Ryika
Lazy Wannabe Artista
- Joined
- Aug 30, 2013
- Messages
- 9,395
I'd say balance is what makes a game that has fun mechanics stay fun once the initial learning phase is overcome.I find that balance makes games enjoyable and fun.
I'd say balance is what makes a game that has fun mechanics stay fun once the initial learning phase is overcome.I find that balance makes games enjoyable and fun.
I dunno, stuff like "get a second light cavalry unit for free every time you build one" is setting off alarm bells in my head, not to mention the policies. Something like:
Chivalry (Divine Right): +100% Production towards Medieval, Renaissance, and Industrial era heavy and light cavalry units.
looks WAY more use than:
Native Conquest (Exploration): Combat victories over units from earlier eras provide Gold equal to 50% of the Combat Strength of the defeated unit.
I mean, how often did you use cav in Civ5? Most of the time they were just an unnecessary byproduct of pikemen. Bonus to cavalry production would not be gamebreaking in Civ5, even a 2x bonus.
What I'd love to see with cavalry, while we're on it, is some ability to move through zones of control. So they would actually have a useful amount of mobility in combat. As it is, they're not mobile enough to be worth the big disadvantage in prolonged combat.
Chivalry (Divine Right): +100% Production towards Medieval, Renaissance, and Industrial era heavy and light cavalry units.
looks WAY more use than:
Native Conquest (Exploration): Combat victories over units from earlier eras provide Gold equal to 50% of the Combat Strength of the defeated unit.
I'd say balance is what makes a game that has fun mechanics stay fun once the initial learning phase is overcome.
Firaxis just has gotten more serious about proper game design, hence why Ed Beach is directing this game. Talking seriously, just going by the already revealed info about each civ you can tell that they are just better designed, more flavourful and more balanced than thair civ 5 counterparts.
ROFL
Feels like they've been playing some tabletop games influences by Civ, like Thorugh the Ages and Nations. Especially with turning Great Persons into a drafting mini-game.
Wanna know where there's a ton of innovation is game design these days? Look to board games.
No, what what bothers me is people that can only appreciate basic buffs and cry balance problems when they see mechanics that arent so straight forward I see you are stuck on the Barbarians. Farming low tech Civs does not count i assume, but that is ok. You say you are stuck with one or the other. You know you can switch policies. You can use Chivalry, build your army of Horseman and then switch into Native Conquest and farm for gold, that works doesn't it ? Even with one military slot. Not to mention if the Farm runs out, switch to a different policy
It is not that i can conceive of 1 way, i can conceive of many and you obviously haven't done many Honor Playthroughs if you believe Gold for Kills is somehow weak.
Define balance. Combat balance? Civ games will always be inherently disbalanced because warfare is a segment, not the goal, of resouce management. To have even a shot at balance, civ units should be coming from a source other than production.
I dunno, stuff like "get a second light cavalry unit for free every time you build one" is setting off alarm bells in my head, not to mention the policies. Something like:
Chivalry (Divine Right): +100% Production towards Medieval, Renaissance, and Industrial era heavy and light cavalry units.
looks WAY more use than:
Native Conquest (Exploration): Combat victories over units from earlier eras provide Gold equal to 50% of the Combat Strength of the defeated unit.
Yes, that's the end-result of a balance process that focuses on objective measures.There should be different optimal strategies, fitting different playstyles.
What are the new movement rules? I haven't seen anything on em, but I'm hopeful they make cavalry a little more mobile in combatDid you forget scythia actually has horse archers ? And cavalry was a pretty decent unit in the industrial +. From what we've seen also ranged unit are rather weak. Making cavlry a good pick against it especially with the new movement rules.
What are the new movement rules? I haven't seen anything on em, but I'm hopeful they make cavalry a little more mobile in combat
Yes, Scythia has horse archers, and that card looks like a no-brainer for their bonuses. But expect to see policy bonuses that complement every civ in the game.
Industrial +? In my experience, cavalry gets shredded by artillery and gatlings
Yes, that's the end-result of a balance process that focuses on objective measures.
A balance-process that is lead by "My playstyle is X, therefor this civic that is pretty weak objectively is fine for me - no changes needed." on the other hand leads to one optimal strategy and many strategies that you can play if you don't care about optimal strategies.
Well, if my playstyle is to stay small and wait until I'm being conquered, then a civic that gives me -100% production and -90% military strength may be far more valuable than any other Civic.
"Playstyles" should not be part of a discussion about balance. Balance should always be based on an as objective as possible point of view from players who are willing to give up their "personal style" in favor of playing the best possible strategies.
Right, and there are plenty of different ways to play Civ. But a lot of hardcore devotees end up playing to win (or powergaming as you call it) rather than a looser 'play to see what happens' mindset. The problem with Civ5 is that it's so imbalanced that some major choices are significantly better than others. Ideally we'd have a game where all policy trees are equally viable, but it's pretty well covered that Tradition and Rationalism are by far the best, a few other trees are viable/helpful as well, and others are just bad choices if you're trying to win the game.I've honestly never understood that sort of powergaming mentality. I guess some people enjoy it, but honestly number crunching sucks the joy out of anything, IMO.
Doesn't (necessarily) have anything to do with "powergaming", it's just whether you're you okay with intentionally ignoring the best choices to play "thematically" or not. I personally am not, at least not when the "right" choice is obvious even without doing any theorycrafting. When I know I could be playing a strategy that is "50% better", then I feel like I'm gimping myself (because I am). Therefor I want as many strategies as possible as close to each other as possible when it comes to their power level, because that's when I feel I have the greatest freedom without the negative aftertaste of giving up tons of efficiency just for a thematic empire.I've honestly never understood that sort of powergaming mentality.
Again, for me personally it's not even "number crunching". It's the obvious stuff that you just get a feel for after you've played a few dozen matches. Other people will care less, and some people will care even more.I guess some people enjoy it, but honestly number crunching sucks the joy out of anything, IMO.