FfH2 0.33 Balance Feedback

Forral

Chieftain
Joined
Jul 28, 2008
Messages
28
Sorry if I stepped on anyone's toes with creating this thread but I saw no proper thread for supplying Balance feedback for the latest version.

I only have "little" quirk as of yet to share.

The Balseraph early game hero Loki is ways ways overpowered, or at least really easy to abuse with his disrupt ability.

Playing as the Balseraphs, within the first fifty or so turns I had built Loki and had him infiltrate the nearby enemy capital, stealing their gold while watching their production of their first settler. When they finished it I simply had him tag along with the settler to their new build site, instantly stealing the city just the turn after its founding.

As far as I could see there was no penalty for the use of this ability at all. No cost and no relation damage. That's not the true problem though.

The true problem comes from the fact that I can get enormous relation boosts from gifting the city to just about anyone and then taking it back the turn after. Either to give it back to them again for more reputation or handing it to someone else.

When satisfied with the ridiculous relations bonuses I would simply take the city back and keep it for myself.

Not really sure how I'd go about fixing that but I just thought I'd alert you to the possible abuse of Loki's abilities.

/Forral
 
Loki has been able to do this for quite a long time, you're far from the first person to bring it up. If it hasn't been changed yet it probably won't be.
 
Well, it wasn't a reliable "you get the city each and every turn" deal before, so this is the first I've heard of exploiting it quite so badly for relationship boosts. Now that it isn't a "wait for your 15% chance to fire off" deal it might need attention (semi-easy solution would be to place 15 free culture in any city which is gifted to another player)
 
Well, it wasn't a reliable "you get the city each and every turn" deal before, so this is the first I've heard of exploiting it quite so badly for relationship boosts. Now that it isn't a "wait for your 15% chance to fire off" deal it might need attention (semi-easy solution would be to place 15 free culture in any city which is gifted to another player)

Or push a relationship penalty when you take a city with Loki.
 
I was just thinking, I'd like the ability to start a game with the basic techs but not be quite as advanced as a classical start. Could the Eras be readjusted?

Also, I really think that none of the religion founding/religion specific techs should have an era, so they won't ever get them automatically and found a religion you don't want.


Another think which really bothers me is when you purchase a religion-founding tech in advanced start, and so does a rival. That can mean they found it, and you can't research the tech for the free disciple. Could techs that give free units please give these units when purchased in advanced start too?
 
Loki can do this how long while keeping up your early game economy? And when you fix your economy who has culture? Exactly.
 
I was just thinking, I'd like the ability to start a game with the basic techs but not be quite as advanced as a classical start. Could the Eras be readjusted?

I've done this with Nikis-Knights map - made one I called "classical" but only had the level 1 and level 2 techs.
 
50. Pirate Coves yields improved from 0/0/0 to 0/0/2 (food/hammer/trade).
51. Pirate Harbors yields improved from 0/0/2 to 1/1/4 (food/hammer/trade).
52. Pirate Ports yields improved from 1/1/2 to 2/2/6 (food/hammer/trade).

I'm playing a game with the Lanun, and I think this went overboard. A work boat costs 40% of a worker, which makes the ports very easy to build early game compared to last version, and the trade bonus is enormous. I'd suggest moving +2 trade on the harbors to Optics and +2 trade on the ports to Astronomy at the very least.

Current emperor game on quick turn 161 has me at 820 GNP, closest rival at 289, and the gap is only getting bigger.
 
I'm playing a game with the Lanun, and I think this went overboard. A work boat costs 40% of a worker, which makes the ports very easy to build early game compared to last version, and the trade bonus is enormous. I'd suggest moving +2 trade on the harbors to Optics and +2 trade on the ports to Astronomy at the very least.

Current emperor game on quick turn 161 has me at 820 GNP, closest rival at 289, and the gap is only getting bigger.

Yeah, the bonus on these comes sooner than cottages and gives you food + hammers too! Its quite powerful.
 
Loki can do this how long while keeping up your early game economy? And when you fix your economy who has culture? Exactly.

