Re: Questions...Questions...Questions....
Posted: Sun Apr 05, 2020 12:03 pm
Nice, hope to see designers play with these for a bit. I think there are many interesting options that are available.Rudankort wrote: ↑Sat Apr 04, 2020 4:24 pm It's a question of presentation and UI. I agree that we probably don't explain campaign logic of the new vanilla campaign well enough (but then again, past games did not explain it well either, try to play PG without campaign trees created by fans). Releasing this game was a mammoth effort, and in pre-release crunch such things get overlooked. Fortunately, it's easy to fix in patches. Once again, this has nothing to do with fundamental design decisions which we've taken and which I've explained above.
Nice, I agree. I think that syphoning prestige can very well be used as a means to make the game harder in this sense. Totally agree with this opinion.Rudankort wrote: ↑Sat Apr 04, 2020 4:24 pm Prestige gate is a separate topic (it can be removed from the campaign without changing other design considerations which I explained above) and it is controversial in its own right. I added prestige gates as an integral measure of player's efficiency in the course of entire campaign, as opposed to efficiency on some very local and limited sections of it. Another idea was to make it a prestige sink. We know very well from experience that better players accumulate more prestige, not only because of capturing flags, forcing surrenders and finishing missions faster, but also because of taking less losses and making better purchase and upgrade decisions. Prestige gate is a very generic method to cut off weaker players and let stronger ones proceed. And I believe that it is actually quite precise and fair.
Note also that prestige gates depend on difficulty level. On Major prestige gate does not exist. On Colonel (default difficulty) it's a "symbolic" 1000 prestige which most players will be able to afford. It only becomes steeper on top difficulties, where, yes, I expect the players to show consistently efficient play, battle after battle, in order to win the war.
I understand that my example isn't realistic and could technically be remedied by selling off a unit etc. I wanted to use an extreme example to show that slightly less is not worthy of winning the war, but the exact amount is. That this is just as binary as the MV/DV system. You have to remedy that you didn't do well enough. But because it's not very transparent (i'm suddenly confronted with this prestige cap), it might cause me to have to replay multiple scenarios to do better, if not the entire campaign. I'm not judging whether a certain prestige cap of 1000 or 5000 etc is fair or hard, cause that's dependent on the player. But by not making this known in advance i think it can create more frustration than the MV/DV system where you were confronted with penalties for not doing too well more often and was much more clear. If i play up till Stalingrad, like 14 missions, and only then realise im not good enough for the victory path. That would really suck.Rudankort wrote: ↑Sat Apr 04, 2020 4:24 pm It's a game and any approach can be criticized as artificial and unrealistic. But I would argue that:
- The situation which you describe (4990 vs 5000 prestige) is MUCH less likely. Players who pick adequate difficulty usually swim in prestige by the time prestige gate arrives. Snowballing of prestige is a pretty fundamental thing in this kind of games, and with the concept of prestige gates we acknowledge and embrace this fact.
- You can earn extra prestige anywhere you want in the course of the campaign, it's a very open-ended requirement. You can barely win some harder battles, and compensate for it elsewhere. At the same time, this requirement forces you to stay focused on efficiency at all times.
- In this situation which you describe you can proceed by selling/downgrading one unit in your army, which actually makes this prestige barrier quite "soft" and "fuzzy" instead of "hard". Downgrading your army will not work only if you are WAY below the limit, in which case you probably deserve your defeat.
That an all DV path was the shortest, sure we can agree. Whether it was least interesting, that's everybodies personal opinion. I get the feeling that the developers/designers etc. posting on the forums don't like this branch, that's fine. Personal preference is not worth discussing, like discussing whether you should like/dislike brussel sprouts. Me? I like the losing paths most, at least not total defeat, but one where say the Germans beat the Allies off Italy, or stop them at Normandy or something in the middle. Those missions are most fun to me. At least, if the story is properly built around it, and defeating the allies at normandy actually has that consequense.Rudankort wrote: ↑Sat Apr 04, 2020 4:24 pm This is also a completely separate question which is related to campaign design rather than the fundamental issue of victory grades. I mentioned above that in my opinion all-DV path in PG and PzC was the shortest, least historical and arguably least interesting of all. It was our deliberate decision to NOT provide such campaign paths in PzC2. Even if we did not change anything else and DVs/MVs continued to happily exist, we would still find ways to exclude this branch from the campaign (like GC does).
Each campaign is created with certain design goals in mind. Some of our design goals for Panzer Corps 2 vanilla campaign were to provide lots of possible paths, which were all balanced in terms of length, with scenarios evenly distributed across years, and with not too many fictional battles. Because of these design goals, we delayed historical/fictional branch as much as possible. For example, we had Sea Lion '40 in our plans for a very long time (because it's such an iconic what if), but ultimately scrapped it, because it either makes the campaign too short, or too lopsided (too much early war content, too little late war content), or too heavy on fictional battles. We twisted it this and that way, but it just did not fit. Yes, campaign design is about compromises.
I don't want to go into campaign design issues too much here. Vanilla campaign is what it is. It's not going to change. It's different to how we approached PzC vanilla campaign, and this was our deliberate decision. Some people like it, others don't. Wehrmacht campaign is in no way representative of campaigns which we'll create next (like PzC vanilla was in no way representative of what came in GC).
I understand that it was a design choice to make the PzC2 campaign linear, with little a-historical battles. Whether a certain (ahistorical-)scenario is included is not really a meaningful debate and can't be changed regardless. In regards to why i'm bringing up these questions is that i do think it's important to have this kind of flavor in the game, where winning the battles for better or worse has some visible effect, either through a major/minor victory system where the game tells me there are different consequences to winning better, or by having alternate history endings. Now If i win at Normandy in PzC2 i still lose the war in France regardless. That's a design choice, fair enough. But if i don't speak out, then it'll never be known that there are also people that might not like such a system that much. And then there will be comments like "NOBODY likes the old system" which i think is a false assumption.
Definitely, it has nothing to do with design choices. But rather about the effects of the choice to make a DV/MV path with prestige at Stalingrad/Moscow only combined with the prestige cap. That people might get frustrated for suddenly not being confronted with the choice to take the path they want. Since the implementation of a prestige necessesity is something completely new, maybe it's a useful addition for the manual for example.Rudankort wrote: ↑Sat Apr 04, 2020 4:24 pm It's a question of presentation and UI. I agree that we probably don't explain campaign logic of the new vanilla campaign well enough (but then again, past games did not explain it well either, try to play PG without campaign trees created by fans). Releasing this game was a mammoth effort, and in pre-release crunch such things get overlooked. Fortunately, it's easy to fix in patches. Once again, this has nothing to do with fundamental design decisions which we've taken and which I've explained above.