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Re: I've struggled hard to like this game...
Posted: Thu Apr 04, 2019 3:12 pm
by Cunningcairn
rbodleyscott wrote: ↑Thu Apr 04, 2019 9:01 am
There is an irreconcilable difference of opinion between those who want more predictability in combat results, and those who are happy with the current level of unpredictability.
If we bow to the pressure for more predictability, we displease the players who actively like the lack of complete predictability.
It is just a matter of personal preference. We cannot please everybody.
The current level of predictability/unpredictability fits our design goals. and we have no immediate plans to change it.
Can these design goals be shared with the FOG community?
Re: I've struggled hard to like this game...
Posted: Thu Apr 04, 2019 5:07 pm
by AlexDetrojan
stockwellpete wrote: ↑Thu Apr 04, 2019 8:44 am
AlexDetrojan wrote: ↑Wed Apr 03, 2019 1:43 am
This happens all the time, not just once in a while in an occasional game, but many, many times in each and every game, and in many instances, turn after turn in that particular melee. I played a game last night where 3 of my armored Sarmatian Lancers battled a fragmented Bosphoran light foot archer unit for two turns in clear terrain, no losses at all for my Lancer with nothing but 'held firm' each round of combat! In what universe is this reasonable or even remotely possible?
And then you compare your situation with the beginning of a war band battle, where fresh and completely undamaged units fragment quite regularly on impact and are then routed on the next turn causing cohesion tests to be taken by adjacent friendly troops. Within the same period of time (in game turns) it takes for 3 Sarmatian lancers to destroy the Bosporan skirmishers, a whole wing or centre of a war band army (among the most volatile units in the game) can be completely destroyed as a coherent force. I just think the range of possible outcomes here is too wide to retain any credibility. Most fragmented troops hit by a second enemy unit should probably automatically rout (maybe superior troops shouldn't), and fragmented skirmishers being attacked by more than one cavalry unit in the open should definitely do so.
The funny thing about my armored Lancer battle Pete, was they really weren't my target. They were the only unit on the enemies left flank as I swept around. My logic was that I would charge right through them and into the flank of 2 Theureoporoi foot that would have collapsed their right flank...instead 2 turns of quite frankly unbelievable fortitude by an understrength, fragmented, unprotected, light foot skirmishers...the end result is that flank of theirs was able to coalesce and get off scot free. This issue doesn't come down to predictability, it comes down to what a commander should reasonably expect should happen when force A is applied to object B. Yes when I play this game I weigh and balance the chances associated with each move and melee engaged in. If it doesn't seem favorable in my mind, that the outcome is too risky, then I don't initiate it. I'd like to think most players of this game do so also...as probably did generals in history. I'm pretty sure an Alexander or Hannibal would have had full confidence in their heavy Lancers in running down and trampling some already fragmented skirmishers. Would they have had back up plans in case those fragmented skirmishers 'held firm' for 'two turns'...I'm not so sure. I think they would have had full confidence that their lancers would have executed perfectly what they were designed to do. Oh well, in the end I'll just go back to playing FOG1. Not as pleasing to the eye, but at least I can expect outcomes that to my mind were/are more historical. No offense meant to anyone associated with this game.
Cheers
Alex
Re: I've struggled hard to like this game...
Posted: Thu Apr 04, 2019 6:36 pm
by MikeC_81
vakarr wrote: ↑Thu Apr 04, 2019 4:48 am
yes it's annoying when it happens to you, but I don't want everything to be entirely predictable, it's more fun this way!
If anything, it is very predictable. 2 out of 3 games, I can reliably discern the winner on or before first contact just based on who managed to get the matchups they wanted.
Once the lines come together, there is not actually a whole lot you can do to affect the outcome other making sure you don't blunder and offer a flank by accident or something and make sure you sequence attacks properly
Re: I've struggled hard to like this game...
