Where is the improvement of AI combat tactics? I didn't see it in the video. And this is important to me.
Usually AI changes appear only on the patch notes. However, I don't expect langer AI changes than in previous patches.
Where is the improvement of AI combat tactics? I didn't see it in the video. And this is important to me.
Except for a bigger focus than usual for the Red Death AI maybe (with changes that could hopefully be used in mods for the base game too)Usually AI changes appear only on the patch notes. However, I don't expect langer AI changes than in previous patches.
AGAIN ! There are NO stats for people PLAYING in steam. The stats are are for people who have WON games !!!
AGAIN ! There are NO stats for people PLAYING in steam. The stats are are for people who have WON games !!!
Consider the screenshot in the spoiler. This is top 15 most common achievements at the moment:
Only 4 of those 15 are for the players who won the game. Others are awarded in the process of playing, without necessarily winning in the end. They can give you some more general picture.
For my part, I'm bloody astonished by the 37.4% share of those who tried multiplayer. That's a lot. And that is still a lock icon for me.
(Edit: Red Death is probably responsible)
the question then becomes: where are those 57% of players who never WON a game ?
I have a brother that insist on playing MP games as team against AI. I bet we're not the only ones....
I'm bloody astonished by the 37.4% share of those who tried multiplayer. That's a lot. And that is still a lock icon for me.
(Edit: Red Death is probably responsible)
I have a brother that insist on playing MP games as team against AI. I bet we're not the only ones..
That is not correct, achievements are available stats not dependant on winning games. Regardless of how many caveats you want to put. And even if some achievements are precisely about that.
Using caps and exclamations does not make you less wrong.
And still you can use the stats on how many people has won the game in each difficulty to argue about how easy or how difficult the game is. So i dont understant what is your point at all.
I'm not going to diminish your own game philosophy, even though you seem bent on diminishing that of harder core strategy gamers (although I think it is hardly controversial to say that the core of a good strategy game should be, well, a good strategy game)
Sometimes I feel like there is a disconnect between what harder core strategy gamers expect to have in their games, and what most players want to have in their games. To give an example to prove my point, let me use Amplitude's Humankind because bringing up an example from another game seems fairer.
I've been watching a lot of preview videos of Humankind ever since they released their alpha footage, and so far most of the videos I watched were very intrigued and very positive about the game. Except for Marbozir's, who has played Civ6 so many times through thousands of hours. One of his biggest reservations of the game that struck me the most is how the game would be balanced or how consistent would a player's strategy be in changing cultures. Meanwhile, most of the people who had access to the demo had little focus on that at all - they focused on the major mechanics and what you could actually do with them. Granted, Marbozir was skeptical with one major game mechanic but the way he emphasized balance issues and strategies just made me feel disconnected from what he was trying to say, and it felt disconnected from what everyone else was talking about the game.
Of course, Humankind is a game in development, but I wanted to focus on the attitude to prove my point. Some players have this attitude towards games that rubs the wrong way and makes them sound, well, elitist. Sure, they can be experts on pointing out small balance flaws, but the average player doesn't actually bother with them.
you're taking this out of context
Of course most of the achievements will trigger whether or not you win...
the original discussion was on those stats about % of peeps by level played... Those stats are specifically for winning a game at a specific level, ex: Diety... then people stated quoting those stats as meaning SO many people don't even finish their games... well it's very possible to finish the games and NOT win (caps alert)...
If the conversation has flipped to all the achievement stats, then sorry I didn't get that ! But I'm pretty sure it hadn't flipped all that much![]()
Zero interest in playing a Red Death or anything to do with zombies or aliens.
It is possible to finish the game without winning, and it is possible to win and not finish, and it is possible to not have oppened the game and be on that % of the players who did not beat it and many other scenarios including not liking the game or being a modder with the achievements disabled ... The 57% of players that never beated a single game give you no useful info at all.
The point is, you can use the max difficulty level beated by players to argue about difficulty. You cannot use non-data to argue about anything.
