lordqarlyn
Warlord
- Joined
- Oct 24, 2005
- Messages
- 220
Ah, okay. Makes sense since afterwards I didn't see any game changes lol. Thanks!That was just an update for the soundtrack. No game changes that we know of.
Ah, okay. Makes sense since afterwards I didn't see any game changes lol. Thanks!That was just an update for the soundtrack. No game changes that we know of.
The next step is to realize that if achieving religious victory is pretty much just a matter of spamming units, then religious victory bears redesign. I'm not schizo because I don't like the AI is bad *and* because I think that the way to win the religion game is poorly conceived. I'm just sane.I agree. The "religious spam" is the AI pursuing a strategy that really might make a difference.
I think that, as a group, we can be a little schizo. If the AI does something effective enough that it really throws us, a whole lot of people get upset. And without realizing that that contradicts the view (of many of the same people) that the AI is ineffective.
As I see it, Firaxis has the right idea. Make AI opposition that provokes you, annoys you enough that you want to get back at them. (Civ V I found too often opposing civs just sat there.) Give those AI civs some tools to allow them to poke the bear and seriously inconvenience you.
Sure, I'd like it better if they could get the AI to do better in tactical warfare. But I also know that that is an extraordinarily difficult undertaking in any game of this type, so for the time being, they've made a pretty good call. Next step, in my view, is to get the AI to prioritize production better, and then upgrade better. I'm thinking that that should be doable.
That reasoning seems extremely reductive.If a fan is a person who likes something, then disliking it would mean that you aren't a fan. And having a negative opinion would reflect an attitude of dislike. Therefore, if you fail to like it, you should question your status as a fan.
The next step is to realize that if achieving religious victory is pretty much just a matter of spamming units, then religious victory bears redesign. I'm not schizo because I don't like the AI is bad *and* because I think that the way to win the religion game is poorly conceived. I'm just sane.
I adamantly hope they *don't* rush to patch anything but critical bugs right now. They need to keep mining data, not just reacting to initial outcries.
They did have a lot of time to 'mine' data prior to launch, no? Unless the data is our outcries, not sure that will be effective given the weaknesses we have found in the last 6 days.
They did have a lot of time to 'mine' data prior to launch, no? Unless the data is our outcries, not sure that will be effective given the weaknesses we have found in the last 6 days.
They did have a lot of time to 'mine' data prior to launch, no? Unless the data is our outcries, not sure that will be effective given the weaknesses we have found in the last 6 days.
Actually what you describe here is what Civ5's AI was initially like. It was eventually changed because people didn't like it. It will happen with Civ6, too, I'll bet. And i hope it does.I agree. The "religious spam" is the AI pursuing a strategy that really might make a difference.
I think that, as a group, we can be a little schizo. If the AI does something effective enough that it really throws us, a whole lot of people get upset. And without realizing that that contradicts the view (of many of the same people) that the AI is ineffective.
As I see it, Firaxis has the right idea. Make AI opposition that provokes you, annoys you enough that you want to get back at them. (Civ V I found too often opposing civs just sat there.) Give those AI civs some tools to allow them to poke the bear and seriously inconvenience you.
Lol no. Even one week of world-wide play gives several orders of magnitude more data than even a couple hundred beta testers, which I think would be a lot for Firaxis/2k standards. No game, not even AAA Blizzard/Rockstar/EA ones, are going to have even a tenth of the data they get from week one players from months-long betas.
Say 100 beta testers playing 5 hours a day for 2 months. That's 30,000 hours of playtime. That will be immediately dwarfed by playtime from your average launch day crowd even if the game only sold 10k copies. And it certainly sold way way more than that.
Civ6 is in many ways the most polished initial released of the game in recent memory. Kudos to them for that. They obviously have tested it a lot . But nothing beats putting a 4x game out on the market for millions of hours of playthroughs to find the more complex bugs.
You also have to remember some obvious bugs may be known and reported by the testers but they didn't patch it in before launch.
Was there a team? I thought it was basically one developer (which is barely enough resources to do like a skeleton in a game like this).I'm sure the AI team has done their best and will continue to improve the game thanks to those that are posting their experiences, problems and feedback.
You guys are totally right.
I guess I was speaking more to the AI performance in the sense that there is no data mining needed to see that it is underperforming, even the lead AI programmer acknowledged weaknesses during the AI Battle Royale. It's bad, they knew it was bad, we have confirmed that it is bad. Data mining complete lol.
I am having a blast playing - just hopeful that it only gets better![]()
I hope so...like i've mentioned I feel the unit upgrade is an important one they need to get out asap It's an issue of the ai not getting resources then maybe they should consider giving the AI a set number of free upgrades on King and above, scaling upwards depending on difficulty and map size.I assume crunch is over at Firaxis so any major issues uncovered at launch probably didn't get a look until just this past Monday. I would expect a hot fix patch late this week or early next week with a larger overall patch in November or December.
Well, I'm not going for a religious victory, mind you, just trying to milk my tithe by seeding some cities with religious pressure that will spring a follower or two here and there in the surrounding cities. That doesn't seem to be working. Need to go back and look at what beliefs Arabia has. Might be the reason pressure is working for them and not for me.I see your point steveg700. A couple of things that you might be overlooking:
-Missionaries and charges on apostles are fine, but in order to gain a lasting foothold you need to... well, you need to put some feet in the area. A couple of apostles defending a city does wonders due to religious victories adding followers to your true religion.
-Having trouble with certain civ? (Arabia, in your example) Convert the cities in which he has built a Holy Site and his Holy City. No Holy Sites/Holy city = no more religious units. It will take him quite a while to come back from that.
-Set up an army of apostles at his door, close him down forever.
The religious victory requires a combination of three units (missionary, inquisitor, apostle), some wonder building, guerrilla tactics and strategic thinking. Add religious pressure, Kongo, India, Spain and Jerusalem to the mix too. Far from poorly conceived in my opinion.
I'm sure the player base logged more hours in the first weekend of release then they were able to log at any point prior to release, especially on the finished release build, not to mention the sheer diversity that the player base represents that simply can't be replicated during a beta.They did have a lot of time to 'mine' data prior to launch, no? Unless the data is our outcries, not sure that will be effective given the weaknesses we have found in the last 6 days.
Well, I'm not going for a religious victory, mind you, just trying to milk my tithe by seeding some cities with religious pressure that will spring a follower or two here and there in the surrounding cities. That doesn't seem to be working. Need to go back and look at what beliefs Arabia has. Might be the reason pressure is working for them and not for me.
I think the whole business of being able to wipe out a holy city with minimal effort needs a revisit as well. There needs to be the equivalent of city walls, i.e. some kind of innate passive defense that isn't contingent on having units around to defend them. I have a strong antipathy towards that part which would be euphemistically described as "guerilla tactics". If you have a head start on religion, why not just keep some missionaries or apostles around so that if a neighbor founds a religion, you can just march over and casually snuff it out? That civ isn't going to have his retinue of apostles standing around to stop you.
It was a mistake for the devs to take design cues from the domination victory condition. Unilateral elimination is a poor thing in games. The emphasis should be less on elimination, and more on winning key battlegrounds. Better to convert a certain number of cities or global population than have to flip every civ over. Why is this better? Because it allows for there to be actual fronts racing against each to the end, rather than A) a steamroll process where you know you're going to win or lose long before the finish line because the opposition has been crushed below a threshold they can come back from, or B) an abrupt, cheap-shot, anticlimactic blitzkrieg victory.