Posted: Thu Apr 04, 2019 9:03 pm
by Cunningcairn
AlexDetrojan wrote: ↑Thu Apr 04, 2019 5:07 pm
stockwellpete wrote: ↑Thu Apr 04, 2019 8:44 am
The funny thing about my armored Lancer battle Pete, was they really weren't my target. They were the only unit on the enemies left flank as I swept around. My logic was that I would charge right through them and into the flank of 2 Theureoporoi foot that would have collapsed their right flank...instead 2 turns of quite frankly unbelievable fortitude by an understrength, fragmented, unprotected, light foot skirmishers...the end result is that flank of theirs was able to coalesce and get off scot free. This issue doesn't come down to predictability, it comes down to what a commander should reasonably expect should happen when force A is applied to object B. Yes when I play this game I weigh and balance the chances associated with each move and melee engaged in. If it doesn't seem favorable in my mind, that the outcome is too risky, then I don't initiate it. I'd like to think most players of this game do so also...as probably did generals in history. I'm pretty sure an Alexander or Hannibal would have had full confidence in their heavy Lancers in running down and trampling some already fragmented skirmishers. Would they have had back up plans in case those fragmented skirmishers 'held firm' for 'two turns'...I'm not so sure. I think they would have had full confidence that their lancers would have executed perfectly what they were designed to do. Oh well, in the end I'll just go back to playing FOG1. Not as pleasing to the eye, but at least I can expect outcomes that to my mind were/are more historical. No offense meant to anyone associated with this game.
Cheers
Alex
Excellently put! Strategy is based on understanding the expected and possible results of an event. The reason the Alexanders and Hannibals had their success rates is because there was a degree of predictability. In 7th Edition, DBM, FOG1 you are able to reasonably predict what will occur with the occasional shock result. Why has this changed in FOG2?
Re: I've struggled hard to like this game...
Posted: Thu Apr 04, 2019 10:05 pm
by TheGrayMouser
Oh well, in the end I'll just go back to playing FOG1. Not as pleasing to the eye, but at least I can expect outcomes that to my mind were/are more historical. No offense meant to anyone associated with this game.
Cheers
Alex
I'm surprised you actually believe that... The amount of arguments complaints and legion of recurrent threads about RNG and situations
exactly as you just described were tenfold in the FOG1 forums than versus what is posted here. Especially as in FOG1 you can order a light foot to "hold" in the face of a lancer charge, and they will!
Re: I've struggled hard to like this game...
Posted: Thu Apr 04, 2019 10:14 pm
by NikiforosFokas
TheGrayMouser is absolutely right! FoG1 had some really crazy results. FoG2 is a paradise in front of its predecessor at least in this field.
Re: I've struggled hard to like this game...
Posted: Thu Apr 04, 2019 10:50 pm
by Geffalrus
This game is a paradise compared to the battle mechanics of Rome Total War.
Re: I've struggled hard to like this game...
Posted: Thu Apr 04, 2019 10:54 pm
by Cunningcairn
TheGrayMouser wrote: ↑Thu Apr 04, 2019 10:05 pm
Oh well, in the end I'll just go back to playing FOG1. Not as pleasing to the eye, but at least I can expect outcomes that to my mind were/are more historical. No offense meant to anyone associated with this game.
Cheers
Alex
I'm surprised you actually believe that... The amount of arguments complaints and legion of recurrent threads about RNG and situations
exactly as you just described were tenfold in the FOG1 forums than versus what is posted here. Especially as in FOG1 you can order a light foot to "hold" in the face of a lancer charge, and they will!
Yes that is true regarding the LF but they did not last very long. It gave one the ability to delay with fairly predictable results. Now you have fragged LF holding up multiple lancer units for unknown periods. I did not say FOG1 was perfect but you could base strategies on expected results.
Re: I've struggled hard to like this game...
Posted: Thu Apr 04, 2019 10:57 pm
by Cunningcairn
Geffalrus wrote: ↑Thu Apr 04, 2019 10:50 pm
This game is a paradise compared to the battle mechanics of Rome Total War.
