I like the ones related to real gameplay factors (I am not really much of a Simser), but many were kept for Civ3. They could add more though, and bring back the ones they didn't keep.
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What is your greatest wish for Civ 4?
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-First of all, one word: I don't have time for 12-24 hour single game. One of the greatest reason why Homm2-3 was popular (even among some of the rts worshipers) because the a single map playing time was about 2-4 hours each. When Homm4 made the game significantly longer, (about 1-2 hours more each game) with more micromanaging, and other "time wasting mechanics" (such as micromanaging hero portions, ugh!) I believe that was one of the main reason that it turn me off at Homm4.
-Less luck plz.
1) The random map should be at least as balanced as Age of Empires 2 random map.
2) Plz Firaxis, do not implement ideas like a some kind of a elit unit "promoted" to leader in one of random combat win, then able to sac. it to finish a wonder.
3) In general, less rolling die, and more strategy (the amount of rolling die should not exced that of Civ 2)
-manual details. I won't spent any more of my precious time to find a basic detal written in a some "strategy guide" a basic information in a game. For example, in SMAC: formulas like percentage chance for ecological damage = MODIFICATION x DIFF x TECHS x (3-planet) x LIFE /300 was writen in a strategy guide that cost that I paid 10-14.95$. WELL, lets me say something that is no STRATEGY, BUT BASIC INFO.!!!
Well, at least Civ 3 's manual was not as bad as Europa Universalis 2' manual (it full of useless info and just description). Also, another tip: in order to make the manuals shorter, less words, and more number charts.
Some examples of an outstanding manuals:
IceWind Dale: not just includes most of DnD 2nd edition rules, including nice background-tutorial stories (not required, but nice), etc.
Homm3: perhaps they missed one or two very specific info, but very organized and simple, and most importantly, the information it provides about the game is near-complete.
All I want is a very refined Civ4, without all its time unefficiency (for example, instead of moving workers around, why not improve the land within the city micromanaging screen, ala queve?)
Provably I already pissed some ppl in board with my opinions... I'll stop now.someone teach me baduk
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Originally posted by AeonOfTime
I agree - but I don't think that will be the case. From what Soren said, the featureset of the game is implemented, until release they are only giuong to do some polishing and betatesting/balancing gameplay. If they do that for four months straight, it may very well be the most bugfree and balanced Civ yet. It better be!
As long as they are willing to tidy up afterwards it's fine. But of course many of the loose ends in Civ3 were never tied up - a fact many have not forgotten I'm sure.
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thinkingamer: I don't see a thing wrong with what you wrote. Good manuals are rare these days, and the "strategy" guides are a rip off. As for less rolling of the dice, I think I know what you mean, but how would you do it in practice?
DrSpike: It will be interesting indeed to see what the "new and improved" Firaxis will do with QA this time around. In fact, that's obviously where the future of the series lies at this point.I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001
"Yin": Your friendly, neighborhood negative cosmic force.
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@thinkingamer: formulas like percentage chance for ecological damage = MODIFICATION x DIFF x TECHS x (3-planet) x LIFE /300 was writen in a strategy guide that cost that I paid 10-14.95$. WELL, lets me say something that is no STRATEGY, BUT BASIC INFO.!!!
What you want, and which many Civvers here on apolyton like too is getting deeper in the game, and play it on a much more detailed level. I think a good thing would be a complete reference in the manual, or even a separate booklet in which we can look up all those shiny numbers
@thinkingamer: All I want is a very refined Civ4, without all its time unefficiency
@thinkingamer: Plz Firaxis, do not implement ideas like a some kind of a elit unit "promoted" to leader in one of random combat win, then able to sac. it to finish a wonder.
@thinkingamer: Provably I already pissed some ppl in board with my opinions
@DrSpike: Unfortunately, it wont work in practice. A few gametesters cannot think of everything a large group of dedicated players will.
