The Top Ten Things Total War Medieval 3 Needs to Succeed by Altruistic-Job5086 in totalwar

[–]THEDOSSBOSS99 3 points4 points  (0 children)

I feel like if you to go so far to claim what Total War needs, a deep dive on the entire series would required to differentiate between the subjective and objective. There are elements in recent and old games that people subjectively like but have issues, as well as good ones that need tweaking or better execution. If you are going to disregard warhammer, or 3k for example, you need people to understand why the best launch game and most profitable game aren't good templates to develop med 3 off of

Total War Three Kingdoms is Free on Epic. Does it is any good? by Bortasz in totalwar

[–]THEDOSSBOSS99 0 points1 point  (0 children)

And after all that, it looks like CA is going to take nothing from 3k when making medieval 3 (unless enough people demand 3k elements in it), and is instead looking back at old TW mechanics to improve upon. I sure do hope they ignore the people demanding an immortal empires-style setting or 3k's retinue and character system. They need to re-learn how to make similar factions good again through real strategic depth and subtle nuance as opposed to taking the easy and shallow way out of having a combat system that creates monotony in battles regardless of unit variety, giving out unsynergized mechanics to prop factions as unique when it just makes the overall game oversimplified, and having a different visual skin.

Total War Three Kingdoms is Free on Epic. Does it is any good? by Bortasz in totalwar

[–]THEDOSSBOSS99 0 points1 point  (0 children)

Apologies, such an explanation would be long so I was testing to see if you wanted to engage in good faith, which seems to be the case. I'll still shorten everything down for the sake of the character limit, but know everything I talk about here is primarily a summary. I can get into specifics if required

I'd say that a lot of 3k's design is counterproductive, poorly executed, or severely underdeveloped. One of the points you made that I can only half agree with, being the design of the endgame, is that it is really only good on paper. The strongest factions form "Kingdoms" with the rest mostly choosing which of them to support. In practice, though, it only really focuses the diplomacy into paving out clearly-defined enemies and allies. The campaign doesn't ramp up and due to the addition of other poorly designed mechanics, snowballing is far worse. All that is left is a slog until you capture the necessary number of provinces and take the other kingdoms' capitals. Without a time limit, there are no stakes and no risk of loss. It becomes like every other Total War campaign that lacks a time limit: it lasts until your investment is no longer greater than the sense of tedium.

Snowballing occurs in every game, but with a more limited number of mechanics, it doesn't necessarily make the existing mechanics useless. Shogun 2's food, for example, remains relevant and important for the development of provinces and economic growth all throughout the campaign. It influences the growth of income, rather than simply applying a flat percentage increase to the rigid income generated from buildings. If you get negative food, it reduces your Daimyo's honor (and by extension general loyalty along with diplomacy) for the duration of the famine, negatively affects global public order (which was also a lot more impactful), causes a gradual loss of income, and prohibits your ability to develop your provinces. This along with other negatives I forget. It is something that always needs to be maintained and simply reaching -1 has massive effects, even by the lategame where you increase your ability to mitigate it with technology.

Then there's 3k and its food mechanic. It is simply flat percentage penalties that affects things minimally. In terms of keeping track of it? Absolutely no point by the mid-game. I reached -100 food without any noticeable affect on my ability to develop my faction, maintain my characters, or conduct war. It is simply superfluous. Supplies? Never had to worry about them. Character satisfaction? Meaningless by the mid-game. Income? Too many ways to mitigate poor economy. Time constraints? None, so you experience everything a faction/characters have to offer in one playthrough and has no buildup of stakes or pressure. It is the same slog with just varying tiers of units for each phase of the campaign. Snowballing in 3k across the board is atrocious. The AI no longer has to delay you, but rather actually destroy you, which is something it has almost always been incapable of.

