TripleA Logo TripleA Forum
    • TripleA Website
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags
    • Register
    • Login

    Player Bonus Settings Revamp

    Scheduled Pinned Locked Moved Feature Requests & Ideas
    86 Posts 9 Posters 66.2k Views 9 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • FrostionF Offline
      Frostion Admin @redrum
      last edited by Frostion

      @redrum
      I have not tested the newest build, but anything that compresses the amount of info on screen would be nice. I can't remember all that @Cernel wrote in the above posts, so maybe I will repeat something already mentioned. Sorry 🙄

      I would say that this new percentage feature is very welcome. But altering the income of specific players on the map does seems to be just as much outside the standard intentions of a map as any of the other current "Map Options" players may control. And I would say that noob players would/should not fiddle with adjusting the income of players before at least playing a few games with the normal balance.

      The extra information that this feature brings to the start screen / launch screen seems a bit out of place. As it is an advanced rule-altering play option, and not a basic mandatory option like choosing player-slots, it would be better placed in the current "Map Options". But as I have said before, the settings flood the options screen and destroys the possibility of getting a quick overview of these options.

      May I suggest that this be moved back to Map Options, but be displayed in a simpler way. Would it not be possible to have a button inside the Map Options screen that opened up a new window with all these settings. This window could contain any settings that might be implemented in regards to resources options, including flat rate or whatever?

      I think this would keep it simple, not confuse noobs, keep it away from the main launch window, not flood the options window and in the future we don't have to be impaired by how much visual space these resource settings take up.

      Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

      C 1 Reply Last reply Reply Quote 1
      • C Offline
        Cernel Moderators @Frostion
        last edited by

        @Frostion
        This is one of the 2 main reasons why I suggested to have it restricted to the AI players, and magically appearing only in the moment in which any AI is selected for any players.
        But I can see the PvP uses underlined by @Black_Elk (tho I'm still dubious that many will).
        I'd rather now suggest a button in players selection in which you show / hide Income Modifiers, with the default being hidden, but with also a setting in Engine Preferences to set the default as shown.
        To sum it up, I totally agree with @Frostion that it is bad having all that stuff in player selection as default, especially since I've little doubt it will be rarely used outside AI games, and AI games are not the main target of TripleA, but I also think that having it in selection screen makes it much more user friendly than somewhere in options, thus my suggestion of not having it until you just click on a button to make it appear, plus a way to define to have it default, if you prefer so.
        Practically, instead of "a button inside the Map Options screen that opened up a new window with all these settings" I suggest a button in players selection to show all that stuff, there.

        1 Reply Last reply Reply Quote 0
        • Black_ElkB Offline
          Black_Elk
          last edited by Black_Elk

          I don't have a huge opinion for the UI layout, whether it goes in the player selection screen or game menu screen. I can see advantages or disadvantages for either. I'm just really more interested in the functionality. A separate screen accessed out of the game options menu seems fine for me. As long as the option exists somewhere I'm happy.

          I rather wish it wasn't such a persistent issue that A&A games would require rebalancing by the players. Would be nice if more could be built into the standard rules with some kind of randomization to prevent the first round game scripts from becoming static or stale overtime. But Larry has been trying for like 30 years, and I've yet to see a game that didn't require some form of bid or income adjustment or unit set up change at some point to restore interest or balance by sides once the game is cracked.

          To me it seems kind of unreasonable (just based on past experience) to expect a perfectly balanced game design. A good balance between two players of equal skill is hard enough to achieve, but one that can also accommodate balance between players with a disparity in skill at the same time, that's a pretty tall order.

          Even if a game is constantly updated by the designer with new revisions based on player feedback and such, invariably a point is reached where the map maker takes a bow (the game goes out of print say) and then it's basically up to players to take the reigns if they want to give it an afterlife. When a map is brand new, these issues are a lot less pronounced. It's only after it's been out for a year or two, and experts have played the scenario to death, that you start to really see players pushing for changes. And in those cases they are always looking for some standard to follow. You'll hear questions on the forums like "what side has the advantage for this game?" Or "how do we fix such and such a move from being so broken and overpowered" or "why does this one side always lose, and what should I do about it?"

          The standard bid process was developed to address these sorts of issues in tournament play, but it still leaves something to be desired. Typically what happens is that the bid will be used to break one of the major round one TUV trades, so you end up with a first round battle that becomes all or nothing. If the battle works then the game is balanced, if the battle fails it's totally unbalanced. That's the constant problem with pre-placement bids.

