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United States47024 Posts
On September 06 2015 13:31 Sufficiency wrote: Except Fire Emblem's same turn reinforcement is also a "knowledge wall". There are no actual adaptions against same turn reinforcement except "playing more carefully and/or hope nothing random happens", Skinner box design. The difference is that for IWBTG you can restart within a couple of seconds to a couple of minutes. In Fire Emblem it can take a long time because reinforcements can often take 20-30 turns. I acknowledge that in the rest of my post...
And most of the time, same turn reinforcements act as a force to promote fast play (i.e. play fast to set up a position far enough from potential spawn points that reinforcements cannot attack you on the turn they appear), not turtling. This is why they frequently appear from the edge of the map the player started on. Turtling being an optimal solution to many missions is one of the perennial problems of FE as a series (and only a few well designed maps throughout the history of the series have actually produced clever incentives that actually break that).
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On September 06 2015 13:37 TheYango wrote:Show nested quote +On September 06 2015 13:31 Sufficiency wrote: Except Fire Emblem's same turn reinforcement is also a "knowledge wall". There are no actual adaptions against same turn reinforcement except "playing more carefully and/or hope nothing random happens", Skinner box design. The difference is that for IWBTG you can restart within a couple of seconds to a couple of minutes. In Fire Emblem it can take a long time because reinforcements can often take 20-30 turns. I acknowledge that in the rest of my post... And most of the time, same turn reinforcements act as a force to promote fast play, not turtling. Turtling being a viable option is one of the perennial problems of FE as a series (and only a few well designed maps throughout the history of the series have actually produced incentives that actually break that).
Are you referring to this:
As such, same-turn reinforcements are the only way for the system to create sudden shifts in the battle that forces a player to scrap their original plan and respond to a "shit happens" moment. It's a limitation of FE's battle system.
Like I said, this is a lazy approach, and frankly an extremely mean approach since you are forcing the player to restart with long iteration cycles when "shit happens". Let's see what we can do about this:
1. Shorter maps. It still forces the player to adapt, but with shorter iteration time it's kinder for the player. By the way, one of the major reasons why I don't feel like touching Genealogy because I know it's going to be a shitshow. Alternatively, save points (see: Shadow Dragons). 2. Less punishing mechanics for "losing". It's extremely easy to see "sudden shifts in battle" in many strategic games. A random hero will show up near your castle in HoMM, or Catherine just declared war on you in Civilization after pretending to be your friend for two hundred turns. You are forced to adapt to these situations, but usually you don't have to do it perfectly since most of the time, lost resources can be replaced (while at a cost). Fire Emblem has perm death which is problematic, but Fire Emblem actually does this by scripting enemy units to raze buildings (get here fast or you lose all these loots). Unfortunately, it's very difficult to tell what kind of loots you lose by not protecting those buildings, so they don't actually reinforce the player well. 3. Vague hints. Even a message like "Reinforcements are gathering from the south" causes the player to adapt. Which by the way, is what IS is doing for Awakening, a major step up from their previous games. 4. Conditional reinforcement. Do a miniquest to destroy X. If you don't you will get enemy reinforcement. No more turtling - but it needs refinement to prevent players from intentionally getting reinforcement to grind EXP with.
In summary, there are many ways to engage the player. Spanking the player is not the way to do it.
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United States47024 Posts
On September 06 2015 14:01 Sufficiency wrote: 1. Shorter maps. It still forces the player to adapt, but with shorter iteration time it's kinder for the player. By the way, one of the major reasons why I don't feel like touching Genealogy because I know it's going to be a shitshow. Alternatively, save points (see: Shadow Dragons). You do know that Genealogy has in-battle saves, right? Not just quick-saves, but actual saves that don't go away when you load them? Iteration time in Genealogy is as short or as long as you choose to make it.
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So I'm slowly learning how xmage works... that is, I've loaded it and tried building a couple of decks. Feels quite dry w/o any images, but you can DL those I heard.
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United States47024 Posts
On September 06 2015 15:11 Duvon wrote: So I'm slowly learning how xmage works... that is, I've loaded it and tried building a couple of decks. Feels quite dry w/o any images, but you can DL those I heard. Just click the button in the top right.
