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    Where should TripleA focus efforts and improvements?

    Scheduled Pinned Locked Moved The War Club
    16 Posts 12 Posters 3.2k Views 11 Watching
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    • M Offline
      Mora
      last edited by

      I vote for improvement on single player category. Currently, I see only few of the maps really challenging for player vs. AI.

      1 Reply Last reply Reply Quote 0
      • TheDogT Offline
        TheDog @LaFayette
        last edited by

        I play against the AI, so would like an improved AI., ie.

        • Stop the over stacking of units at Capitals when there is no threat within say 3 Territories.

        • In mid to end game the AI appears to lose the ability to expand and capture new territories.

        • To fix building new Factories.

        I am still on 1.9, it builds factories, so I am missing out on all the new features being added 😞

        New, it would be great if the map designer could pick an aggression level for each AI faction say 51 to 100, this is the Battle Calculator average chance of winning, where 60 is very aggressive, meaning the AI has 60% chance of winning (Germans, Orcs), verses say an AI set at 90 (Americans, Dwarves).

        https://forums.triplea-game.org/tags/thedog
        https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

        1 Reply Last reply Reply Quote 2
        • PantherP Offline
          Panther Admin Moderators Lobby Moderators
          last edited by

          As always: Rules compliance while offering flexibilty 🙂

          Don't always trust TripleA when it comes to rules questions. Know the rules before you start … and better check what TripleA has done.

          1 Reply Last reply Reply Quote 1
          • F Offline
            ff03k64
            last edited by

            AI improvements. Generically single player, specifically handling new resources and being able to change settings to get different behaviors.

            1 Reply Last reply Reply Quote 2
            • B Online
              beelee
              last edited by

              Would like to see the Lobby colored up a bit. Make it more visually appealing instead of just mostly information based. Whatever similar games are using that are the most popular. Try and bring in more people.

              Also Fog of War for features.

              1 Reply Last reply Reply Quote 1
              • ubernautU Offline
                ubernaut Lobby Moderators
                last edited by

                i think there are a few UI bugs in the 2.x at least under mac i'd like to see addressed before looking into new features. After that, i'd second @Panther , then building an ELO system for the lobby and then AI capability.

                "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

                1 Reply Last reply Reply Quote 1
                • alkexrA Offline
                  alkexr
                  last edited by

                  As a mapmaker the number one issue I see is how cumbersome every aspect of mapmaking is. The issue isn't "customer experience" per se, but rather the effect it has on the quality of every single map ever made. Let me explain.


                  Let's say I want to change a territory effect so that every unit gets an extra 1 defense in addition to whatever other bonus they already get. For this to happen I may need to change close to a hundred lines of xml and remember to change unit tooltips and game notes as well.

                  Or let's say I want to move purchase phase before combat move. Not only do I have to edit one line per player, but also suddenly most of my complex trigger systems using when are broken.

                  Or let's say, for the sake of example, that I want to (heaven forbid) change the shape of a territory so it touches another one nearby. Now I have to run the tile image breaker, potentially center picker, polygon grabber, placement finder, then make sure to change the connections in the xml, and also fix name placement, PU placement and relief tiles if necessary.

                  The common thread in the three examples above is that to make even a simple and intuitive change I need to engage in lengthy procedures which require no thinking but are full of pitfalls nevertheless (especially in the case of trigger systems).


                  So why is this a problem? There aren't all that many cases of mapmakers changing stuff around, so even if it takes an unreasonable amount of time per modification, it still won't add up to too much time lost across all mapmakers. And reducing this kind of friction would be a lot of time for the developers. So wouldn't it be more time-efficient to just let mapmakers deal with it?

                  Yes, it would.

                  But.

                  See, there is a reason why mapmakers don't change stuff around too much. I personally start creating a map with the base tiles. Once I'm done, I'm done. Maybe I change it once every couple of years, but I'm mostly just stuck with the original. If the layout doesn't support interesting strategies, then I'll just try to work around it. Especially in the case of BFA, where every modification to the map involves the coordination of two mapmakers living in opposite timezones. It's just simply impractical to do it, most of the time.


                  Now imagine a world where changing the shape of a territory (or adding a new one) takes as long as it takes for you to go through the brush strokes in Paint. I'd imagine there would be a lot more experimentation and a lot less being stuck with a map that seemed vaguely right before I even played on it once. Actually I don't think I can stress this enough, but having to make a final decision on the layout of territories before playtesting is absurd. We probably don't notice this too much because we've gotten used to it by now, but it goes against the principles of game design.

                  In a world where you can make minor modifications with minor effort, I would expect iterative design to happen. I would expect a lot more maps popping up, a lot more variations on each one of them. The community could gather more experience about things that work and things that don't, and we'd eventually have more of the former than the latter.

                  It really isn't about the time mapmakers already spend on improving maps, which they wouldn't have to spend in an ideal world. It's about the time mapmakers decide not to spend on creating or improving maps, because it's just too much effort.


                  So this is a vision of what could be. I believe that if we focus (admittedly immense) energies on improving the fluency of mapmaking, we could reach a point where there are dozens to hundreds of active mapmakers, and just as many maps to which every one we've made so far pales in comparison. I know it's hard to believe... we've got so used to seeing only a couple of active mapmakers with the occasional quality map that we somehow think this is normal.

                  "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                  prastleP 1 Reply Last reply Reply Quote 3
                  • prastleP Offline
                    prastle Lobby Moderators Admin @alkexr
                    last edited by

                    I would love to see the ladder/statistics incorporated into the engine.

                    If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

                    1 Reply Last reply Reply Quote 1
                    • S Offline
                      SilverBullet @LaFayette
                      last edited by

                      @LaFayette not sure about the direction of tripleA or new games or "bells and whistles", i just wish there wasnt so many people getting disconnected or freezing in games.

                      1 Reply Last reply Reply Quote 1
                      • SchulzS Offline
                        Schulz
                        last edited by

                        1. Preserving some bots to only beta versions of new map for playtesting in lobby.

                        2. Guidance at painting relief tiles.

                        3. Adding game notes suggested boosted AI incomes for single playing.

                        4. New propert about preventing round delay when Allied units are
                          on transport

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

                          @Schulz said in Where should TripleA focus efforts and improvements?:

                          New propert about preventing round delay when Allied units are
                          on transport

                          What do you mean by that @Schulz , can you explain a bit further?

                          There has been some really great feedback here. Just want to remind that we need to keep our heads up, think high level, broad direction, strategic focus.

                          1 Reply Last reply Reply Quote 0
                          • SchulzS Offline
                            Schulz
                            last edited by

                            example.png

                            The British units can reach Ceylon in 1 round but the US unit cannot with using this British transport even if Britain didn't use this transport in this round.

                            1 Reply Last reply Reply Quote 0

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