          Regular income adjustment by contrast, pushes things further out and makes it harder to predict. Nobody is flipping the board, or quitting after the first round, because the results of some key turn 1 battle means that a loss for their side is now inevitable.

          That might work great for a live tournament with strict time constraints, but it's important to recall that tournament play isn't necessarily the way people game at home or on the computer. In a tournament you want a rapid turn around, with very clear signals to the players like "hey it's obvious now that you're going to lose eventually, so don't drag it out." Or "OK, hurry up and quit so we can get to the next game in the play-offs." Hehe

          For the choice of balancing mechanism, it really just comes down to whether you want to front load all the major 'gives and takes' so the game is easier to call early (pre-placement bid), or somehow push these major TUV trades onto the back burner so the game has more time to develop (income adjustment.) Personally I favor the later for a more satisfying play experience over-all, but that may just be my own bias showing through.

          On the table top I don't much like the idea of a game that takes an hour to set up, and then 3 minutes to completely unravel, if a particular round one bid battle goes sour. Some people play LL just to control for this stuff, though I find that playstyle largely unsatisfying myself. For me it's better by far to have a moderate ongoing bonus, that allows for a build up of advantage over time, or opportunities for recovery even if the initial losses are catastrophic haha. But that's me. Others may like different solutions, to this ever present and seemingly intractable problem haha.

          1 Reply Last reply Reply Quote 1
          • redrumR Offline
            redrum Admin
            last edited by

            So I tend to agree with limiting the amount of information the user initially sees. My thought is to have a button either on the main screen under "Map Options" or on the player selection screen to expand/collapse/popup player settings besides choosing players called something like "Show/Hide Advanced Player Options".

            I still think moving bid into the player selection screen makes more sense and makes it easier to display. It could either be displayed by default or be included in the advanced player options.

            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

            LaFayetteL 1 Reply Last reply Reply Quote 0
            • C Offline
              Cernel Moderators
              last edited by

              There is a major bug for old savegames reloaded in the .4580. All players are counted at income 0%, thus they can't collect:
              0_1496773936602_BUG_20170606_270BC_40%_Rev.tsvg

              redrumR 1 Reply Last reply Reply Quote 0
              • redrumR Offline
                redrum Admin @Cernel
                last edited by

                @Cernel Good catch and thanks for testing. I forgot to set the new default to 100% for old games. Here is the fix: https://github.com/triplea-game/triplea/pull/1828

                Its merged and in the latest pre-release to test.

                TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                1 Reply Last reply Reply Quote 0
                • LaFayetteL Offline
                  LaFayette Admin @redrum
                  last edited by

                  @redrum I like Cernel's suggestion/screenshot quite a bit. The PvP consideration is interesting. I think it makes most sense to group a bonus income percentage adjustment together with the bid, keep all that related functionality together in the UI. In that view it may make sense to actually take both routes, and do PvP bonus income in same place as bid options .

                  C 1 Reply Last reply Reply Quote 0
                  • C Offline
                    Cernel Moderators @LaFayette
                    last edited by Cernel

                    Yah. For the record, I still think that this feature should be default totally not visible (comprising the columns themselves), for games having no AI-assigned players, and just showing up when, either:

                    1. You select any AI for a player; in this case all the column(s) showing up, but only the slots right of the AI assigned players (as you can see in my previous image here: https://forums.triplea-game.org/assets/uploads/files/1496610234214-unavngivet-resized_cernel01.png).
                    2. You click on a button called "Resources Modifiers", located right above the "Cancel" button in game's selection, to have all the modifiers for any and all not-hidden players.

                    Number 1, in particular, would have three positive effects:
                    1a) Would look cool and professional to new players, that will see the option offered right when they need it, as most of the times you want to give some aid to the AI, and this is true for pretty much whatever not TripleA games too.
                    1b) In most cases, in which you want to give the same bonus to any AI players, it would make the easiest to get around the annoyance of now having to set the bonus for each player, as, once you have selected all players for the AI, you could just blindly write it in all the slots showing up, not even keeping an eye checking you are giving it to the right ones.
                    1c) Would keep the main screen clean from options that the common most popular custom maps of TripleA (think of Big World, NWO, etc.) are just not using, as they are almost always meant to be for PvP only and well balanced for it (so that also bids are rarely used, aside from not well balanced maps, and pretty much all popular maps truly created by the community, if you know what I mean, are usually played with no bid).