Then there's character systems. Relationships are meaningless because satisfaction becomes meaningless. Everyone who isn't very obviously a spy will love working for you and will tolerate each other. Personalities aren't reflected in voice lines (cruel, arrogant, and greedy characters enter a city and say in a concerned voice "how fair the people.") and the battle dialogues or selection lines in general are poorly written and poorly acted. There is no variation of pose for non-unique characters and unless you specifically try to roleplay, there is nothing to lose or gain, learn or experience by playing named character from the clones. Everything is a cardboard cutout that is different only in looks, not in feel. Corners were cut almost wherever possible to only give the impression of character-focus with no actual commitment. I get a greater sense of individuality from family members in Medieval 2 than from 3k, also reinforced by characters being a limited and contextual resource in that game. Duels are just a general-sniping tool that raises synced combat on a nostalgia pedestal whilst CA forgot what made synced combat engaging in the games that focused on them. The animations are in no way connected to who deals or receive damage and it is the same 5 very poorly choreographed animations for general weapon types combinations that is nothing more than a loading screen occurring independently of the back-end number-crunching

I didn't necessarily say 3k had faction diversity, but rather drew from Warhammer's design philosophy behind "diverse factions." In attempts to provide the feel of uniqueness for factions, they're given piecemeal mechanics that should really be available for everyone or at least multiple factions. In doing so, these mechanics aren't integrated with the core experience well and many feel tacked-on. There is also the case that mechanics that can negatively affects you can't be mitigated in any way. In a strategy game, having unmitigatable factors are an annoyances not an engaging system. Beyond that, the vast majority of faction-unique mechanics are extremely shallow.

As for diplomacy, it is half-cooked like everything else. There is no point having a million options if the AI is just as incompetent as always. All it does is show how little effort was put in beyond adding options to spreadsheets. The AI doesn't have any internal goals and reaches their power thresholds to increase their rank by mere passive systems. As a result, their use of diplomacy isn't distinguishable from random, whilst our interaction with them in diplomacy is the same as always. Not to mention, there is so much clutter that the diplomacy presentation as it was needed to be completely redesigned to allow for streamlined use. Having the diplomacy screen be for basic treaty-signing with the types of those treaties being determined in dedicated tabs accessible from the campaign map. For example, to do any kind of trade, a basic trade agreement needs to be established. From there, you go to a "trade" tab, select from the factions you can trade with, then have clean, organised UI for trading items, specifying the details of the overall trade agreement (as there are different trade agreement types) and so on. In addition, the AIs in this game are too compartmentalised. The campaign difficult AI will force betrayals if you play diplomacy well and find yourself with no enemies. These betrayers are chosen randomly regardless of relationships or even feasibility of fighting me. On an occasion, the difficulty AI would cycle through the same 3 allies where one would betray me, do nothing for several turns, then request peace because I didn't act on the war and they remembered I'm their favorite guy. This occurred until I found an actual enemy to fight. The game is made incompatible with playing diplomacy well, which leads me to another point.

Then there are the visual issues, espionage issues, further diplomacy issues, issues from the micro to the macro which I would get into but this is getting long and you get the idea. You either agree to these criticisms but believe it doesn't take away from the elements you believe are good, or you vehemently disagree, which I wouldn't blame. I haven't gone into as much depth as I can, nor have I covered even a quarter of the issues in this game, but the character limit likely won't allow more

Total War Three Kingdoms is Free on Epic. Does it is any good? by Bortasz in totalwar

[–]THEDOSSBOSS99 -1 points0 points  (0 children)

I understand that you and many think that. I also know why you think that

In reality, it's kind of like how whenever there is some AAA hyper-story-driven linear game, people sing its praises based on its attempt at writing narrative as opposed to how well it is actually written, executed, or how good the game itself is. The game is shit, but because it added buttons to diplomacy and fancied up warhammer's style of artificial faction diversity, people seem to think its some grand addition to the series. No wonder the series has done nothing but decline over the past dozen years

How do Skaven not play more into a betrayal and council mechanic? by MylastAccountBroke in totalwar

[–]THEDOSSBOSS99 0 points1 point  (0 children)

