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Author Topic: New player expectations: where are the enemies?  (Read 22863 times)

cochramd

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Re: New player expectations: where are the enemies?
« Reply #60 on: January 08, 2016, 10:57:56 am »

Legitimate criticism? Have you even read gzoker's post?
Have you read yours?

First fortress (0.42.02)

I followed the quickstart guide. I absolutely loved the "Losing is fun" slogan, how DF was described as never knowing how you are going to lose. That sounded just great. And so the game was on Pause at least 95% of the time, as I binged on the wiki, planned everything, micro-managed to lose as little time as possible. It might have been my first fortress, but I wouldn't go down without a fight! I played with the constant tension of expecting some blow that would wipe out all my efforts.......

Expecting a bloody struggle for survival, I approached this like a master Starcraft player would: seeking an optimal build, turtling in with traps (though I still have never seen a trap in action), rushing towards iron and steel, maintaining half of my population in military training. If the main entrance was too well defended, I thought perhaps they would dig through the soft soil of the top levels, emerging through the walls? I expected the first top level(s) might quickly fall to the enemy, and therefore designed various choke points further down. (I later learned they can't dig or even destroy walls, and that you can't order your military to disengage/retreat anyway)

You went into Dwarf Fortress thinking it was going to behave like an RTS, and when it didn't, you came here to complain instead of adapting to the game. I'm not sure how you could have held those expectations after reading any sort of guide, as the sheer complexity of resource gathering and refinement, as well as the fact that you need to manage the emotions of your dwarfs, should've screamed "THIS IS NOT AN RTS".

Yes, not getting goblin sieges when all you want to do is paint the local landscape red, but what was stopping you from starting a war with the elves or humans? If they never showed up at your fort, then that's fair enough, but otherwise you have no excuse. Furthermore, what was stopping you from digging down to the caverns or, should those fail to provide you with entertainment, Hell itself? Did you even consider setting up some civilian industries to keep yourself from getting bored while you wait for the next siege and to provide even more wealth to lure the goblins? I'll wager that you made your trapline entirely from cage traps, and if a siege had ever came it would've broke without your military having to lift a finger and you would've been left with the boring task of managing your trapped prisoners so you wouldn't have had fun anyways.

I don't know which guides you used, but the wiki's up to date, so your rage about "documentation" should really be directed at yourself for not using the most up to date information. Now if you'll excuse me, I'm expecting another visit from the goblins and I'm curious to see if none of them make it through my weapon traps this time.
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Robsoie

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Re: New player expectations: where are the enemies?
« Reply #61 on: January 08, 2016, 12:52:21 pm »

Unfortunately for now (and for as long as i have been playing DF), invaders aren't coded to be smart enough to deal with traps , so if you expect a challenge you simply must not lay too many traps because they will kill/capture whole sieging armies due to them brainlessly walking on them without trying to deconstruct them or free their friends already locked in once they're spotted

Digging down the caverns and even deeper to the "spoiler" will hurt your game performance on the long term if you work with long lived fortresses, especially with how convulated caverns are by default not helping pathfinding (use designate world and increase the cavern passage width on its options to lessen a bit the problem) and how "spoiler" work.

The good new though is that 42.05 will finally have undeads not silly overpowered anymore as Toady reworked them a bit, so embarking next to towers will increase the actual invader fun.
Spoiler (click to show/hide)
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greycat

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Re: New player expectations: where are the enemies?
« Reply #62 on: January 08, 2016, 01:37:43 pm »

- Military units will charge anything that moves and can't ever withdraw or retreat.

- But once the markmen run out of bolts, they all run through the river to club the war elephants with their crossbows, and die awfully.

- Otherwise, as soon as they catch a glimpse of the enemy, the dwarves will run through the actual chokepoint

- Archers running out of bolts, but sitting on a stockpile of bolts, will prefer to climb over a wall and use their crossbows as clubs rather than pick up more bolts.

- Archers positioned higher up in archery towers must be right next to the wall to obtain line of sight and shoot.

Welcome to Dwarf Fortress military dwarf AI!  These are all well known behaviors that you have to design around when building your defenses.

Marksdwarves seem to feature prominently here, so here is the Marksdwarf 101 Tutorial:

A line of fortifications.
A single-tile-wide hallway (or constructed floor).
A wall.