You will have to agree that the fact alone that they invest so much time in betatesting can only be good. I find it very reassuring, because they won't release the game for christmas just because they need the sales and do a patch afterwards: they will release it because it will be as good as it is going to get without us testing it
And I'm sure they know we are ferocious beasts and that we will do what ferocious beasts do with their lunch when it does not comply"Give me a soft, green mushroom and I'll rule the world!" - TheArgh
"No battle plan ever survives contact with the enemy." - Murphy's law
Anthéa, 5800 pixel wide extravaganza (french)
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By the way, on the issue of beta testing, it really must ruin the gaming experience. Any thoughts? I know some great players who won't agree to beta test just for that reason. And while I'm sure the group they are using is top-notch, I just can't help but feel that some of the best people to test Civ 4 just aren't interested in doing so for fear of ruining their enjoyment of the game overall.
Of course, the bigger issue really is not just number of beta testers but number of various computer configurations. The first is a gameplay/balance issue while this second is a no less tricky stability issue. So a release to the wild is the only real way to move forward at a certain point, and this is where the QA response is critical. Patches that are done merely to fulfill a contract with the publisher (and not done in the spirit of building your franchise) run the risk of leaving gamers feeling betrayed if a few key issues aren't fixed.
It seems these days that two patches is what publishers will allow, so if the first one is spent quickly fixing issues that in all likelihood were already known before the game goes "gold" then you've really only got one more patch to get at a whole lot of larger issues that take time and careful planning to address. So if the first patch is almost just bringing the game up to code so to speak, there's a lot at stake with that second patch, and that's the one I hope Firaxis take a good long time to put together.I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001
"Yin": Your friendly, neighborhood negative cosmic force.
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Hey, so that's my wish: A patching process that a) doesn't buckle to the masses' wish for a quick release and b) that doesn't look merely to plug the more glaring holes but also looks to build substantially on real-world feedback developed over several months.
Pro-active. Long-ranged.I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001
"Yin": Your friendly, neighborhood negative cosmic force.
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A patching process that a) doesn't buckle to the masses' wish for a quick release and b) that doesn't look merely to plug the more glaring holes but also looks to build substantially on real-world feedback developed over several months.
BTW, there is one company that does this: Stardock. I experienced it first hand with Galactic Civilizations, and enjoyed it enormously."Give me a soft, green mushroom and I'll rule the world!" - TheArgh
"No battle plan ever survives contact with the enemy." - Murphy's law
Anthéa, 5800 pixel wide extravaganza (french)
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Yeah, Brad Wardell is a unique figure in gaming. In fact, I just bought Political Machine for a kick--a kind of show of support (that game is really pretty bad, though, and their official Website is gone already). Part of his secret is direct distribution and the success of his other projects like the desktop stuff and JoeUser.com
If anything, I hope he brings his focus back to gaming, but I'm really pulling for him and others to show that direct distribution can go a long way to unlocking the publisher shackles!I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001
"Yin": Your friendly, neighborhood negative cosmic force.
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direct distribution can go a long way to unlocking the publisher shackles!"Give me a soft, green mushroom and I'll rule the world!" - TheArgh
"No battle plan ever survives contact with the enemy." - Murphy's law
Anthéa, 5800 pixel wide extravaganza (french)
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Originally posted by yin26
Hey, so that's my wish: A patching process that a) doesn't buckle to the masses' wish for a quick release and b) that doesn't look merely to plug the more glaring holes but also looks to build substantially on real-world feedback developed over several months.
Pro-active. Long-ranged.
Here's to hoping.
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Originally posted by yin26
By the way, on the issue of beta testing, it really must ruin the gaming experience. Any thoughts?
I suppose the same would happen to having s.e.x. as a job ...but I digress.
Originally posted by yin26
It seems these days that two patches is what publishers will allow, so if the first one is spent quickly fixing issues that in all likelihood were already known before the game goes "gold" then you've really only got one more patch to get at a whole lot of larger issues that take time and careful planning to address.