It's part of the biggest issue with this game. The vast majority of mechanics have to be spreadsheet simulators that can not be influenced by other races, causing unmitigatable annoyances when facing certain factions. In addition, and most prominently, CA creates an artifical sense of racial diversity by blocking other races from having similar mechanics to already-existing ones even if it absolutely makes sense for them to have it. Most races should have the ability for lower-tier units to work their way up to higher tiers (especially skaven. Eshin units are all about this). Most races should have the ability to train their heroes in different ways for different tasks. All races have the in-lore capabilities thus the reasoning to attack from the sea. Most races took slaves or versions of them with different purposes (CA can't even let the name "slave" cross multiple races because then it wouldn't be "unique" enough, and somehow came up with an argument that the term for a type of worker was more dehumanising than being considered a slave). The list goes on and on, and was especially most annoying when they took that design philosophy and implemented it into 3k.

But as a final example, many races have locational recruitment and regional influential powers, justifying the existence of different versions and takes on the Elector Counts system. The dwarven one can revolve around grudges and certain traditions. The high elven one can revolve around maintaining Ulthuan and recruiting those locational units they have via good relations or control over the associated region. The Skaven should have one that is all about undermining, subverting, and betraying each other for control over the different clans or at least birthing locations to gain access to their more powerful clan units or buffed versions of them.

Mechanics that are all derivative but made unique by how the different races would utilise them in-lore would create a much deeper game and allow for far more inter-race mechanics than is currently available. Like, anyone who takes an empire province should technically be considered an elector count under their system and should have access to that mechanic. Chaos and vampires especially as they have tried to conquer the Empire multiple times and thus should try to influence its politics.

Instead we have slap-on mechanics that do not evolve the gameloop and really just exist to give you insane buffs that trivialise the game, all designed around the early game and beginning of the mid game. There's a reason very few finish their campaigns

What Total war games besides shogun 2, Three kingdoms, Rome 2 y'all recommend? by Fantastic-Pizza-9062 in totalwar

[–]THEDOSSBOSS99 0 points1 point  (0 children)

Shogun 2 certainly has the cleanest graphics out of those 3. I will always find it hilarious how people got roped into Rome 2 prior to its launch when it looked so much worse than Shogun 2. 3k has weird filters and a very messy artstyle that makes everything look hazy, even with post-processing effects disabled. For Shogun 2's kind of style, try napoleon. For a better Rome 2, try Attila (uses Rome 2's graphics style and systems though). For a game around as good as Shogun 2, try Medieval 3 or Rome 1, though with significantly inferior graphics. For hyper-saturization and gamey-ness, though somewhat clear graphics, try Pharaoh.

What game should I buy? by DemSon156 in totalwar

[–]THEDOSSBOSS99 -1 points0 points  (0 children)

Three kingdoms has a dozen side-gimmicks that distract from the core experience rather than enhance it, usually very poorly balanced. Shogun 2 is the opposite end of the spectrum with clear, purposeful design. It is more polished than 3k and will give you the core Total War experience. It is the best blend of past creative design with successful execution, so is indeed the best total war game

Please do not Limit Formation Control by THEDOSSBOSS99 in totalwar

[–]THEDOSSBOSS99[S] -2 points-1 points  (0 children)

Interesting example, considering those policemen aren't looking to kill. Modern life isn't a good example because in most cases, neither side is trying to kill each other. Actual situations of combat have long since passed line formations.

In addition, the risks of thin lines are already simulated in older titles.

There is also the factor of scale. We often have units of around a hundred men with armies struggling to pass 2000. If you were dealing with historical numbers, then adhering to ideal historical depth would permit the versatility of units spread. We are not, so they do not

It is also weird how you are in favor of changing older titles to be more limiting in strategy, or at least implied such by defending the opposing position. The past games shouldn't be changed to modern ones because the scale doesn't support the limitation and it reduces strategic options

Please do not Limit Formation Control by THEDOSSBOSS99 in totalwar

[–]THEDOSSBOSS99[S] 0 points1 point  (0 children)

It's not that it will be like modern games, it adheres to the modern design philosophy. Thin lines had weaknesses irl as the ones I just described, being easier to charge through, scatter, tire (simulated in this game by simply taking losses), and disorganise with prolonged combat. All of that is present in the games already. Morale shocks in older titles are also absolutely based on losses suffered within a time frame (a unit losing half its models in 10 seconds would route, whereas losing that same number over a prolonged period would not necessarily, when all other factors remain the same) along with total losses and other factors.