Do not allow them any walkable path to the enemy.  Keep them boxed in between the fortifications and the wall.  Do not have any tiles that are not adjacent to the fortification.
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Stragus

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Re: New player expectations: where are the enemies?
« Reply #63 on: January 08, 2016, 03:28:45 pm »

Your initial interpretation of "Losing is fun!" was true in the earlier versions. Not just because of differences in sieges but also due to very memorable bugs (at different points in history) such as OP carp, belligerant unicorns, unkillable undead (undead whales walked on land) and hundreds of giant mosquitos. It still is true if you dig to the bottom of the map, but that's not something intuitive a new player will try out - not when there's so much to do closer to the surface.

I'll be honest, that sounds absolutely awesome! It's hilarious, I would have loved being wiped out by an army of undead land-walking whales. :) Dwarf Fortress could have embraced the absurdity, with fortresses being threatened in the most unexpected manners, against all expectations.

Did you even consider setting up some civilian industries to keep yourself from getting bored while you wait for the next siege and to provide even more wealth to lure the goblins? I'll wager that you made your trapline entirely from cage traps, and if a siege had ever came it would've broke without your military having to lift a finger and you would've been left with the boring task of managing your trapped prisoners so you wouldn't have had fun anyways.

I had built traps because the quick start guide appeared to emphasize it was necessary for early survival. To answer your question: yes, I have explored most civilian industries... the benefits seemed mostly non-existent, except for clothing. The library was a nice touch though. I'm not sure if there's any tangible benefit, but it certainly adds flavor, and something to do for all the dwarves clearly not built for the military life. At the end, the wealth had reached 15 millions, which I assume should have been enough to become an interesting target?

My latest game with the Fortress Defense mod has no traps, no drawbridges (except as atom smasher), and an open outdoor courtyard. It is very challenging, and I'm pleased with that (these War Elephants in full steel plate armor are darn scary...). Unfortunately, I find myself fighting the atrociously bad battle AI of my own dwarves as much as the enemies.

But indirect contol of the dwarves, and the surprizing things the AI does, will always be a big part of the challenge and !FUN!. If you actively dislike that part of the game (rather than just being 'frustrated' by it -- hey, we all are!) this probably isn't the game for you.

I actually like indirect control of the dwarves, it is a good idea (in concept) and I appreciate that. If only they could somehow not be so ridiculously stupid on their own!...

In my experience (remember, you're not the first to point out these things), you'll grow bored and move on with your life, then somehow be alerted to an upcoming release and re-install the game. The game itself will remain problematic and ultimately dissapointing, and you'll become frustrated and uninstall. Rinse, repeat, perhaps a few cycles. . .

That sounds rather sad; a cycle of expectations and inevitable disappointments... But yes, I understand why it would happen: because there are many promising ideas in Dwarf Fortress, we all know that.

You know, everywhere I look in Dwarf Fortress, I see interesting ideas. The author clearly has plenty of good ideas, even if the implementation if generally terrible (sorry). It's also visible when something was left unfinished to quickly focus on the next interesting idea.

If I knew Toady, my recommendation would be: focus on the cool stuff and get help from an excellent programmer. Put that programmer on the "boring" and complicated tasks: job/work optimal management, clever battle AIs (for both sides!), true distance job assignment/targets, multithreading, performance, fast fluid dynamics, layered 3D graphics, and so on. Seriously, we enjoy the tough problems. ;)

Of course, an excellent programmer normally requires 5 digits per month, but there's surely a big fan of Dwarf Fortress truly believing in the project, willing to work for far less, perhaps with the promise of a bonus once the game gets more popular than Minecraft. I know putting such a programmer on the team would make a huge difference in a matter of months (and if anyone intends to misinterpret my words again: no, I do not refer to myself, I don't have time for that).
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SirPenguin

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Re: New player expectations: where are the enemies?
« Reply #64 on: January 08, 2016, 04:28:10 pm »

Dude, you're waltzing into a forum of a game that's been in development for over a decade and in the span of 2 weeks you're acting like you've got it all figured out; not just the game, but also the developer and his goals and what the players want

Fresh perspectives are great, but you need to seriously chill

DF used to be hard for two main reasons: completely unfair bugs, and as a nearly hardcoded path to failure to force people to explore their (ruined) forts

Things have changed since then. Those bugs have been fixed. Toady found new ways to make the world feel alive and full of stories beyond forcing the player to explore a ruined fort.