LOL! Thanks for the heads up. I love this game and all the iterations, including the TT rules sets that RBS and his team have been involved with. Every single one had initial teething problems but there was always acceptance of the issues and the willingness to correct them. This time there appears to be a reluctance to accept there are issues which is not helped by certain people who talk more than they play saying it is predictable and there are no issues.
Re: I've struggled hard to like this game...
Posted: Thu Apr 04, 2019 11:09 pm
by TheGrayMouser
Cunningcairn wrote: ↑Thu Apr 04, 2019 10:54 pm
Oh well, in the end I'll just go back to playing FOG1. Not as pleasing to the eye, but at least I can expect outcomes that to my mind were/are more historical. No offense meant to anyone associated with this game.
Cheers
Alex
I'm surprised you actually believe that... The amount of arguments complaints and legion of recurrent threads about RNG and situations exactly as you just described were tenfold in the FOG1 forums than versus what is posted here. Especially as in FOG1 you can order a light foot to "hold" in the face of a lancer charge, and they will!
Yes that is true regarding the LF but they did not last very long. It gave one the ability to delay with fairly predictable results. Know you have fragged LF holding up multiple lancer units for unknown periods. I did not say FOG1 was perfect but you could base strategies on expected results.
Haha, I dont know how you in FOG1 could predict a Cataphract at impact rolling twos and threes on its 4 combat dice ( all misses), while the skirmisher with no impact weapons rolls box cars ( 2 hits), you just lost the combat "badly" and then your Cat double drops to fragged!! This happened here an there but some in the community made a stink like it happened three times a game, every game. Such an occurance is so almost impossible in FOG2 that it likley hasnt happened yet, as no one has posted a complaint about it! FOG1 was a great game and FOG2 is a great game with much more to offer, especially in the single player field.
The question is why did OP dump three lancers onto one skirmisher in the first place. Economy of force? Nope!

Feed success, not failure, as some general probably said somewhere or sometime.
Re: I've struggled hard to like this game...
Posted: Thu Apr 04, 2019 11:16 pm
by SnuggleBunnies
Cunningcairn wrote: ↑Thu Apr 04, 2019 10:57 pm
Geffalrus wrote: ↑Thu Apr 04, 2019 10:50 pm
This game is a paradise compared to the battle mechanics of Rome Total War.
LOL! Thanks for the heads up. I love this game and all the iterations, including the TT rules sets that RBS and his team have been involved with. Every single one had initial teething problems but there was always acceptance of the issues and the willingness to correct them. This time there appears to be a reluctance to accept there are issues which is not helped by certain people who talk more than they play saying it is predictable and there are no issues.
Talk more than play? Well I've been too busy playing to talk, but I guess I'm obligated to now. Having dabbled in FoG1, the RNG results are far, far, less crazy in FoG2, and the ability to order lights to 'hold' in the face of, say, cataphracts was just ridiculous. There is not a reluctance to accept that there are issues - see the changes made to the pushback system. This aspect of the game, in my opinion as someone who generally plays more than talks, is in a good place. You can disagree and that's fine, but that doesn't mean that your opinion ought to prevail in the design of the game. RBS can't please everyone, so he ultimately has to make decisions based on what proportion of players want certain changes, and how much those changes gel with his vision of the balance between gameplay and historical accuracy. The reason this game is so good, IMO, is because he has the clarity of vision to generally know when a change should be made, and when it would be best to stick to his vision, instead of listening to loud voices that insist they are a majority.
And no, I'm not saying that there are no issues, just that this is not an issue to me, and that the things I do think need to be worked on either are or likely will be worked on. And if there are a couple aspects of the game that I wish were different, that doesn't mean I'll struggle to like it. Even my favorite games have things that I wish were a little different, because everybody has different preferences, and nobody is making games for a market that consists of just me.
Re: I've struggled hard to like this game...
