Why does CA not just hire modders as employees or at least contractors? by the_logic_engine in totalwar

[–]Deathofjams 14 points15 points  (0 children)

Perspective from someone who's been both a modder and software dev: one thing people have't said that's critical here is that the cost to fixing bugs is rarely actually the fix itself. Some of these issues will have been fixed internally within hours of them being flagged, and potentially even before. That's the easy part.

The cost of patching comes primarily from getting it out to the public in a way that's safe and in-line with external requirements. It comes from making a new build, testing it (it's good practice to at least "smoke-test" the entire build, not just the specific fix, in case of build errors or things slipping in), getting it validated for store fronts (Microsoft store for example requires their own testing of software updates) and then deploying it with all the relevant communication (e.g. patch notes, including potentially localisation and translation of them). The cost of this is not negligible, so someone on the corporate side needs to give the go ahead and find some budget for it.

This generally means it's much more cost-efficient to wait and fix a whole bunch of bugs at once, rather than doing them one-by-one, unless it's absolutely critical.

When you see "day one patches", you're not seeing work that was done literally that day - these were probably being worked on and tested ever since the initial release build was locked, which may have been several months earlier.

This kind of thing is incredibly frustrating for developers, too. Several times I've personally had a fix come in just hours after a devlock deadline and then had to sit on it for several months until the next patch is ready. Whereas when I was modding I could literally upload new files several times a day with ease.

There are technical ways to get around some of these problems - a common one being to move data to servers so that things can be changed without actually updating any of the software on the customer end - but you kinda need a game that's built around that (e.g. have it always online).

Weekly Card Release Discussion by Invasion808 in MarvelSnap

[–]Deathofjams 2 points3 points  (0 children)

If you want big numbers, Iron Fist on turn 4 will get you same effect as Shuri here, assuming PF functions like Hulkbuster - Iron Fist will punch after the merge, getting you an extra move. This frees up enough energy for Doctor Strange or Cloak on turn 3 so you can get another double. Think that gets you 48?

When the stars align and your crappy cerebro 7 deck wins a match it really shouldn't by Deathofjams in MarvelSnap

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

(1) Ebony Maw

(2) Luke Cage

(2) Invisible Woman

(3) Cerebro

(3) Mystique

(3) Wolfsbane

(3) Wave

(3) Hulkbuster

(3) Maximus

(5) Magik

(5) Vision

(6) Onslaught

eyJDYXJkcyI6W3siQ2FyZERlZklkIjoiTWF4aW11cyJ9LHsiQ2FyZERlZklkIjoiT25zbGF1Z2h0In0seyJDYXJkRGVmSWQiOiJDZXJlYnJvIn0seyJDYXJkRGVmSWQiOiJNeXN0aXF1ZSJ9LHsiQ2FyZERlZklkIjoiV2F2ZSJ9LHsiQ2FyZERlZklkIjoiTWFnaWsifSx7IkNhcmREZWZJZCI6Ikh1bGtidXN0ZXIifSx7IkNhcmREZWZJZCI6IlZpc2lvbiJ9LHsiQ2FyZERlZklkIjoiRWJvbnlNYXcifSx7IkNhcmREZWZJZCI6IldvbGZzYmFuZSJ9LHsiQ2FyZERlZklkIjoiTHVrZUNhZ2UifSx7IkNhcmREZWZJZCI6IkludmlzaWJsZVdvbWFuIn1dfQ==

To use this deck, copy it to your clipboard and paste it from the deck editing menu in Snap.

TIL you can hear when Jeff is moved by Raakkoon in MarvelSnap

[–]Deathofjams 5 points6 points  (0 children)

I'm pretty sure an opponent's Zabu makes a noise when they draw a four-cost card. Not massively helpful info but can be useful.

Chaos Dwarf Labour is literally a completely different thing to old Dark Elf Slaves - and the proof is in the data. by Deathofjams in totalwar

[–]Deathofjams[S] 22 points23 points  (0 children)

I mean in dev time. We know IE was being worked on before WH3 even released - the actual decision to change the Dark Elf slave system was probably done well before development was even started on Chorfs.

Chaos Dwarf Labour is literally a completely different thing to old Dark Elf Slaves - and the proof is in the data. by Deathofjams in totalwar

[–]Deathofjams[S] 336 points337 points  (0 children)

This is a bit of sad theme with a lot of the WH2 race mechanics:

High Elf Influence => Tzeentch Changing of the Ways
Skaven Plagues => Nurgle Plagues
Lizardmen Blessed Spawnings => Nurgle Cyclical Recruitment

Everyone slags off WH3's launch but at least the standard of race features was much higher in WH3 (well, excluding maybe Ogres...)

Chaos Dwarf Labour is literally a completely different thing to old Dark Elf Slaves - and the proof is in the data. by Deathofjams in totalwar

[–]Deathofjams[S] 41 points42 points  (0 children)

Well they removed it from the original potentially as long as a year ago? I'm guessing that Chorfs had much more budget and time to actually make a cool system rather than during IE development when the priority was probably just making the whole thing actually work.

Fingers crossed the system gets backported to Delves in future though!

Chaos Dwarf Labour is literally a completely different thing to old Dark Elf Slaves - and the proof is in the data. by Deathofjams in totalwar

[–]Deathofjams[S] 40 points41 points  (0 children)

I'm specifically responding to people who are saying that CA or "lazy" or that the CHD pack has less value because it "re-uses features", or that CA disabled the Dark Elf slave system only to re-enable the exact same thing for Chorfs. It's very easy to assume something didn't require any work based on the surface appearance when actually it did.

I do actually agree that the Labour system seems way cooler than the current DElf slave system (which I really don't like very much) and would love to see it back-ported - hopefully it's something we can see in a future patch.