If you're looking for a true challenge then embark on a map with undead - you'll get curbstomped. Or dig down past the magma - you'll get curbstomped. If that's the experience you're looking for it's still there. Thankfully, it's just no longer the priority of this game
« Last Edit: January 08, 2016, 04:33:32 pm by SirPenguin »
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khearn

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Re: New player expectations: where are the enemies?
« Reply #65 on: January 08, 2016, 05:42:31 pm »

I can understand the Stragus' original position. DF isn't the same game as the one that inspired the "Losing is ‼FUN‼" motto. Many bugs have been fixed, and the UI has improved (really, it has!), making it much more survivable. It's now very easy to create a fort that will never fall.

There is a pendulum of difficulty here. When the "Losing is ‼FUN‼" motto was coined, the pendulum was way to the difficult end of its swing. Now it has swung towards the easy side.

Goblin ambushes never seem to happen (although I'm going to try the fix posted earlier to turn them back on - thanks for that, Robsole!), and the sieges are quite a bit easier to deal with than they used to be. Part of that is that it's now much easier to get a decently trained military without resorting to danger rooms, something the user community asked for and Toady delivered. But part is also because by making ambushes and sieges come from the population of the attacking civilization instead of just rolling some dice and creating them out of thin air, Toady unintentionally made it much harder to get strong attacking forces. To make things tougher, he'll have to make changes to worldgen, which is a very complicated, chaotic process, which will make it very difficult to get balanced. It's likely that some worlds will have extremely overpowered goblin civs that can send a thousand ambushers the first winter, and some worlds will have no goblin civs strong enough to send anyone. The more complex he makes things, the harder it will be to get consistent balance. But Toady does seem to care about keeping things interesting, so I expect he'll work on getting the goblins a bit more challenging.

Tantrum spirals also just don't seem to happen any more. I've yet to see an unhappy dwarf in the new release series, and I hardly do anything to keep them happy. No mist generators, no engraved bedrooms, unsmoothed dining halls full of modest quality stone furniture. I've gone years before setting up any temples, and have yet to make a tavern. Yet still they're inexplicably happy. In earlier versions, they'd be brawling in the hallways. This is another place where recent changes have swung the pendulum a bit too far in the easy direction (in my opinion, of course). I expect Toady will continue tweaking the emotions to make things a bit more ‼FUN‼ again.

In my opinion, the game has gotten too easy, lately. Yeah, it's certainly possible to set up challenges. For my latest fort, I looked for an area with no metal ores and minimal trees, near goblins and a tower. This will make trading matter, since I'll need to import metals and wood. I'm also making a rule that there must always be an open path into the fort (no turtling), and no weapon trap may have more than 1 weapon. I still don't expect this to be too difficult, but it'll make things more interesting. The fact that I started in a world that had already had a fort also made it a bit interesting, since I retired the other fort in early autumn, so the new fort started in mid-autumn, and winter came pretty quickly. I'm really hoping I don't get a siege this early. My one, bronze-clad axedwarf and 2 stonefall traps don't make me very confident. :-/

But it used to be that you didn't have to set that sort of limitation to make things a challenge. I don't get the impression that Toady intended to make things easier, it just seems to be that a number of recent changes have had that effect as unintended consequences. I'm fairly confident he'll get the pendulum swinging back the other direction at some point.

Regarding the dwarven battle mentality, on the other hand, don't think of it as a broken AI, think of them as battle-crazed berserkers. The moment they see an enemy, their vision turns red and they forget all discipline and CHARGE! KILL! KILL! KILL!. Now, if you realize that that's the sort of troops you're dealing with, you can design your defenses around them.

You want to have your troops stay back until the enemy advances well into your courtyard, and then attack? Don't expect them to just stand there and watch until the enemy is in just the right spot, because they won't. Put your dwarves in rooms on either side of the courtyard, with raised drawbridges separating them from the courtyard, with pressure plates in the courtyard that will lower the bridges when the attackers get to the right position. Now they can't see the enemy until it's time to charge in.

Your dwarves should be set to defend burrows in the waiting rooms so they'll go there and stay there until they catch sight of the enemy (which won't be until the drawbridges go down). Yeah, the UI for setting this up is painful. You have to define the burro(w)s, then in the (m)ilitary->(a)lert screen you set up an alert and then a (m)ilitary->(s)chedule that has them defending the burrows for that alert. Then when the siege shows up, you go to the military->alert screen and set your squads to that alert. It'd be so nice if the (s)quad screen allowed you to specify a burrow, like it allows you to station them at a point (which really means somewhere near that point, but maybe in the courtyard, not the waiting room).