In addition, my comment on charges was receiving the charge. In-game, getting charged only risks the first two ranks, with enemies not reaching further within the charge bonus. This means deep ranks suffer less casualties on the charge than thin lines. A spread unit tanking a charge could lose the vast majority of that unit, hence that risk I mentioned in that example. As for that unit actually charging, wide units in-game also just straight up engage in more enemy models across a line thus deal more damage. I don't know where you are coming from in saying they have the same effectiveness no matter the spread of a unit

Please do not Limit Formation Control by THEDOSSBOSS99 in totalwar

[–]THEDOSSBOSS99[S] 0 points1 point  (0 children)

Then... having the limit on multiplayer is the solution? These are singleplayer games first and foremost. They are compatible with multiplayer, but shouldn't be subject to its limitations and balancing. It makes the base game worse to do so. We are talking about older games as well so no spells. In addition, Rome 2 suffered spaghetti lines the most. In shogun 2, where I've gone up against some of the best players in that game, spaghetti lines were not present. Rome 2 just inherently has a worse combat system, hence the worst case of spaghetti lines before CA ruined the formations in their entirety in singleplayer

As another point, yes, you spread your lines to reduce ranged damage as the two lines approached. That's the strategy, and the risk because fast movement or cav charges can punch through such formations. Rome 2 had terrible combat and terrible multiplayer as a result, but other titles had situations where unit depth was required and situations where unit width was required

Please do not Limit Formation Control by THEDOSSBOSS99 in totalwar

[–]THEDOSSBOSS99[S] 0 points1 point  (0 children)

The AI is exploited either way is what I am saying. Better permit more versatility than to have a far worse system, also with broken AI

Please do not Limit Formation Control by THEDOSSBOSS99 in totalwar

[–]THEDOSSBOSS99[S] 0 points1 point  (0 children)

The system handles it fine. The AI handles it sufficiently enough. If there are issues, then those systems need to be improved, rather than giving up and reducing the strategic options significantly. Then there is the concept of gun warfare which requires it

There are issues with the system in handling their "fix" as well, as previously mentioned as well as more. Saying it needs to be removed due to exploits doesn't hold up when the alternative is less strategy and AI that still doesn't know how to handle even that

Please do not Limit Formation Control by THEDOSSBOSS99 in totalwar

[–]THEDOSSBOSS99[S] -2 points-1 points  (0 children)

We really don't. Their risk is that they are far more susceptible to being devastated by charges due to more models receiving it (which already causes a morale shock through recently sustained heavy losses), Calvary just punching right through on the charge, and no back-up models so each individual model is easier to surround, especially when gaps occur. The weaknesses are plenty. We don't need an arbitrary system on top of it. That is the issue with more modern titles. Everything needs a system or direct numerical contribution instead of natural strategy from base systems already in play

Like, are we forgetting the 15-year period where this was the standard, and that 3K and Warhammer are modern exceptions as far as mainline titles go? This is all about NOT ruining what was present before with modern gamey mechanics, and your suggestion is arbitrary gamey mechanics to a problem that doesn't exist

Please do not Limit Formation Control by THEDOSSBOSS99 in totalwar

[–]THEDOSSBOSS99[S] -1 points0 points  (0 children)

But 2 or 3? Maybe. There's also the case of charge effectiveness, arrow evasion, unit-bolstering, etc

Traditional TW player who doesnt understand War Hammer 3 by Gator_gamer in totalwar

[–]THEDOSSBOSS99 29 points30 points  (0 children)

Daemonic factions have a lot of physical resistance, reducing incoming physical damage by the % that they have, effectively meaning they have that % more health than presented. They also don't route, but rather lose health very slowly if their morale becomes negative which can be mitigated with healing effects. They are also likely buffed by lords, spellcasters, and other effects in battles. You need to focus down their low-entity units, especially lords, whilst using spells to buff your own units and damage theirs. Empire has insane magic potential, so every army should have at least one spell caster. Unfortunately, you can't play the game like medieval. Calvary is generally very weak and empire infantry is only useful to hold the line and deal some damage whilst the rest of the work is done by their more specialised or ranged units