Not interested in aliens? your overlords are very displeased. How can somebody not be interested in aliens? Do you want GDR to play scrubble? Aliens make total sense in the current game, and anything that can spice late game, or give more variety to current disasters is a welcome addition.
And if you are not fan of the idea of having a new disaster type with a meteorite carrying a disease from outer space that unleashes a plague of zombie body-snatchers or thing like aliens... well i just boooo you and say you are not cool.
That said, the use of optional features is a nice thing to avoid forcing players to play with features they don't like.
I would also agree with you on thinking there are changes that the game needs more than these features, but hell they would be wellcome ones.
PS: I also want giant krakens lurking on ancient seas!, and earthquakes and tsunamies, and cool spy misions that allow you to block bridges, channels seaports and airports, get info of unit locations and sabotage nuclear silos to launch false flag attacks... And separated diplomatic options for, air, sea, land and civilian borders... And puppet cities.... And viable tall playing ... And meaningful WC resolutions ... And a better religious combat ... And more diplomatic options... And better enemy AI...
I cannot chose what they do, besides being very vocal about the problems of the game, which I have been for a long time. I'm just saying if they bring aliens to the game, they should at least allow us to face them in the main game as an optional new disaster type.
Civ is famously a game about making interesting decisions, and there's still a lot of gameplay options that have been pointed out by players as being either not fun, too weak, or too strong, that there isn't really a meaningful choice to be made. Just as one example, I'd love to see data on how many times the Tier 2 Government Plaza building Foreign Ministry has been built in comparison to the other two. I'm willing to bet it's way less than 33%, because it's so weak and specific. There's plenty more such examples in the game, and I'm sure (or rather hope) Firaxis will have a look at them over the next year.
While we at it why won't we just add Siege Worms! God I still shiver when I think about them.
Sometimes I feel like there is a disconnect between what harder core strategy gamers expect to have in their games, and what most players want to have in their games. To give an example to prove my point, let me use Amplitude's Humankind because bringing up an example from another game seems fairer.
I've been watching a lot of preview videos of Humankind ever since they released their alpha footage, and so far most of the videos I watched were very intrigued and very positive about the game. Except for Marbozir's, who has played Civ6 so many times through thousands of hours. One of his biggest reservations of the game that struck me the most is how the game would be balanced or how consistent would a player's strategy be in changing cultures. Meanwhile, most of the people who had access to the demo had little focus on that at all - they focused on the major mechanics and what you could actually do with them. Granted, Marbozir was skeptical with one major game mechanic but the way he emphasized balance issues and strategies just made me feel disconnected from what he was trying to say, and it felt disconnected from what everyone else was talking about the game.
Of course, Humankind is a game in development, but I wanted to focus on the attitude to prove my point. Some players have this attitude towards games that rubs the wrong way and makes them sound, well, elitist. Sure, they can be experts on pointing out small balance flaws, but the average player doesn't actually bother with them.
By far the largest impediments to my victory are a) the enormous early game advantages the AI's get to compensate for their incompetence; b) barbarians.
My point is , I don't think they are objectives. The way they count 'the total number of players' is not accurate from my observation.Using steam stats is a completely valid way to argue based on facts. As long as you don't use made up interpretations of what those numbers mean.
For example, saying: "almost half of the player base not beating the game indicates the game is not easy" is an incorrect inference at best, a lie or manipulation at worst.
An aceptable inference would be: For every 100 players, a half has finished the game, but only 5 have finished it in deity, which is around the 10% of the players that have finished the game. If we assume that the steam figures are a representative sample of the players, that people who beated the game play mostly on their preferred dificulties, and that they have beaten the game at least on said difficulty, it could be assumed that 90% of the players that beated the game find deity either too difficult or not enjoyable for them compared to lower dificulties, and therefore steam stats do not indicate that the game is too easy for the average player.
As simple as that. Steam stats are one of the few objective data sources to know how players play. But there are as many ways of using numbers wrong as there are of using words wrong.