                    I also think that the mapmakers should not be able to customise the default value in the xml (for it not being 100%), to avoid, on one hand, this option being confusingly used as part of the game's rules (like making a player more productive than another, to represent a more advanced civilization) and, on the other hand, because I don't think it makes really sense having default suggested AI challenge bonuses, since the AI is or may be continually under development, thus this is just asking for having eventually unbalanced maps in the repository, as it is not feasible all maps being continually updated and rebalanced each time the AI gets changed (when you make an AI challenge, better just assigning the challenging players to the AI default, and let the player choose how much he wants to be challenged; having the bonus slots showing up default for the AI-assigned players only will make it fairly intuitive). Also, this would avoid PvP maps spuriously having or not having AI bonuses assigned, just because the mapmaker preferred or not preferred so, like Pact of Steel 2 having a +20% AI bonus and Napoleonic Empires having a +8 AI PUs bonus, while other purely PvP maps, like Pact of Steel, Big World or New World Order have no default bonuses, while there are no reasons at all for this difference (not like Napoleonic Empires requires an AI bonus while Big World doesn't), and I think AI cheats should not apply unless the game is clearly defined as an AI challenge or the player actively wanted them.

                    I think the only thing that would be good to be able to customise would be excluding or including resources for multiplication, while the default should be to multiply any resources except the ones meant not to be used to buy units (currently, only "techTokens" and "VPs").

                    1 Reply Last reply Reply Quote 0
                    • redrumR Offline
                      redrum Admin
                      last edited by

                      The plan is to add a button to show/hide the resource modifiers which defaults to being hidden. I'm planning to add "flat PU income" and move bid from options window to the player selection window.

                      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                      C 1 Reply Last reply Reply Quote 1
                      • C Offline
                        Cernel Moderators @redrum
                        last edited by

                        @redrum While I'd let the bid stay where it is, not to mess with how the options were already configured in many maps, I'm not against it for any other reasons, and itself it makes sense. Question is, should I go ahead removing all bids from WAW 2.1.1? I would also remove 1 of the options, so to have all options on a single column.

                        redrumR 1 Reply Last reply Reply Quote 0
                        • redrumR Offline
                          redrum Admin @Cernel
                          last edited by

                          @Cernel Not until we do the next stable release.

                          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                          1 Reply Last reply Reply Quote 0
                          • redrumR Offline
                            redrum Admin
                            last edited by

                            Latest changes are in this PR: https://github.com/triplea-game/triplea/pull/1853

                            Functional Changes

                            1. Button added on 'player selection' UI to show/hide resource modifier fields to avoid overwhelming users with too much info. It defaults to hidden.
                            2. Added new PU income bonus to go along with the existing income percentage field to provide instead a flat PU bonus income.

                            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                            C 1 Reply Last reply Reply Quote 1
                            • C Offline
                              Cernel Moderators @redrum
                              last edited by Cernel

                              Instead of "Flat Income", I suggest just "Income Bonus".
                              In the moment in which you see something like "8 PUs" under "Income Bonus", it is already clear it is flat, as well as it is clear that the other one is a percentage, when you se a "%" beside.
                              Strictly speaking, beside the fact that I don't like to see "Income" and "Flat Income" one beside the other (it sort of seem like "Flat Income" is a subset of "Income"), "Flat Income", especially coherently with how "Income %" works, would mean that you are giving exactly that income, instead and in substitution of the normal one, not in addition to, otherwise it would need to be called "Flat Income Bonus" (but this would be really too long).
                              I think I would also prefer "Income %" and "Income Bonus PUs" in the headers, having no writings at all beside each slot; I feel it way too busy having a bunch of % % % ... and PUs PUs PUs ... repeated everywhere.
                              For the "Resource Modifiers" button, beside that I think it should be called "Resources Modifiers", I would have it lower-right, just above the current "Cancel" button (I just prefer keeping the buttons together, and the current position of that button looks stranded, when the stuff is hidden).
                              Then, again, these are all my off-the-cuff feelings.
                              Other things I'm wondering are how the flat will work with other resources. Will the mapmakers be able to set additional columns for each resources they want to, or maybe just able to switch this feature off, in maps in which there are too many resources, that giving only PUs would not really make sense and be too distortive. My suggestion would be to just keep it simple and have no customisation but just the flat being simply always not present in case the map has any custom resources at all (thus only for maps having PUs only, plus eventually other non custom resources like TechTokens).