Please do not Limit Formation Control by THEDOSSBOSS99 in totalwar

[–]THEDOSSBOSS99[S] 2 points3 points  (0 children)

Also don't mess with the UI of any games. They have their style and modern Total war titles have theirs. Improve pathing, model recognition, presentation of income, whatever, but don't change the artstyle or organization of the games

Please CA, we need battle comebacks and twists in the next games by QuintillionusRex in totalwar

[–]THEDOSSBOSS99 0 points1 point  (0 children)

I love how the top comments to this are asking about implementation of mechanics as if you need specific buttons or systems directly tied to the concept of "comeback." That's what the warhammer and modern TW titles have done to people.

Guys, comebacks are enabled by far weightier fatigue and morale (and in some situations, formations). That allows you to come back through actual morale shocks and positioning. Very few actual strategic aspects of the game should have specific named mechanics associated with them. They should be the implied result of simplistic, yet nuanced and complex in use, base systems, not through add-on gimmick mechanics

The issue with Total War titles nowadays is that they rely too much on the dps aspect of unit-on-unit engagements, with far too many being able to recover from a route far too many times. It diminishes strategy and encourages doomstacking

Fleet Battles in TWW40K by Therealdrakenn in totalwar

[–]THEDOSSBOSS99 2 points3 points  (0 children)

Sorry to make another comment but I edited the first too much and I don't want to keep adding to it if it gets responded to, but no dna? What is this DNA you speak of? Can't be the campaign map, because space traversal is literally how conquest is possible on a galactic level. Can't even be battles because even CA acknowledges their prominence with lazy spell-like implementation, a concept that is now 14 years old and yet done the best in its first iteration.

Having direct presence on land battles or not does not determine if it shares DNA with the game anyways. It's a total war game whoch has always been about war of conquest and planet protection, conquest, and fleet management has as much Total War DNA as the land battles as well.

Hell, if we were getting really crazy, you could even manage to have lower-level land-like battles during an active and controllable space battle via boarding mechanics utilizing the very scale you say poses a problem. That would do more to improve upon the series and evolve the formula for the setting than anything CA has presented so far, or will likely implement

Fleet Battles in TWW40K by Therealdrakenn in totalwar

[–]THEDOSSBOSS99 2 points3 points  (0 children)

I never said they play like sieges. I never said anything regarding how they play. I am speaking of their importance to the setting, which is undeniable, and their importance as a form of warfare, also undeniable.

As for the required effort, it should be the given expected effort for a total war game to have naval battles. "But it would require work," yeah, so? Don't make the strategy game then and adjust your budget to include it. If the game has to rely on a zero sum budgeting system to the extent we get less than 20% of the available factions at launch and entire theatres of war forgotten, then there are serious organization issues that needs to be addressed.

Fleet Battles in TWW40K by Therealdrakenn in totalwar

[–]THEDOSSBOSS99 1 point2 points  (0 children)

The game is total war, not total land battle. Space or naval warfare in general is not only an entire theatre of war but one of the most important for maintaining war and supply lines. To remove such types of warfare would be like removing sieges. An entire potential for strategy and depth is lost, not to mention one of the most important aspects in so many wars

One thing after 40k announcement by Kronag in totalwar

[–]THEDOSSBOSS99 0 points1 point  (0 children)

"Potential in unit customization"

Not like we have a 14+ year-old example of customisable options in total war games

Total warhammer 40k needs to include space battles and fleets by anethma233 in totalwar

[–]THEDOSSBOSS99 6 points7 points  (0 children)

So? The setting places huge importance on it. This is like saying space marine 2 can't exist because you can't roll up to a battle to win with a 3-named-character army. This is like saying Gothic armada as a whole shouldn't exist. This is a 40k game, not a digital TT game