Anytime you change the source code, you should repeat a whole set of test, just to check no new bugs are added. That's fine if you can automate the check, but it's a nightmare if you must replay every step by hand.
So you must chose one: to make frequent patch and take some risks to do more damage, ruining already working features, or reduce the number of tests and squeeze all the code changes into a couple of batches.
Economics at work, and the bad industrialization of programming art."We are reducing all the complexity of billions of people over 6000 years into a Civ box. Let me say: That's not only a PkZip effort....it's a real 'picture to Jpeg heavy loss in translation' kind of thing."
- Admiral Naismith
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By the way, on the issue of beta testing, it really must ruin the gaming experience. Any thoughts? I know some great players who won't agree to beta test just for that reason.
It has never ruined the gaming experience for me, but you really have to have a lot of time and to be able to accept the developer's choices. So yes, it can ruin the gaming experience but not necessarily.
@Adm.Naismith: Of course, playing it "as a job" ruin the experience after a short time.
@Adm.Naismith: Anytime you change the source code, you should repeat a whole set of test, just to check no new bugs are added. That's fine if you can automate the check, but it's a nightmare if you must replay every step by hand
If you don't know what a specific change may do to part x of your application or do not even know that part x depends on what you are changing, you can't be helped anyway. I hust hope that Firaxis knows what they are doing"Give me a soft, green mushroom and I'll rule the world!" - TheArgh
"No battle plan ever survives contact with the enemy." - Murphy's law
Anthéa, 5800 pixel wide extravaganza (french)
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Originally posted by yin26
By the way, on the issue of beta testing, it really must ruin the gaming experience. Any thoughts? I know some great players who won't agree to beta test just for that reason. And while I'm sure the group they are using is top-notch, I just can't help but feel that some of the best people to test Civ 4 just aren't interested in doing so for fear of ruining their enjoyment of the game overall.
The worst thing being the time factor, and a lot of discipline. What use has a prolongued betatest, that writes up a huge list of bugs and issues, if you don't take your time to actually squash them one by one? There are STILL bugs left in C3C, which were already reported during its beta multiple times.
And what use has it, if you declare the betatest over due to the lack of time until release, burn the remaining bug list and introduce HUGE changes in the game code, which would have needed a careful testing and balancing, but never were sufficiently tested? As seen with the corruption model in the first few patches of Conquests. It was a sheer disaster. The betatesting had been done not by volunteering testers, but by paying customers. Result was a quick succession of official and inofficial patches and hotfixes, each of which fixed an issue or two and created a new one. This was pure poison for Play By EMail games. At times, I had three different versions installed, just to be able to play my PBEMs. This is NOT how you treat customers.
Judging by the features leaked and officially stated so far, I am sure, Civ4 has the potential to become the best turn based strategy game of all times. This includes SMAC. Yes, Yin.
The only thing, that can possibly go wrong now is again ignoring the time factor. Please, both developers and publishers, don't repeat Breakaways/Ataris mistakes from the Conquests beta.
Let the betatest be over, when the list of bugs and issues is empty. And empty means empty. Nothing. Zero.
And after the beta is over, DO NOT TOUCH THE CODE UNTIL RELEASE!
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Ralph: Now you're talking!
EDIT: By the way, I'd rather have 5 features working well than 10 with problems. Now before people get on me about "But Yin you're on record for wanting major changes to the game!" that's true, but I'd much rather see a few significant changes (like my city to state concept) than a whole roster of fluffy things that prove hard to balance and patch later.
By the way, isn't the alpha phase the point at which real gameplay issues are handled? By the time of a beta, you're usually just looking for stuff like "Clicking four times on a plains tile causes CTD" and a bit of balance/exploit issues. So at the end of the day, I don't look for the beta testers to save a bad design (if there is one). They can only do so much!I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001
"Yin": Your friendly, neighborhood negative cosmic force.
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