Discussion in 'Civ5 - General Discussions' started by Camikaze, May 11, 2016.
It was solved long ago: make games easy to play, hard to master
> new engine
> simpler graphics
Hooray, I might not have to play it only in winter with the window open!
Fingers crossed the AI (1) exists in multiplayer and (2) has difficulty bonuses other than a traffic jam of units with no upkeep waiting to be turned into XP by humans who understand chokepoints and cycling.
> gamers are STILL getting outraged when studios put out distinctive graphic styles that will run well on casual spec machines and not bake graphics cards
Come on in, the water's lovely!
Someone get this person a 980 TI stat!!! Heck if the price drops in the next month with the 1080 then you'll be set my friend. An trust me I used to be in that predicament but I managed to save up and work myself into a nice rig. I just would hate for that to go to waste. An definitely I would love for everyone to be able to play it at high res but as someone said earlier they can't please everyone. Last time I was part of the very pleased group, statistically it was my turn to not like something.... lol!
I imagine if the let's play people of youtube demonstrate the game play is much more improved than CiV then I'll buy it, but the art style seems to be my major hang up. Kinda how that art style killed my liking for Zelda games. I would feel too much like I'm playing a game for an age group younger than me.
As for hopes, I like the choke points because that is how real wars against overwhelming odds tend to play out; using terrain to your advantage. But unnecessary unit spam and difficulty shifting those units around on higher difficulty was indeed a pain. Although I did notice on the higher difficulty the AI tends to upgrade it's units with promotions and hold those more veteran units in reserve while it sends the basic un-promoted units forward.
Haha, I say this with the utmost gentle intentions: reading some of these posts makes me smile. Hardened vets (with valid gripes), telling the Civ producers to get off their lawn .
I would add another note of optimism: New AI Engine
In Civ IV, Soren rebuilt the game with a new engine to try to alleviate certain problems. Everyone is happy. With CiV, Shafer takes same engine but puts in new features that AI can't seem to grasp very well, even if humans like them. People are angry. Civ VI is the first since IV to have a new engine, and that engine was created by those who salvaged V with BNW, and have kept many core mechanics from BNW.
Improvement is coming. How much? Who knows, but the track record of new engines from good designers/producers is encouraging, I think.
There are ways to deal with that. Automating things in easy settings to make learning/causal play easy, but giving control of them to those who want control and can do better (and no I'm not just talking about micro-managing things). Or easier settings can just leave out parts of the game and so on.
As for the graphics well the easiest there would be to have a version of the game for the tablet/phone/console crowd and a better version for the PC user, [sarcasm alert] but hey that might reduce profits a bit so why try to please everyone? (And it might actually result in more sales more than offsetting the complications of having two versions, but the spreadsheets and bean-counters don't have that in their formulas.)
Keeping with the art topic check this out:
now your Chinese pikemen don't look like French pikemen.
Wonders are building as you build them, I thought it was weird to see a 99% complete wonder that looks like you just started it.
could care less if the graphics are a little cartooney. I am much more concerned about the quality of the actual gameplay.
I would like to see navigational rivers. Bring a ship up from the coast to help defend a city. Also trade routes should use rivers as roads.
Rivers are a natural defense point. So make rivers only crossable at certain points. I think that would add to the fun.
I have a powerful graphic card but don't expect real life graphic in a game like this. For big graphic games there is always the "Far Cry" series. Which I like to play also but it plays out after a while.
Yeah, having full-tile rivers would be pretty neat (no more move penalties, you have to embark to cross that river, or cross the new tile improvement: the Bridge!) I think the Civil War scenario in Civ5 had this and it was fun. But, I think it would really clash with the scale of the map in the regular game.
I just wish the rivers were a bit thicker, visually. I really like the width of rivers when they're flowing out of Lake Victoria in Civ5 -- I wish all of them looked like that.
Yea, navigational rivers would be nice, as well as being able to construct canals. It would solve a lot of the ice issues.
I like your optimism.
I just wanted to add that I think that CiV was stripped of many features precisely because it was too much to handle given the radical re-design of maps, tiling and troop movement. I'm not defending the launch but I do think that given the market these days, the only way to test a game is to launch it. Pre-order culture ensures that it is paid for anyway and only the most extraordinary failings actually lead to backlashes (see: Rome 2: TW, Sim City 2013).
So given that they had their years of testing and with the expansions, showing that it could actually work, I have high hopes.
> new AI engine
I wonder if the way that they're narrating the new game implies that it will be more of a true nation building build, and less of a war game like its been. I also wonder if "more than one way to declare war" means that late game wars can become wars against extremist groups where you put together new governments as opposed to fighting against other empires (like we have now).
Hopefully war is a big part of it, but I want to see this district system in action. I was curious if cities going to have to be 6 hexes apart?
It would be interesting if the 'uprising' system that creates 'barbarian' armies armed with your tech could be expanded and Barbarians given greater city capture capabilities. Given the historic 'blowback' from 'civilised' external support for the Mujahideen, Khmer Rouge, White Army, Fascist Party, etc, one could easily implement a kind of 'Kissinger effect' whereby players can support a chaotic uprising to destabilise a rival power only to see their would-be agents becoming a greater problem.
Perhaps a special policy in the Ideology tree, or SPY pressure could create a rogue barbarian army in their competitors territory?
I was glad they've hinted at mixed unit tactics it's something I suggested a while back to utilize the single hex limit but still be able to have a largish army and move them en masse, being able to mix units on single tile will mean you can move a larger army than bottle-necking single units.
I thought more on specialised support units would be good here's a couple.
>Commando - Anti infantry unit that can call airstrike to bomb units in area.
>Medic - Heal 20% health per turn units same tile - add more% promotions non combat unit though!
>Guerilla fighter- Ambush unit for anti infantry and kidnapping workers- can stealth or camouflage??
I still want a scout vehicle type upgraded from scout even if it's a measly dune buggy
Militaristic City States should build their own UUs when able to do so, allied CSs should have the same access to your resources as you have to theirs. A CS that conquers a satellite city should become an Empire and gain full faction status, with starting diplo modifiers 'we remember our friendship/conflict' derived from how things were at the time of declaring nationhood.
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