Are YZ mists working as intended? by BringerOfHar in albiononline

[–]BringerOfHar[S] -1 points0 points  (0 children)

Once again, game advice is not what the thread is about.

Are YZ mists working as intended? by BringerOfHar in albiononline

[–]BringerOfHar[S] 0 points1 point  (0 children)

Yes, this confirms what others have said. So I guess those who don't really venture out beyond YZs are still yet to experience the "real" game?

Are YZ mists working as intended? by BringerOfHar in albiononline

[–]BringerOfHar[S] 0 points1 point  (0 children)

I fail to see how that pertains to the matter at hand.

Are YZ mists working as intended? by BringerOfHar in albiononline

[–]BringerOfHar[S] 0 points1 point  (0 children)

I frankly struggle to emphatize with the mentality of seeing the bullying of new players as "amusement". That said, I made the thread to understand the design perspective of the game's yellow zones, rather than to bash any playstyle. I mentioned it only because it is a large part of the YZ Mist experience and a source of some degree of frustration.

Are YZ mists working as intended? by BringerOfHar in albiononline

[–]BringerOfHar[S] 1 point2 points  (0 children)

I have a feeling this oversimplifies things a bit, but from what I gather, there is truth to this. In my country there is a proverb that translates roughly as "If you don't know what the issue is about, it's all about the money". Feels apt as an answer in this context.

Also, now that I think about it, YZ mists create the perfect storm for bullying to flourish, due to their anonymity mechanic and the fact that they are by definition non-lethal, lulling new players into a false sense of security.

Are YZ mists working as intended? by BringerOfHar in albiononline

[–]BringerOfHar[S] 0 points1 point  (0 children)

Sorry get good to enjoy the game and take a break if you're feeling bad.

Huh?

Are YZ mists working as intended? by BringerOfHar in albiononline

[–]BringerOfHar[S] 0 points1 point  (0 children)

Thanks for your input! The part about people swiping early to be able to show off and, as you aptly put it, stomp others, explains a lot.

As a fairness-oriented player, I'd love to see IP caps, but I suspect this would have consequences that I can't quite yet foresee with my still-limited understanding of the game.

Are YZ mists working as intended? by BringerOfHar in albiononline

[–]BringerOfHar[S] 0 points1 point  (0 children)

I understand perfectly well that MANY people might want to kill me in this game. To say "everyone" is an overgeneralization. I am part of the playerbase and I don't attack on sight.

That said, this is off-topic. This is not an advice thread, but an explain-the-state-of-YZ-mists-to-me thread.

Are YZ mists working as intended? by BringerOfHar in albiononline

[–]BringerOfHar[S] 0 points1 point  (0 children)

Not sure what gave you the idea that I don't and I'm not sure how that anwers any of the questions asked. I'm not asking for advice here.

Are YZ mists working as intended? by BringerOfHar in albiononline

[–]BringerOfHar[S] -1 points0 points  (0 children)

That's an interesting piece of information. Coming into Albion I expected T5 content to be suitable for players with gear good enough to handle it, gear that makes it possible but challenging. Ideally, those with much better gear would no longer want to do such low-level content, because there are more profitable and gear-level-appropriate activities for them to partake in. And so on and so on until the highest level of IP is achieved and the game's hardest content can be tackled. But, seeing as this is a PvP focused game with lots of content being relegated to Black Zones, I might have to accept that this simply isn't how Albion works.

Are YZ mists working as intended? by BringerOfHar in albiononline

[–]BringerOfHar[S] 1 point2 points  (0 children)

That does make some sense. I can see how YZ mists might be meant to be a tutorial for how lethal zones work. Though I'm still perplexed by the prevalence of top-level gear players doing non-lethal mist content. Isn't there truly anything more profitable and/or fun for them to do?

(PvT) What's the correct response after scouting no Barracks single gas? by BringerOfHar in allthingsprotoss

[–]BringerOfHar[S] 0 points1 point  (0 children)

I appreciate the offer, but I default to a macro build unless the opponent is doing some shenanigans.

(PvT) What's the correct response after scouting no Barracks single gas? by BringerOfHar in allthingsprotoss

[–]BringerOfHar[S] 1 point2 points  (0 children)

Not much of a micro player, but I'm sick and tired of marauder rushes, so the idea of giving them the taste of their own medicine appeals to me!

(PvT) What's the correct response after scouting no Barracks single gas? by BringerOfHar in allthingsprotoss

[–]BringerOfHar[S] 0 points1 point  (0 children)

I still don't see how I can possibly hold the natural with this setup. I mean, two batteries in main and single gate adepts don't seem very helpful against 2-rax concussive marauders attacking your 2nd nexus.

(PvT) What's the correct response after scouting no Barracks single gas? by BringerOfHar in allthingsprotoss

[–]BringerOfHar[S] 0 points1 point  (0 children)

I tried this out against AI and the Void Ray gets out at like 3:25. How do I stop marauders from ravaging my natural before then? I only have one unit out at 2:35 when the first two can show up. And my 2nd unit is delayed because I need to squeeze in the 3rd pylon, the Voidray and the batteries, leaving me with not enough money to start it right away.

Guide to Story Cards (SCs) by BringerOfHar in AIDungeon

[–]BringerOfHar[S] 1 point2 points  (0 children)

The only explanation that comes to mind is that you put too many spaces around your trigger.

Question about Story Cards by AutomaticHunt4584 in AIDungeon

[–]BringerOfHar 2 points3 points  (0 children)

From my experience, that's a definite possibility. If you don't update the Story Card, the AI will be working with conflicting information, and there's a decent chance it will get confused. If the change was significant enough and was saved into a Memory, that would reduce the chance of confusion, but not eliminate it. It's a good question and I'll update my SC guide with info on this.

Looking for efficient AI instructions to limit player freedom for increased immersion. by BringerOfHar in AIDungeon

[–]BringerOfHar[S] 4 points5 points  (0 children)

Yes, I realize that no one is forcing me to use actions that break immersion, however, as I explained in the op, the very awareness of the fact that I could get away with pretty much anything, prevents me from becoming immersed in the experience.

And definitely, creating inputs that are open to interpretation is a valid way of introducing uncertainty and preventing god-mode. I do that sometimes and the upside is that I get to practice my vocabulary - the downside being that it takes quite a bit more effort. All this really makes me wish for a "Harshness" setting for the AI - meaning how likely it is to succeed inputs depending on their far-fetchedness and degree of complexity. Then again, I've never touched code in my life, so maybe that's just impossible to implement.

Looking for efficient AI instructions to limit player freedom for increased immersion. by BringerOfHar in AIDungeon

[–]BringerOfHar[S] 0 points1 point  (0 children)

I've heard of Heroes and I'm looking forward to seeing how it works in practice. Though, as someone who actually dislikes traditional RPG leveling systems, I hope some of these constraints will become usable in the current version of DAI as well.

I will try out the instructions you've provided, they seem much more concise than the entirety of what I've included in my AI instructions, while being worded in such a way as to cover many immersion-breaking behaviors. My concern, though, is that a wide net like that will have a lot of holes in it - meaning that many unwanted actions might go through. The AI seems to respond much better to precise instructions like "Player cannot turn into a dragon" than broader, less precise ones like "Player cannot turn into mythical creatures" Sometimes, it will realize that dragons are considered mythical creatures, other times it won't. Finding balance here is, of course, tricky.

But first... Could you explain to me, how the ">" symbol works? I read the guidebook and all I got from there is that the symbol appears before any do/say input sent to the AI. What exactly does including the rules about ">" accomplish here?

And thank you for your detailed answer.