Posted: Fri Apr 05, 2019 12:44 am
by Geffalrus
SnuggleBunnies wrote: ↑Thu Apr 04, 2019 11:16 pm
Talk more than play? Well I've been too busy playing to talk, but I guess I'm obligated to now. Having dabbled in FoG1, the RNG results are far, far, less crazy in FoG2, and the ability to order lights to 'hold' in the face of, say, cataphracts was just ridiculous. There is not a reluctance to accept that there are issues - see the changes made to the pushback system. This aspect of the game, in my opinion as someone who generally plays more than talks, is in a good place. You can disagree and that's fine, but that doesn't mean that your opinion ought to prevail in the design of the game. RBS can't please everyone, so he ultimately has to make decisions based on what proportion of players want certain changes, and how much those changes gel with his vision of the balance between gameplay and historical accuracy. The reason this game is so good, IMO, is because he has the clarity of vision to generally know when a change should be made, and when it would be best to stick to his vision, instead of listening to loud voices that insist they are a majority.
And no, I'm not saying that there are no issues, just that this is not an issue to me, and that the things I do think need to be worked on either are or likely will be worked on. And if there are a couple aspects of the game that I wish were different, that doesn't mean I'll struggle to like it. Even my favorite games have things that I wish were a little different, because everybody has different preferences, and nobody is making games for a market that consists of just me.
Well said.
Re: I've struggled hard to like this game...
Posted: Fri Apr 05, 2019 1:31 am
by AlexDetrojan
TheGrayMouser wrote: ↑Thu Apr 04, 2019 10:05 pm
Oh well, in the end I'll just go back to playing FOG1. Not as pleasing to the eye, but at least I can expect outcomes that to my mind were/are more historical. No offense meant to anyone associated with this game.
Cheers
Alex
I'm surprised you actually believe that... The amount of arguments complaints and legion of recurrent threads about RNG and situations
exactly as you just described were tenfold in the FOG1 forums than versus what is posted here. Especially as in FOG1 you can order a light foot to "hold" in the face of a lancer charge, and they will!
You are correct 'Mouser, light foot in FOG1 can be ordered to hold(and I do this often when circumstances make it worth while), but to my original concern here(and yes I'm very aware of all the picadillo's associated with FOG1)I'm only worried about a fragmented light foot skirmisher 'holding firm' turn after turn, facing overwhelming odds. In FOG1 I recreated the same battle with my Armored Sarmatian Lancersx3 against a fragmented light foot unit in clear ground...the result, they were ground into paste when they stood and fought...as should be reasonably expected. You and I have both played against each other in friendly challenges in P&S, have you(or myself for that matter)ever come across a situation like I described in my original post in P&S? As a matter of fact a fragmented unit in P&S when charged by, lets say, some Gendarmes or Demi Lancers(the closest I can think of compared to Sarmatian Armored Lancers) usually 'breaks' and routs. Understand, I didn't post this issue lightly. I've held off months and months about saying anything until my lack of enjoyment in this game became too great to enjoy it anymore.

Re: I've struggled hard to like this game...
Posted: Fri Apr 05, 2019 1:35 am
by AlexDetrojan
Cunningcairn wrote: ↑Thu Apr 04, 2019 10:54 pm
TheGrayMouser wrote: ↑Thu Apr 04, 2019 10:05 pm
Oh well, in the end I'll just go back to playing FOG1. Not as pleasing to the eye, but at least I can expect outcomes that to my mind were/are more historical. No offense meant to anyone associated with this game.
Cheers
Alex
I'm surprised you actually believe that... The amount of arguments complaints and legion of recurrent threads about RNG and situations
exactly as you just described were tenfold in the FOG1 forums than versus what is posted here. Especially as in FOG1 you can order a light foot to "hold" in the face of a lancer charge, and they will!
Yes that is true regarding the LF but they did not last very long. It gave one the ability to delay with fairly predictable results. Now you have fragged LF holding up multiple lancer units for unknown periods. I did not say FOG1 was perfect but you could base strategies on expected results.
Agreed, my point exactly.
Re: I've struggled hard to like this game...
