, to avoid the issue entirely, just totally forget about China? That's fine by me, I don't even mess with China.

_____________________________

Designer of War Plan Orange
Allied Naval OOBer of Admiral's Edition
Naval Team Lead for War in the Med

Author of Million-Dollar Barrage: American Field Artillery in the Great War coming soon from OU Press.

(in reply to Mr.Frag)
Post #: 206
RE: disapointing Victory - 9/8/2004 4:02:46 AM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
Status: offline
quote:

I think I see your point. Am I correct in assuming that what you are saying is the main source of all of our problems is that China is included in the game? And if China was removed, then in theory many of these issues would go away?


China's part of it, but India was also dumbed down to take away the Allied ability to hold Japan in Burma. As is, you can zap China and India completely out of the game which is producing insane scores which throws the 4:1 ratio on it's butt.

Leaving China alone after clearing the rail line and stopping short of Dacca in India will keep the game playing without things going into silly score ranges. Destroying all these troops + some key bases results in about a 25k unbalance in the score which is what kicks it into AV range.

(in reply to Tankerace)
Post #: 207
RE: disapointing Victory - 9/8/2004 4:07:13 AM   
Tankerace


Posts: 6400
Joined: 3/21/2003
From: Stillwater, OK, United States
Status: offline
Just to compare my game to this, are you saying if I confine myself to just holding Rangoon (which is primarily what I am doing now), then theoretically the problem shouldn't crop up?

I like the solution, but I'd still like an AV toggle, just to make sure.

_____________________________

Designer of War Plan Orange
Allied Naval OOBer of Admiral's Edition
Naval Team Lead for War in the Med

Author of Million-Dollar Barrage: American Field Artillery in the Great War coming soon from OU Press.

(in reply to Mr.Frag)
Post #: 208
RE: disapointing Victory - 9/8/2004 4:16:38 AM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
Status: offline
quote:

Just to compare my game to this, are you saying if I confine myself to just holding Rangoon (which is primarily what I am doing now), then theoretically the problem shouldn't crop up?


You can go farther north but basically stop and dig in at the trails. That will keep you out of trouble.




Attachment (1)

(in reply to Tankerace)
Post #: 209
RE: disapointing Victory - 9/8/2004 4:22:14 AM   
Tankerace


Posts: 6400
Joined: 3/21/2003
From: Stillwater, OK, United States
Status: offline
What about as the Yankee's?

_____________________________

Designer of War Plan Orange
Allied Naval OOBer of Admiral's Edition
Naval Team Lead for War in the Med

Author of Million-Dollar Barrage: American Field Artillery in the Great War coming soon from OU Press.

(in reply to Mr.Frag)
Post #: 210
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