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Author Topic: Mordheim - City of the Damned. Team-based looting and murder simulator.  (Read 60881 times)

nenjin

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Re: Mordheim - City of the Damned. Team-based looting and murder simulator.
« Reply #225 on: November 28, 2015, 02:30:20 am »

I think it's just their map making ability and game design ideas exceeded their AI programmer's abilities.

And to be fair, really think about how much goes into what the AI has to think about. All the facets of a player fighter come into play as it makes both build and in-game decisions. Tons of factors to juggle. I don't blame whoever has worked on the AI for the state its in. It's a tall fucking order. I'm not sure I've played a TBS game with this much 3d fidelity that was this complex. I honestly think what Mordheim asks of its AI makes what XCOM:EU asked of its look like peanuts.

But I'm not satisfied with where it is. There is so much buggy shit going on with it, it still feels like an EA game because of it. I really hope crushing bugs solves a lot of these problems, but honestly I think it needs more work than that. I can't shake the feeling the AI was somehow of a different stripe in early EA. Incomplete sure but it feels like it acted according to different rules like LOS vs. GODLIKE OMNISCIENCE. The shift toward buffed, cheaty AI had to happen and I suspect it was a triage effort because the AI they were going for wasn't working out or would take way too long to get right.

All that said.....the prospect of a fully functioning AI that plays according to the rules it currently does now is terrifying. Turn 3 Team battles, even on the traditionally bigger maps and deployments. All other deployments because massive turn 1 cluster fucks because all their units are on point. All their guys, buffed above yours. (Next patch is going to buff both brutal and deadly HP and damage another 5%. :X)
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
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Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
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How will I cheese now assholes?
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Majestic7

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Re: Mordheim - City of the Damned. Team-based looting and murder simulator.
« Reply #226 on: November 28, 2015, 03:56:25 am »

I just think it is sad how their inability to make a challenging AI and their fetish for MP/hardcore play makes them invent more and more crutches for the AI while kneecapping the players in comparison. The game had great potential but I've given up on it. I think I'll return to see what it is like in a few months; I doubt the devs are very mod-friendly either, otherwise some enterprising fans might be able to fix certain design failures themselves.

In a way, I think the AI design reflects the dev attitude in general. Major issues are ignored, small issues are attacked fiercely and problems are handled by adding crutches.
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Stuebi

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Re: Mordheim - City of the Damned. Team-based looting and murder simulator.
« Reply #227 on: November 29, 2015, 09:52:32 am »

I've put down my Review a couple days ago, and it's negative. Because I felt like Nenjin is right. There's just too much stupid stuff in it to outright recommend it, no matter how long I played. If I didnt completely see it wrong, it's currently the first Review on the Helpful list (Might just be because it show me my own Reviews first, tough. So take this with a grain of salt). I'm not confident that it's gonna change anything, from the moronic mutation mechanics over the AI crutches to the difficulty curve that is all over the place. But at least, we can hope.
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Majestic7

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Re: Mordheim - City of the Damned. Team-based looting and murder simulator.
« Reply #228 on: November 29, 2015, 09:58:01 am »

Found it, I think your assessment is something I can agree with almost completely. Thanks for writing it so I didn't need to make one. :D
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nenjin

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Re: Mordheim - City of the Damned. Team-based looting and murder simulator.
« Reply #229 on: November 29, 2015, 05:31:05 pm »

Still haven't written my Steam review. Been too busy playing.

Being able to save scum has removed my complaints about difficulty. I even beat the Library Story Mission on my first try. (Although totally overleveled for it.)

I'm going to hold off and let a couple post release patches come through. By the time I write a review it will be lost in all the noise but...I want to keep hoping this game improves.

Right now my only complaint I have no tolerance for or good answer to is the AI bugging out and making me wait. I could deal with the RNG, the punishment I will just save scum away, the lack of true difficulty and the presence of bandaid difficulty, much as they suck.

But having games go 18 freaking turns to finish, where I'm standing around doing nothing, is absurd. You either rush out there to play the normal game and get RNG'd, or you hole up in a safe defensive structure and matches take more than an hour to play.

It's a shame because when the game works, it works. I played the Skaven Library Story mission yesterday (Reading Frenzy.) LOVED IT. The insane library visuals, chaos literally boiling up from the floors. The fact you're fighting 6 daemons that are powerful as shit instead of a 20+ normal enemies. The different areas of the library with their different debuffs. The teleporter color puzzle that links the whole thing together. Easily the coolest story mission I've yet done.
« Last Edit: November 29, 2015, 05:48:01 pm by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Majestic7

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Re: Mordheim - City of the Damned. Team-based looting and murder simulator.
« Reply #230 on: November 30, 2015, 01:20:23 am »

Isn't it a pretty bad sign that to enjoy the game you must cheat, though? Yeah, I don't consider reloading much cheating in a single-player, but the devs do and I guess that is what defines it.
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nenjin

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Re: Mordheim - City of the Damned. Team-based looting and murder simulator.
« Reply #231 on: November 30, 2015, 05:03:20 pm »

You don't HAVE to cheat.

It just got me to the point where I can actually bear failure now. Knowing I can savescum away some true bullshit makes the average BS seem less damning.

TBH, the only rerolls I've been doing are basically ambushes by Skaven. I can even win ambushes without casualties. I used to restart when I'd get a crit or two right at the start of the match. Now, I've learned to roll with the punches. Use Poultices. Make it work. 99% of the time it's just a Light Wound as a result.