Posted: Fri Apr 05, 2019 1:41 am
by AlexDetrojan
TheGrayMouser wrote: ↑Thu Apr 04, 2019 11:09 pm
Cunningcairn wrote: ↑Thu Apr 04, 2019 10:54 pm
TheGrayMouser wrote: ↑Thu Apr 04, 2019 10:05 pm
I'm surprised you actually believe that... The amount of arguments complaints and legion of recurrent threads about RNG and situations
exactly as you just described were tenfold in the FOG1 forums than versus what is posted here. Especially as in FOG1 you can order a light foot to "hold" in the face of a lancer charge, and they will!
Yes that is true regarding the LF but they did not last very long. It gave one the ability to delay with fairly predictable results. Know you have fragged LF holding up multiple lancer units for unknown periods. I did not say FOG1 was perfect but you could base strategies on expected results.
Haha, I dont know how you in FOG1 could predict a Cataphract at impact rolling twos and threes on its 4 combat dice ( all misses), while the skirmisher with no impact weapons rolls box cars ( 2 hits), you just lost the combat "badly" and then your Cat double drops to fragged!! This happened here an there but some in the community made a stink like it happened three times a game, every game. Such an occurance is so almost impossible in FOG2 that it likley hasnt happened yet, as no one has posted a complaint about it! FOG1 was a great game and FOG2 is a great game with much more to offer, especially in the single player field.
The question is why did OP dump three lancers onto one skirmisher in the first place. Economy of force? Nope!

Feed success, not failure, as some general probably said somewhere or sometime.
Why did I dump three lancers onto one skirmisher? Because there was an(not outlandish)expectation that I would run rough-shod over it and get to the target(2 theuroporoi units)in their flank...crushing and rolling up their flank...and this is why I originally started this post. I felt my logic and chance of success was sound. Instead magically I had to factor in game mechanics that just don't seem to be realistic in this particular circumstance.
Re: I've struggled hard to like this game...
Posted: Fri Apr 05, 2019 1:57 am
by AlexDetrojan
As per the excellent examples about Cataphracts in this thread, Cataphracts performance were 'broken' in FOG1 and continue to be just as 'broken' in FOG2. Imho. But my concern is still with the 'stretching credulity' of fragmented units holding for unreasonable lengths of times, and with such frequency in each and every battle.
Two observations here. First maybe the developers(although I would imagine they are far too busy to do this)should run some tests on the frequency of what I say are happening in each and every battle they play. This way we can get a metric on this(although RBS has stated that there are no plans to look at this). Maybe someone who is savvy at this and has the time may try this themselves and see what they come up with...
Secondly those here who play P&S, see if I am not correct about this not happening in P&S after playing a bunch of battles...even though it has been stated that the mechanics in P&S are the same as those in FOG2. At any rate, I'm off to play some P&S and take my frustration out on some Turkish invaders that are threatening Eastern Europe.

Cheers
Alex
Re: I've struggled hard to like this game...
Posted: Fri Apr 05, 2019 2:19 am
by TheGrayMouser
Hey Alex, sorry if that came across as some critique of your generalship. What I was trying to express was i find bad luck lurks when you are most confounded and then rash. I have thrown xtra units into a melee to defy being denied immediate expected results from an enemy hero unit , when I could have chilled and things would have corrected themselves ...instead now I have two or three units stuck because it aced it’s cohesion roll .. the rules are clear , you just need to rember the subtleties , not easy to do in a raging battle.
I understand what you saying but in turn based games don’t look for literal reasons why somthing is or isn’t happening in the occasional oddities that occur. in this case the skirmishes holding off lancers for a turn or so too long. Believe the game mechanics justifications ( which indicate : very rare situation, don’t worry it will likely not happen again in this exact way). Use your imagination : the skirmishers weren’t beating off massed lancer charges, they were overrun but all your lancers were having too much fun running down the men and became intermingled and all that wasted time was them just getting their formations back and under control. Either way you don’t have control of them..
Anyway, I felt there were way many more “I need to pretend” situations in fog1 than ps or fog2 ( which are equivalent).
Cheers man!
Re: I've struggled hard to like this game...