Don't say that the game is too easy, then ask for dwarves that are easy to control. :) The dwarven mindset is very much a part of the challenge. They're not little robots in a computer game that will do exactly what you tell them to do. They're little drunken maniacs that you can ask to do things, and usually they'll get around to it when they've had a good drink and maybe a nap. And if you're lucky (and careful), they'll actually show up at the battle wearing their armor!


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rooktakesqueen

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Re: New player expectations: where are the enemies?
« Reply #66 on: January 08, 2016, 11:16:27 pm »

to the new players saying that the game is too easy because your forts survive for too long without any challenge, you're not wrong to an extent

but maybe try digging deeper. no spoilers, just... try digging deeper, that's all. however deep you've gotten, go deeper.
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TheCheeseMaker

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Re: New player expectations: where are the enemies?
« Reply #67 on: January 09, 2016, 01:12:21 am »

This game is intended to be a fantasy world simulator, not a war game. Fantasy, yes, has battles and fights in it, but in df for every soldier, you need a planter, an armorer, a furnace operator, a brewer, etc.  If you want a fantasy game with a primary emphasis on battles, there are plenty to choose from.

Another thing to note: this is a free game, being developed by one person, that has created one of the most in depth simulators I've ever seen.  Yes, it has problems, but if the problems are too big of an issue for you, simply don't play it.

Also, the game isn't even close to being finished yet.  I promise if you come back in twenty years, you'll probably like it more.
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Stragus

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Re: New player expectations: where are the enemies?
« Reply #68 on: January 09, 2016, 05:07:47 am »

Regarding the dwarven battle mentality, on the other hand, don't think of it as a broken AI, think of them as battle-crazed berserkers. The moment they see an enemy, their vision turns red and they forget all discipline and CHARGE! KILL! KILL! KILL!. Now, if you realize that that's the sort of troops you're dealing with, you can design your defenses around them.
Eh, that's an interesting interpretation. So instead of struggling with a broken AI... we are managing bunches of completely dysfunctional idiots, trying to make them survive despite themselves. Okay, that works somewhat. :)

Thanks for the tip regarding burrows for military units. And I'll also be hoping that difficulty pendulum will swing back along with AI improvements.

but maybe try digging deeper. no spoilers, just... try digging deeper, that's all. however deep you've gotten, go deeper.
Indeed! Unfortunately, since one can wait as long as desired before facing this challenge, the logical course of action would be wait to get 200 legendary warriors (zero civilian, just a large stockpile of food and bolts), perhaps with a bunch of magma cannons, cave-in engines and whatever else.

I wonder if this could be even scarier than the sieges from the Fortress Defense mod (using challenge + bonus). It's brutal, there are sieges where a frontal assault would kill off 70 of my troops... and they just won't stop coming. That's also why I get frustrated at the stupidity of my dwarves, I need perfect tactics to barely survive this!

This game is intended to be a fantasy world simulator, not a war game. Fantasy, yes, has battles and fights in it, but in df for every soldier, you need a planter, an armorer, a furnace operator, a brewer, etc.  If you want a fantasy game with a primary emphasis on battles, there are plenty to choose from.
Agreed for the first part. The challenge of managing a living fortress of dwarves should extend far beyond the battles, but it's currently all way too easy...

For the second part, I think these ratios are a little off: you need just one legendary planter to feed everyone. Here's roughly my dwarf distribution while playing this crazy Fortress Defense mod:
50 melee dwarves
40 marksmen
30 wood haulers (just feeding the 3 workshops producing bolts non-stop to train the marksmen, no kidding)
4 wood crafters (just bolts)
15 miscellaneous (1 planter, 1 miller, 1 cook, 1 brewer, 1 armorsmith, 1 weaponsmith, 2 wood burners, 2 furnace operators, 1 leatherworker, etc.)
4 nobles/scholars (eh, role-playing flavor, even if I really could use extra military)

Also, the game isn't even close to being finished yet.  I promise if you come back in twenty years, you'll probably like it more.
Twenty years, right. I maintain that Toady should perhaps consider seeking an extra programmer or two. ;)
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PatrikLundell

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Re: New player expectations: where are the enemies?
« Reply #69 on: January 09, 2016, 05:57:59 am »

Toady has a number of reasons for doing the DF development the way it's done. The ones I know of/understand make sense, although I might not personally agree with or like all of them. I, for one, would certainly like to seen more efficient code and a faster development rate that additional programmers might help with, but I think it's very unlikely to happen for a number of reasons.

A 20 or 30 year time to completion is probably a realistic time frame, but it seems to me that Toady is actually one of the few individuals that would be capable of keeping working on it for that long without getting bored and ditch it for something else.