Naturally, if I'd rush around capturing new cities and actually keeping them all to myself, it'd leave me ruined economically since there's no way I could handle the rapidly increasing maintenance that early in the game.

However, it's no problem at all for my economy when I keep giving the same captured city around to everyone and then taking it back, in order to build up civilization relations.

Note that this is nothing I have to especially concentrate any resources on. It doesn't really require any special preparations, technologies, units or the like. I just pop Loki and spend some time using him meanwhile doing the normal stuff.

I'm basically ending up getting huge rewards and taking absolutely zero risks, not to mention that I can at any time just decide to abandon the city after causing disruptions; leaving just a ruin, if I think it's becoming bothersome.

/Forral
 
Yeah, the bonus on these comes sooner than cottages and gives you food + hammers too! Its quite powerful.

Normally, you would turn a land tile from something like 1 food 1 production, to 3 food, 3 Trade. How is this that much more of an upgrade?

Also, consider that while each one is better, the total number you can have in empire now is significantly lower, because they can't attach to inland lakes. They are also always pillageable by random sea bound enemies.
 
When it comes to player's going far out of their way to exploit a function in this mod I'm not too concerned about it. In single player game they can simple choose not to abuse it - and in multiplayer, others can react accordingly. But in keeping to the flavor of the game a character like Loki is exactly the sort of thing where the player can take huge advantages while the AI has not the slightest hope in it being anything more then useless. Unless if in the future he could be programmed with a snippet to utilize his abilities.

A relationship negative is sorely needed. Most players, if they lost a city to Loki - would declare war the next round. Almost guaranteed! Also, relationship gains based on returning a city should depend on how the city was lost (if the civilization returning it was responsible for the loss), how useful the city is, and how far away it is from their capitol.

Oh, my gratitude for .33! The AI uses their mage's is a dream come true. Too bad in my last game I didn't make it that far to see it. Deity level, 3 teams of 2 while I played solo, and 'always at war' with the AI = I must have been disillusional to even have attempted that.
 
Normally, you would turn a land tile from something like 1 food 1 production, to 3 food, 3 Trade. How is this that much more of an upgrade?

Because you can do it by turn 30 when other civs are putting down their first farms for +1 food. It's a timing issue.
 
I'm playing a game with the Lanun, and I think this went overboard. A work boat costs 40% of a worker, which makes the ports very easy to build early game compared to last version, and the trade bonus is enormous. I'd suggest moving +2 trade on the harbors to Optics and +2 trade on the ports to Astronomy at the very least.

Current emperor game on quick turn 161 has me at 820 GNP, closest rival at 289, and the gap is only getting bigger.

I think that the bonuses are fine, but that pirate coves shouldn't be buildable until you get optics. If you can't get pirate ships until optics why are you getting their coves so much earlier??? plus it would push the bonuses back a little bit which helps with the early game complaints.
 
I played Keelyn and realised the power of puppets. I developed deception and build Gibbon and realised that i can summon 3 turns Puppets and than 3 turns airelementals with the puppets. That means 9 Airelementals for one attack with Gibbon. With twinspell that means 18 airelementals With one Unit. Isn´t that a little bit too much?
 
I'm playing a game with the Lanun, and I think this went overboard. A work boat costs 40% of a worker, which makes the ports very easy to build early game compared to last version, and the trade bonus is enormous. I'd suggest moving +2 trade on the harbors to Optics and +2 trade on the ports to Astronomy at the very least.

Current emperor game on quick turn 161 has me at 820 GNP, closest rival at 289, and the gap is only getting bigger.



You are aware that these new Lanun economic options are worse than what the Lanun were capable before. And by far? That change is a serious nerf, not an improvement.

Obviously you did miss the possibility to get freshwater lakes / terraform tactically before. Or you didn't care to do the maths.