Posted: Fri Apr 05, 2019 2:39 am
by vakarr
MikeC_81 wrote: ↑Thu Apr 04, 2019 6:36 pm
vakarr wrote: ↑Thu Apr 04, 2019 4:48 am
yes it's annoying when it happens to you, but I don't want everything to be entirely predictable, it's more fun this way!
If anything, it is very predictable. 2 out of 3 games, I can reliably discern the winner on or before first contact just based on who managed to get the matchups they wanted.
Once the lines come together, there is not actually a whole lot you can do to affect the outcome other making sure you don't blunder and offer a flank by accident or something and make sure you sequence attacks properly
That's another really good feature of FoG 2 - the way player fortunes swing from one turn to the next. Only if you play against an inexperienced player can you say that the outcome is predictable, and sometimes not even then. I have played game after game where the result has come right down to the wire. I've won games which I have declared unwinable halfway through. Even playing against the AI with a super army vs an average army is not always predictable. Yes the initial match ups are important but if you are willing to take a few risks and attack anyway, the results can be quite surprising, as the game rewards aggressive play. In my current game (Carthaginians vs Byzantines) my elephants and warband have had to charge from/into difficult or rough terrain at the beginning but survived and now are on the rampage
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Re: I've struggled hard to like this game...
Posted: Fri Apr 05, 2019 3:17 am
by AlexDetrojan
TheGrayMouser wrote: ↑Fri Apr 05, 2019 2:19 am
Hey Alex, sorry if that came across as some critique of your generalship. What I was trying to express was i find bad luck lurks when you are most confounded and then rash. I have thrown xtra units into a melee to defy being denied immediate expected results from an enemy hero unit , when I could have chilled and things would have corrected themselves ...instead now I have two or three units stuck because it aced it’s cohesion roll .. the rules are clear , you just need to rember the subtleties , not easy to do in a raging battle.
I understand what you saying but in turn based games don’t look for literal reasons why somthing is or isn’t happening in the occasional oddities that occur. in this case the skirmishes holding off lancers for a turn or so too long. Believe the game mechanics justifications ( which indicate : very rare situation, don’t worry it will likely not happen again in this exact way). Use your imagination : the skirmishers weren’t beating off massed lancer charges, they were overrun but all your lancers were having too much fun running down the men and became intermingled and all that wasted time was them just getting their formations back and under control. Either way you don’t have control of them..
Anyway, I felt there were way many more “I need to pretend” situations in fog1 than ps or fog2 ( which are equivalent).
Cheers man!
Well said, thanks.

Re: I've struggled hard to like this game...
Posted: Fri Apr 05, 2019 3:26 am
by MikeC_81
AlexDetrojan wrote: ↑Fri Apr 05, 2019 1:41 am
Why did I dump three lancers onto one skirmisher? Because there was an(not outlandish)expectation that I would run rough-shod over it and get to the target(2 theuroporoi units)in their flank...crushing and rolling up their flank...and this is why I originally started this post. I felt my logic and chance of success was sound. Instead magically I had to factor in game mechanics that just don't seem to be realistic in this particular circumstance.
If you willfully ignore game mechanics that have been explained to you many times over, was your decisions to pile on 3 lancers in on 1 skirmisher sound logic? Did you use the 3 lancers to generate the maximum number of CTs possible over 2 turns knowing how CT tests work in this game? If you did not sequence your plays properly to generate the maximum number of CTs, is it the game's fault that you refused to work around how the designer chose to implement a turn-based representation of a real-time event? And if you had played and sequenced your moves optimally, and you got your flank attack off, would the game still be unrealistic in that scenario?
Cunningcairn wrote: ↑Thu Apr 04, 2019 10:57 pm
LOL! Thanks for the heads up. I love this game and all the iterations, including the TT rules sets that RBS and his team have been involved with. Every single one had initial teething problems but there was always acceptance of the issues and the willingness to correct them. This time there appears to be a reluctance to accept there are issues which is not helped by certain people who talk more than they play saying it is predictable and there are no issues.
I didn't know that cowering in a forest with two-thirds of your army counts as playing the game.