ORIGINAL: Helpless
If I´m completely wrong and the devs got everything right why is the game already fading from interest?
You seem to keep burring it in each of your posts. So far amount of new MP games on server is not getting down, dev forum activity is even higher when it was after WITE release. Yes, it has not "THE THREAD" activity of WITP, but it doesn't prove anything. Everyone and everything will die at the end.
I'd say game would be badly broken if you wouldn't loose to best beta testers. Unfortunately it can't be used as a conclusion base alone. I'm not the one who designed VP system, but I'm desperately trying to find something really constructive out of that and so far it is covered by thick layer of emotions. Tweaking and changing VP system is not a big deal from programming point of view, but it takes long time to balance it out so all changes should be properly weighted. Currently I provided a set of tools to set air campaign VPs, which is quite different from what it is now. Also we allow to change victory levels in campaign. Adding abilities to tweak other parts is also possible and it was done in WITE after release.
I was playing a lot UV and WITP, bought AE when it came out and it appeared completely unplayable for me. I'm not blaming devs, I think it is matter of my taste and current capabilities, which is always good to remember before going into bold statements and conclusions.
Thank you for responding Helpless!
Firstly, I´m not sure judging the health of the community by the activity on the dev forum is valid? I (and others) can only do that by looking at the activity in the main forum and the sub forums. After all this is where the actual players are. And considering this is THE major Matrix release of the year activity here is worryingly low already. Granted that is subjective but it has me worried at least.
I think you have misunderstood me if you think I´m saying the game is "badly broken". That is not what I have been getting at. The game is perfectly playable and might even be alright balance wise from a VP perspective although that remains to be seen.
What I have been trying to get across is HOW the VP system works. HOW penalties are applied and WHY they are applied. I have tried to be as constructive as possible and always suggesting what I think is a better way to do it. Yes, much of what I´m saying IS covered in a thick layer of emotion. That is my whole point. The current system doesn´t take the player(s) into any kind of consideration. Its just a mathematical formula. Its not a good recipe for a game. I have already written extensively on this so I´m not going to repeat myself. But I´ve given several suggestions on things that I think would make the VP system better both on the main forum and in my AARs. Most recently post #108 in this AAR regarding Garrisons and the No beachhead penalty:
Better solutions:
-Base it on numbers of hexes.
-Have a sliding scale staring with -X VPs and then increasing for each turn the 10 hexes arn´t met.
-Have a -X VP penalty each month the 10 hexes arn´t met.
-Or simply don´t have the penalties be so massively over exaggerated that even the most minute mistake can cost you the game. -0.25 CV = 28 VPs. Really? 9 hexes instead of 10. -1000 VPs. Really? Some TOE changes = -138 VPs. Really?
I´m sorry if you think I´m saying the game is broken. That is not my intention. I´m just saying (and have been from day one) that the VP system from a player perspective is a poor one. I´m glad to hear that its at least being looked at. This is the first time I heard it being mentioned since Joels post saying "we are not going to change it" a couple of months back.