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On September 06 2015 15:11 Duvon wrote: So I'm slowly learning how xmage works... that is, I've loaded it and tried building a couple of decks. Feels quite dry w/o any images, but you can DL those I heard. Been practicing for draft day on monday by doing xmage stuff all weekend I'm also home probably all day tomorrow someone should play with meeeeeee
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On September 06 2015 14:10 TheYango wrote:Show nested quote +On September 06 2015 14:01 Sufficiency wrote: 1. Shorter maps. It still forces the player to adapt, but with shorter iteration time it's kinder for the player. By the way, one of the major reasons why I don't feel like touching Genealogy because I know it's going to be a shitshow. Alternatively, save points (see: Shadow Dragons). You do know that Genealogy has in-battle saves, right? Not just quick-saves, but actual saves that don't go away when you load them? Iteration time in Genealogy is as short or as long as you choose to make it.
Uh. It's worth a shot then.
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On September 06 2015 13:06 Gahlo wrote: Speaking of XCOM, XCOM2 is coming out in February. I am pretty hyped for this.
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United States15536 Posts
Wow. Just stumbled upon this at my folk's place.
![[image loading]](http://i.imgur.com/lExsPV8.jpg)
I kinda want to get it framed.
But would I do unit side or structure side...
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On September 07 2015 01:43 AsmodeusXI wrote:Wow. Just stumbled upon this at my folk's place. + Show Spoiler +I kinda want to get it framed. But would I do unit side or structure side...
Yeeessss
I have the Age2 (conqueror's) special edition or whatever folding doodle too. Also unsure of what to do with it.
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Unit side of your played race, structure sides of the other two perhaps?
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Some of the names seem messed up :\
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That's pretty awesome. I didn't notice any messed up names? It's been awhile though
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11589 Posts
The Goliath and the Dropship in Terran are named incorrectly as Siege Tank and Observer, respectively.
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Marvel finals at First Attack Puerto Ricko were pretty good, best Marvel I've seen in a very long time. Also watching that made me realise how much I prefer the FGC stream formula to "esports", but sadly a lot of it is probably due to the fact fighting game matches are just so much shorter. I wish there was a more fast-paced and quicker FPS or MOBA. HOTS doesn't seem to gain momentum, maybe Overwatch will aim for 20-30 minute matches.
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I could be wrong but it kinda feels like Heroes of the Storm is being put to the shelf. I mean they're giving out hero's for people who own d3. Banners, and such trying to tie into the better products like hearthstone and such. But the model for payment/earning/leveling is just outstandingly bad. I don't understand it at all because they did HS, it works okay. It even rewards people who do well in arena.
Freaking have to be level 15 just to unlock all the trial heros, stupid decisions like that man.
I watched the OGN Tourney and man it's just carried by Tastetosis pair, it's just not the most interesting thing to watch. I think a reason being is if you watch any other moba it's all "whats his build, whats his items, etc" and you can get that feeling of wanting to do what they did and be as good. With Heroes it's like what? Talents? Hitting the boss minions at the right times? I dunno maybe I can't appreciate it enough to watch.
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I don't really feel like there's one big reason why noone likes hots, I think everyone has their own reasons to not like it. Sspecifically I think that I dislike HOTS for the same reasons I dislike DOTA, whereas someone who plays Dota and dislikes League probably has similar issues with HOTS.
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United States47024 Posts
The thing that bothers me about HS and HotS is this weird casual/competitive duality. Blizzard is content to promote tournament play for both games, but simultaneously omitting competitive game features under the justification of them being casual games (e.g. drafting in HotS not having bans).
if you're going to promote your game as a competitive game, then you should rightfully be criticized for the omission of competitive features. Especially since most such features don't negatively impact casual play at all. Being a casual game and being a competitive game are not mutually exclusive.
On September 07 2015 10:32 AlterKot wrote: I don't really feel like there's one big reason why noone likes hots, I think everyone has their own reasons to not like it. Sspecifically I think that I dislike HOTS for the same reasons I dislike DOTA, whereas someone who plays Dota and dislikes League probably has similar issues with HOTS. What reasons are those?
My gripes with League have very little to do with my gripes about HotS.The design of LoL went in a different direction than I personally enjoy, but there's nothing intrinsically wrong with the core of the game itself that bothers me. The same isn't true of HotS.
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