Like a lot of "hardcore" games, Mordheim doesn't really give you any chance to get familiar with basics of survival. The tutorial gets you ready to functionally play the game, but it doesn't explain, like, how aggressively the AI is going to after you. How it prioritizes whose ass to kick. How you balance collecting vs. surviving. Stuff like that.

I think there's a new breed of games like these that start out saying "we're going to be a hardcore game." I feel like people's reaction to Mordheim's difficulty is sort of the same as Darkest Dungeon, which also puts that "hardcore" label right on the screen as you start. It has the same habits of doing punishing things to the player because it likes to pile on the pain. Knowledge and repeated exposure to systems (like me learning what the actual injury rates Open Wounds are in Mordheim, or what Curios are just stupid to investigate in DD) gets you through the game because it's all about making informed decisions. That's the learning curve. Unlike DD Mordheim is pretty unfair on a couple levels though, and unlike DD, it takes a lot more work to keep your guys alive and leveling, I think. Both start punching you in the face from the very first mission.

I mean, point in fact, it's taken me....about 40 hours to get comfortable with Mordheim's full release SP. And that was playing a ton of EA Mordheim so I was already familiar with building guys, common mistakes and so forth. That's a pretty tall order for any random gamer buying it.

Anyways, devs on the forum are reading the AI threads people are making and they're reworking the RNG to be less streaky. So the game may improve yet.
« Last Edit: November 30, 2015, 05:42:53 pm by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Stuebi

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Re: Mordheim - City of the Damned. Team-based looting and murder simulator.
« Reply #232 on: December 01, 2015, 04:10:47 am »

I just wont be happy until they change those godawful mutation mechanics.

I don particularly care for sisters and Mercs, because I find playing humies boring in Warhammer. And only Skaven get's boring after a while. There's also the fact that I think the Spawn and Possessed are just really cool unit with lots of potential.

To be honest, I might actually cheese it by just savescumming bevore Level up, until I get a decent mutation that doesnt screw my current build.
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English isnt my mother language, so feel free to correct me if I make a mistake in my post.

nenjin

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Re: Mordheim - City of the Damned. Team-based looting and murder simulator.
« Reply #233 on: December 03, 2015, 07:56:41 pm »

New patch.

Spoiler (click to show/hide)

Key note points are:

-Possessed now has "Fast" unit movement rate.
-New RNG system (early early reports still claim its streaky.)
-Loot earned from maps is now based on the # of surviving warriors on your side. I like this change, for a couple reasons. One, it's truer to the table top system and its hero loot rolls. For two, a lot of players were running minimum size warbands because it was easier (or at least quicker) to play games that way.
-Slight tweaks to money and wyrdstone requests to make the early game a little more forgiving.
-Impossible to roll two ambush missions in a row now.
-Lots of navigation and terrain fixes.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

ZebioLizard2

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Re: Mordheim - City of the Damned. Team-based looting and murder simulator.
« Reply #234 on: December 03, 2015, 08:09:48 pm »

Quote
-Loot earned from maps is now based on the # of surviving warriors on your side. I like this change, for a couple reasons. One, it's truer to the table top system and its hero loot rolls. For two, a lot of players were running minimum size warbands because it was easier (or at least quicker) to play games that way.

From what I've seen, adding more units just added more units that you had to deal with, which tends to increase the chances of failure with more actions needed to task and more enemies ganging up on you with higher based stats.
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Stuebi

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Re: Mordheim - City of the Damned. Team-based looting and murder simulator.
« Reply #235 on: December 04, 2015, 01:56:20 am »

Eh, I'm not entirely sure. Wether more guys is harder or easier depends heavily on the map, the secondary objective and especially, Deployment.
I'm running with 4 people at most, the one exception being story missions. It's faster, less painful in deployment, cuts down on the RNG b*llsh*t, makes you less dependent on the shop etc. etc.
With the changes I will probably try to run with 5 or 6 in the future. But no more than that.


No changes to the Chaos mutations, which means I wont be playing this Update anyway, tough.
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Majestic7

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Re: Mordheim - City of the Damned. Team-based looting and murder simulator.
« Reply #236 on: December 04, 2015, 02:42:54 am »

More enemies meant more loot and exp though. If you won by luring the idiotic AI into a chokepoint and mobbed them with superior numbers / shooters up high, it didn't really matter that much anyway.
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nenjin

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Re: Mordheim - City of the Damned. Team-based looting and murder simulator.
« Reply #237 on: December 04, 2015, 10:58:16 am »

From personal experience, yeah, that's true. But matches can take up to an hour and a half or more to play sometimes when you do that.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

puke

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Re: Mordheim - City of the Damned. Team-based looting and murder simulator.
« Reply #238 on: March 10, 2016, 05:51:35 am »

I got this on the 50% sale a couple weeks back, and I'm really enjoying it.

I see where people will find it frustrating and yes, I do wish there was a non-ironman mode where I could easily savescum in-mission.  But on the other hand, I'd never get this gameplay experience if it wasn't forcing it down my throat.  So, thanks?

I had to hire three leaders for my Skaven in the first week, and it nearly broke the bank -- but they've now got a 15 mission unbroken winning streak so we came through it strong.

My sisters lost a mission early on, and their investment in heavy armor was ripped away, but they're recovering.

You just need to treat all the units as disposeable.  Assume they are going to die eventually, and don't worry about leveling them perfectly.  You can just hire a high-level replacement later.
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Neonivek

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Re: Mordheim - City of the Damned. Team-based looting and murder simulator.
« Reply #239 on: March 10, 2016, 10:29:35 am »

I honestly think what Mordheim asks of its AI makes what XCOM:EU asked of its look like peanuts.

The AI in XCOM:EU isn't even particularly advanced if you understand it.
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