No its not to strong and comparing them to the clan is not really the best way forward. Rather compare it to a forest cottage of the elves to get the picture + that you can at best! get 2 usually only 1 of those per city in the early game and these yields have to offset any sea-tiles in the cities fat cross. (Sea-Water offers not so interesting Yields in comparison to Land to start from. Even for Lanun. Especially for Falamar.)
So to be as fair as possible in your favor and lets equate the additional yield of 4/4/12 (and please do so for the very start of the game as you wish but be fair in your comparison. Agriculture / Calendar / Education are not really late game techs. And Fishing isn't exactly a starting-tech) for 5 Water Tiles in the fat cross.
Please compare that to the additional yield possible at 5 Land tiles and see if its all that hot still.
(thats roughly 1 Mine (due to general-low-production of Sea-Tiles and optional working of tiles on land), 2 Agricultural farms and 3 Cottages at an average River-setup. 5 Tiles needed for a regular yield of 6 Tiles seems a real gamebreaking advantage... Yes... For even regular civs. + you can't go past that cap with harbors but can very easily on land. Please sir get your maths right. And no its not many turns of difference to achieve above mentioned.)
And thats the best equation in your favor which is encountered regularly. (With 4 / 2 the exeption and 1 / 2 or 1 /3 much more likely now and even likely more useful economically in the 1/2 case many times.)

+ very importantly you forgot that Work boats are not built with food unlike workers unless you run conquest which inflates the time to build them to about the same time as Workers or just a bit less. (This is especially true since one of the advantages of the Lanun is to get additional Food from water and the general low-production of Lanun cities near water. And you could get 3-4 Harbors with them before + the huge freshwater lakes around those cities which makes it even worse. By far.)

All in all if anything to weak for a civ with an economic affinity! (read: should be significantly better akin to elfs and the likes) to water, not to strong (for a civ that is actually disadvantaged in other regards i have to stress. Some of them as unneeded in FFH2 as land-combat :mischief:).

Dominating the AI means not very much btw. ... If you can't cope so well with other civs like you do with lanun might be that you are not as good playing them as you are playing lanun? (which may have many reasons.)
Building 3 Cottages (which equates the advantage of 2 Ports built.) early is no real problem for any civ really (if you aim for it, which is not a bad way to play by many accounts). Which completely takes care of the advantage in commerce respectively and doesn't use up a unit, just a bit of time.


But im not really suprised that such calls whould come up the day the change occurs. Whenever the numbers seem high someone complains that its overpowered.

Yea! Nerf anything advantageous to death until its unplayable! Really good way to design a game :goodjob:.
Good that the Team deosn't heed all those calls otherwise FFH 2 would be a much worse game.


If anything Lanun whould deserve a building later in the game (like at Trade or optics) that gives all Water tiles at least one Food if not one commerce added to that. Or alternatively one hammer and to river tiles as well :).
To at least partially offset that other players tiles / improvements get much better later on in the game.
Not further reduce their only real advantage to nothing.


Because you can do it by turn 30 when other civs are putting down their first farms for +1 food. It's a timing issue.


This is just wrong (exept perhaps for marathon). At the time lanun reach fishing most civs (those who either start with chants or agriculture) are halfway to cottages already (agriculture / farms is pre turn 20 at worst, Turn 0 at best (fine if you can bash a nearby civ to get a worker or 2. Doesn't work with Workboats) + have a worker out if you need that badly) and have allready build farms especially the higher you go in difficulty or the faster a game you play.
+ you cant build a workboat pre-fishing (unlike workers pre-agriculture / pre-education). Which means about the time you have built a workboat you might be as far as building cottages otherwise (turn 40-50 at worst.)
+ Lanun can't get good yields (or any Yields for that matter) from the sea pre-fishing unlike a land-based city (big disadvantage right in the early game you mentioned).
+ Lanun are not only Hanna the Irin (Financial beeing a good trait is no suprise really.).
For Falamar it might even be worse to start water-heavy as opposed to a cottage-start.
As odd as it sounds. Can still build a costal city + ports and research fishing later (freshwater issue / brewery comes up as well under those circumstances.).

(+ Mysticism is only a short hop away thanks to chants needed for education unlike if you go for fishing first.)

Unless of course you don't prioritize either Education or Mysticism. Thats not to blame on the other civs then though.
 