The DF development has some similarities to the newer phenomena of Kickstarter and Early Access in that player feedback has some influence on a developer who's still largely follows his own vision, and nobody else will get exactly what they want (well, he doesn't either...). Significant differences from these development modes are that DF development is much slower, that DF is basically fully playable during the development, and that the path to the vision, as well as the details, are more in flux than a normal Kickstarter pitch (although there are several examples of developers who have abandoned key pitch points to veer off in a different direction).

The above is my attempt to describe the situation and the fact that we'll basically have to take it or leave it. Of course, suggestions can be put on the suggestion forum to try to guide the development in a more pleasing direction, but at the end of the day Toady decides what he wants to do.
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cochramd

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Re: New player expectations: where are the enemies?
« Reply #70 on: January 09, 2016, 11:08:37 am »

Also, the game isn't even close to being finished yet.  I promise if you come back in twenty years, you'll probably like it more.
Twenty years, right. I maintain that Toady should perhaps consider seeking an extra programmer or two. ;)
That's like going up to a guy who's working on his project car and telling him he should take it to a mechanic. I'd described in great detail exactly the sort of stupid jackass you're making of yourself here, but this is much too nice a forum for that.
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Stragus

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Re: New player expectations: where are the enemies?
« Reply #71 on: January 09, 2016, 12:36:53 pm »

Also, the game isn't even close to being finished yet.  I promise if you come back in twenty years, you'll probably like it more.
Twenty years, right. I maintain that Toady should perhaps consider seeking an extra programmer or two. ;)
That's like going up to a guy who's working on his project car and telling him he should take it to a mechanic. I'd described in great detail exactly the sort of stupid jackass you're making of yourself here, but this is much too nice a forum for that.

Each programmer has its strengths and fields of expertise. By having various programmers writing what they know best (under a strong leadership to avoid compromising the vision), development is not only faster, you end up with a superior final product. The guy who has been writing nothing but 3D engines for the past 20 years is pretty good at it (more so than a programmer who had to do a little of everything).

If, as you say, this isn't about the end product but the journey, if the guy working on his car project just doesn't want to call upon specialized mechanics to give him a hand, then I respect that. We don't often see that in the industry! Best of luck to him.
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Dozebôm Lolumzalìs

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Re: New player expectations: where are the enemies?
« Reply #72 on: January 09, 2016, 12:41:59 pm »

If you think farming is too easy, try Crimson Crops. I'm playing it, and it makes food a much more realistic challenge.
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Man In Zero G

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Re: New player expectations: where are the enemies?
« Reply #73 on: January 09, 2016, 05:08:58 pm »

If, as you say, this isn't about the end product but the journey, if the guy working on his car project just doesn't want to call upon specialized mechanics to give him a hand, then I respect that. We don't often see that in the industry! Best of luck to him.

That is precisely what this is. Toady is making the game he wants to play, the way he wants to make it. It's about the process. This is not a commercial venture, it's a passion project.
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Stragus

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Re: New player expectations: where are the enemies?
« Reply #74 on: January 10, 2016, 05:34:55 am »

I assume it's all known but I'll mention a couple more:
- Dwarves will not follow a new squad order until the existing order is "complete"
- Some dwarves won't follow a new order until perhaps 5 minutes later, or whenever they feel like it
- Many military units will stand next to a creeping fire, refuse to move no matter what (see previous bugs), catch fire and die
- Dwarves caught in a fire will slow the game down to a crawl as they try pathing out... to get provisions and fill their waterskin
- Restricting dwarves to a burrow while they are performing refuse storage jobs for a stockpile located outside the burrow will slow the game down to a crawl while spamming 80 order cancellations per second
- And so on...

The Fortress Defense mod is a great attempt at making DF challenging. It's really unfortunate all these bugs and the bad AI make it more frustrating than challenging.

Well, I really would like to thank everybody for the tips to work around some of the issues! Even if I'm not going to put them to use, I'm sure other forum readers will benefit from them.

I guess I'll have a look at Dwarf Fortress again in 20 years, if that's what it takes. :)

Speaking of which, what I also find sad with that kind of time frame is that it would be very easy for a dedicated team to "borrow" a bunch of good ideas from Dwarf Fortress, and publish a nice polished game with fancy graphics, way before DF itself is ready. The author may not mind, but I wouldn't like seeing that happen. It's his vision, he deserves to be the first.

Take care everybody (even the guy posting gratuitous insults!), and thanks again.
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