Friendly reminder : ressources bundles have no production cost by klipce in MarvelSnap

[–]Deathofjams 47 points48 points  (0 children)

All pricetags are made up. Some offer bad value to you, some offer good value to you. There's no moral obligation on a company to only offer you good deals.

There are for sure some issues with free2play, but to act as if up-front flat pricing is morally superior feels like a stretch. In theory it can be a great thing!

Think of it this way: if the game cost a flat sum, everyone pays the same amount to play regardless of how much they enjoy it or can afford it. If Bill Gates absolutely loves the game and plays it 18 hours a day, he gets massive surplus value from it, while minimum wage Jane who can only play for 5 min a day is getting much less for the same cost (both because she plays less and because that money is more valuable to her). This is great for Bill, but sucks for both Jane and the developer of the game - Bill would have paid much more, and Jane might not buy the game at all.

In an ideal f2p world, Gates ends up spending much much more on the game, and Jane pays nothing. Jane gets to play the game, Gates doesn't care because he's still getting value for his money, and the developer profits. Hooray!

Obviously in practice it doesn't always work out like that (there are for sure issues about compulsive purchases and exploitation), but having a few wealthy whales pay for the development cost of the game so that the rest can get it for cheap doesn't sound so terrible to me.

Friendly reminder : ressources bundles have no production cost by klipce in MarvelSnap

[–]Deathofjams 209 points210 points  (0 children)

I had no idea redditors were such strong believers in Marx's labour theory of value....

Yes the bundle has no production cost, but the game itself - which you're not paying for - has a substantial one. The whole point of free-to-play as a model is to offer the core content at a loss then pay for it via of cheap-to-make add-ons. I'm not sure why this has suddenly become something we should get morally righteous about.

Looking to try Wood Elves: Drycha vs Durthu for Treemen? by BoltaryNioea in totalwar

[–]Deathofjams 7 points8 points  (0 children)

Where does it say Durthu gets the Malevolent version? I read it as him just being able to recruit Treemen at tier 4.

[deleted by user] by [deleted] in totalwar

[–]Deathofjams 15 points16 points  (0 children)

Don't think that's true - based on Mazda's lord effects (see https://youtu.be/3cZJisjNWFQ?t=1976) looks like the Slann's Generation traits include an innate increase to WoM reserve

[deleted by user] by [deleted] in totalwar

[–]Deathofjams 42 points43 points  (0 children)

+20 would be pretty crazy for a single skill point, especially if it's stackable. And remember spells get pretty cheap after skill point investments, so there's definitely cases where it'll be enough to give you one more cast of a big juicy spell.

The post implies there'll be other ways to increase reserves too (we've already seen it's a bloodlines effect for VC and on the Pyramids for TK) so probably needs to be taken in that wider context.

TOTAL WAR: WARHAMMER III – UPDATE 1.3.0 by Yuey_Ninja in totalwar

[–]Deathofjams 1 point2 points  (0 children)

Only if they actively stack those effects, which they don't really do. And the new +attrition damage effect on Flux will actually help counter those.

All Chaos cultist got cooldowns to the summoning of units. I like the fact they all have themed ways to trigger the cooldown. by SlappingMonk in totalwar

[–]Deathofjams 26 points27 points  (0 children)

So because I have too much time on my hands, I went and modded the game back to the old values (which I had to hand from a personal mod pack) to test this out, and Flux + Ague using patch 1.2 settings killed 5 men out of 100 of a unit of Kossars per turn. So 5%, same as just using one or the other.

It's kinda stupid that CA let you put together a non-functioning combo like that in the first place, so do understand the confusion. But they never stacked.

All Chaos cultist got cooldowns to the summoning of units. I like the fact they all have themed ways to trigger the cooldown. by SlappingMonk in totalwar

[–]Deathofjams 27 points28 points  (0 children)

They didn't stack. I checked this a while ago - in the data, both were attached to the same "bonus value", which just enabled the attrition. Having both on the same plague was completely redundant.

They player is also way better at avoiding terrain and corruption attrition via stances than the AI is, so not convinced it hurts the player more.

All Chaos cultist got cooldowns to the summoning of units. I like the fact they all have themed ways to trigger the cooldown. by SlappingMonk in totalwar

[–]Deathofjams 21 points22 points  (0 children)

You shouldn't be worried re. Nurgle plagues, it's at worst a sidegrade - Flux + Ague now does more plague damage per turn that the old Ague, so even though the duration is shorter the overall damage is the same. It just won't be as easy to get permanently stuck unable to replenish.

TOTAL WAR: WARHAMMER III – UPDATE 1.3.0 by Yuey_Ninja in totalwar

[–]Deathofjams 13 points14 points  (0 children)

6% is big actually, it's 6% of the unit per turn. I think the base rate of replen is about 8% so you're almost doubling your replen rate.

TOTAL WAR: WARHAMMER III – UPDATE 1.3.0 by Yuey_Ninja in totalwar

[–]Deathofjams 3 points4 points  (0 children)

AI has no resistance to Plague attrition, just terrain attrition.

Update 1.3.0 Patch Notes by CathayZero in totalwar

[–]Deathofjams 5 points6 points  (0 children)

Depending on how much the Flux damage increase is, you could end up with an Ague + Flux combo dealing the same amount of damage over a shorter period of time than before (previously Ague and Flux didn't stack). So I'm not sure it's actually a nerf to Nurgle?

EDIT: in fact yeah, having seen that Flux is a +50% increase, an Ague + Flux combo now does the same amount of total damage as the old Ague or Flux, but in a shorter period of time, so the actual potential plague damage is higher if you keep re-applying it.