Yea! Nerf anything to death until its unplayable! Really good way to design a game :goodjob:. Good that the Team deosn't heed all those calls otherwise FFH 2 would be a much worse game.


Exactly. This is what people need to realize. Insead of going directly to the forums to complain they could play around with the settings and the difficulty. I found things that felt less balanced for the player on immortal (but then again so is everything ! Improve the AI do not nerf the units !) so I moved up to deity. Anyone saying things are unbalanced on Emperor -- or especially Prince should reconsider asking for nerfs unless there is an issue that renders the game unplayable altogether (likely never going to happen with the FFH team.)

Perfect balance means little to no flavor. I find flavor fun. I also find it fun every race has something that once in a while new players will create topics asking for nerfs. It is a balance of each not being balanced.

Furthermore if you want to nerf something try nerfing it in your game first to see how it works. People were raving about how overpowered tolerance was until they actually tried it.
 
I played Keelyn and realised the power of puppets. I developed deception and build Gibbon and realised that i can summon 3 turns Puppets and than 3 turns airelementals with the puppets. That means 9 Airelementals for one attack with Gibbon. With twinspell that means 18 airelementals With one Unit. Isn´t that a little bit too much?

Yeah, I think puppet power is pretty... powerful, but only really in the hands of Keelyn. With Gibbon and four archmages with Mind3, I could essentially walk to any city, anywhere, and clear out the entire defending stack with 15 dominations. Against demons or angels, not much can stand against 15 air elementals (or 45, if all your puppets summoned them for 3 turns). The puppets are also the ultimate defense against assassins, because assassins will always pick them off first. They can even be used to weaken defenders for free experience to your mages, if you want it, provided there are not serious defensive bonuses in play (like city defender 3 and 100% cultural defense). Loki's puppets are also good at toying with barbarians, because they gain his 'escape' promotion and can't be killed when they defend, but they can attack (though they can die if they lose).

With no chance of your mages losing Mind3 to a resist, puppet swarms wiping out entire civilizations might be a little extreme in multiplayer. I don't really know what you could change to balance them without gutting the strategy. Maybe making puppets last only 1 turn even with Summoner, but I believe it was mentioned in the changelog thread that they were meant to last 3 turns for Keelyn.

Incidentally, I think this functionality might be more at home with the Amurites or the Sheim; that is, the mages get familiars, which the mage can 'cast' through, rather than puppets.
 
Exactly. This is what people need to realize. Insead of going directly to the forums to complain they could play around with the settings and the difficulty. I found things that felt less balanced for the player on immortal (but then again so is everything ! Improve the AI do not nerf the units !) so I moved up to deity. Anyone saying things are unbalanced on Emperor -- or especially Prince should reconsider asking for nerfs unless there is an issue that renders the game unplayable altogether (likely never going to happen with the FFH team.)

Perfect balance means little to no flavor. I find flavor fun. I also find it fun every race has something that once in a while new players will create topics asking for nerfs. It is a balance of each not being balanced.

Furthermore if you want to nerf something try nerfing it in your game first to see how it works. People were raving about how overpowered tolerance was until they actually tried it.

Flavour and Balance are not in contrapposition with each other. I don't think a lot of people are asking to make all things equally strong, it would also go against the line of development followed by Kael and the other FfH team members to balance things at civilization, religion level not at level of unit, building and so on.

A balance issue should be though discussed when it does impact gameplay.
I'm referring particularly when there is one game element which is so stronger than all others that it simply make all other elements worthless or not used at all, de facto restricting gameplay replayability.

To understand what i mean take for example the compassion civics. There is clearly one civic which is better than all other ones...Sacrifice of the Weak.
Admitting you have all the requirements to adopt it, wouldn't be foolish for me to adopt Fend for themselves, Public Healers, Protect the Meek or Basic Care?
If Sacrifice of the Weak is better in any situation, well it's for me a balance issue, because all other civics have become simply worthless.

Am i asking in that case to nerf Sacrifice of the Weak...not necessarily, you can balance it making other civics stronger, to give gameplay more replayability.
 
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