                              So, what I suggest is something looking like this (the points are just for spacing; don't look at them):

                              Income......Income
                              ....%........Bonus PUs

                              ..100..............0
                              ..100..............0
                              ..100..............0
                              ..100..............0
                              ..100..............0
                              ..100..............0

                              (the points are because this forum doesn't allow me to show multiple spaces (let me know if there is a way I can do it))

                              C 1 Reply Last reply Reply Quote 1
                              • C Offline
                                Cernel Moderators @Cernel
                                last edited by

                                If it is preferred as it is, my only suggestion would be then to change "Flat Income" to "Income Bonus", for the reasons I explained.
                                I really don't like "Flat Income".

                                Z 1 Reply Last reply Reply Quote 0
                                • Z Offline
                                  Zim Xero @Cernel
                                  last edited by

                                  @Cernel Income bonus is more universally understood and means the same thing. Personally, i use the income 'flat' bonus all the time in games to make the AI less squishy. To avoid run-away games I tend to avoid the % income bonus.

                                  1 Reply Last reply Reply Quote 0
                                  • redrumR Offline
                                    redrum Admin
                                    last edited by redrum

                                    The latest changes are merged into the pre-release now. I'll give a few days for feedback then consider changing the name of the 'flat income' column. I think I still prefer having PUs next to each field as it makes it easier to read even if there is duplication.

                                    Functional Changes

                                    • Button added on 'player selection' UI to show/hide resource modifier fields to avoid overwhelming users with too much info. It defaults to hidden.
                                    • Added new PU income bonus to go along with the existing income percentage field to provide instead a flat PU bonus income.

                                    TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                    Z 1 Reply Last reply Reply Quote 2
                                    • Z Offline
                                      Zim Xero @redrum
                                      last edited by

                                      @redrum Thanks for all your hard work and dedication redrum. They are not just of duty, but obviously come from love of the game. After Veqryn stepped down there are many of us who feared that TripleA was soon dead. I was one, and am delighted you have proven us wrong. Thanks again.

                                      1 Reply Last reply Reply Quote 1
                                      • Black_ElkB Offline
                                        Black_Elk
                                        last edited by Black_Elk

                                        So apparently there will be a re-issue of AA50 this Fall. My guess is that this will be the last medium scale world theater A&A board for the foreseeable future, and I'm definitely glad they chose the best of the best for that.

                                        I suspect that v3 will see a spike in popularity (over v5 which never really took off anyway). I've been focusing on the AI for Iron War lately, but I think I'm going to start running some v3 games again to see how it holds up under the latest build.

                                        I think in general the AI should do pretty well there, especially with the option to use an income boost for the AI.

                                        C prastleP 2 Replies Last reply Reply Quote 0
                                        • C Offline
                                          Cernel Moderators @Black_Elk
                                          last edited by

                                          @Black_Elk said in AI Bonus Settings Revamp:

                                          So apparently there will be a re-issue of AA50 this Fall.

                                          Will the interceptor and turkish straits official options (currently in the errata) make it in the box then, on the same level as the objectives and tech options?
                                          Or is the plan reprinting all "as was", not even correcting the stricht errata in the rulebook, or like the fact that heavy bombers use the best dice, not both?
                                          Just curious.

                                          V5 is not bad. The only reason why I don't play it is armour at 6 and artillery at 4. That definitely makes the armour into something like WWI cavalry, rather than a WWII armour unit. I could accept armour at 6 if artillery would be at 5, tho surely this would make artillery quite marginal a unit. I also dislike the India factory, as you should not be able to produce, like, armours or warships, there.

                                          The Anniversary thing I believe sort of backfired, as what came after ended up being seen as a downgrade, aside from Global, of course.

                                          1 Reply Last reply Reply Quote 0
                                          • Black_ElkB Offline
                                            Black_Elk
                                            last edited by Black_Elk

                                            My understanding is that Kevin was able to update the manual with revisions and material left out during the last run. So fingers crossed!

                                            V5 is alright, but the balance issues are pretty pronounced, and it seemed kind of rushed (with misprints and such). Just a less engaging game overall in my view. V3 by contrast had a clean map, slick packaging, 2 scenarios, 6 players, technology, the 5 spot tank, and a lot of other things going for it that make it feel like a much better legacy board.

                                            I also think 60th anniversary has a better ring to it, than yada yada second edition, so hopefully it stands out a bit more too, just from a branding standpoint.

                                            HeppsH 1 Reply Last reply Reply Quote 0

                                            Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                                            Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                                            With your input, this post could be even better 💗

                                            Register Login
                                            • 1
                                            • 2
                                            • 3
                                            • 4
                                            • 5
                                            • 1 / 5
                                            • First post
                                              Last post
                                            Copyright © 2016-2018 TripleA-Devs | Powered by NodeBB Forums