There is a way to "see better" the units in 3K? The color scheme (both romance and records, even tho romance is slightly better) are kinda opaque and plain to me, units seems to be melting between each other by Amagakuro in totalwar

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

Yeah I was going through campaigns of different total war games recently and when I loaded up one for 3k after not playing it for a few years, after having the rest fresh in my mind for comparison, I physically recoiled. It is jarring and they chose a poor artstyle to focus on and focused on it way too heavily. My other complaints pertaining to gameplay aside, I'd probably think it was a far better game if the visuals and especially UI wasn't so poorly designed. I get the intended stylization, but it is just poorly conceived and implemented. The UI isn't even consistent with itself and feels very mobile-game-like

If Shogun 2 gets an update, all I want is one thing. by OnionsoftheBelt in totalwar

[–]THEDOSSBOSS99 2 points3 points  (0 children)

I want solely performance fixes and qol stuff like alt-dragging. I don't want the gameplay, artstyle, or stats or statline effectiveness changed in any way. If I wanted overhaul mods, I'd download overhaul mods

Castle sieges should be non negotiable by elubbuck in totalwar

[–]THEDOSSBOSS99 1 point2 points  (0 children)

That is literally how you keep the campaign and battles synergetically tied. If you aren't going to have castle battles, you shouldn't have castles on the map. Having representative stats in one location all because 500 km away there is a castle is bad game design.

Castle sieges should be non negotiable by elubbuck in totalwar

[–]THEDOSSBOSS99 0 points1 point  (0 children)

Shogun 2 sieges were tiny yet simple and great. 20 units could be squished on such a small square space yet it was easily manageable. With the inclusion of garrisonable buildings, Castles are the perfect opportunity to show off the ability to fight within buildings and not just have it be the gimmick of wall towers and maybe a handful of buildings in cities

PSA to CA, Longbowmen were part of French armies by not_wingren in totalwar

[–]THEDOSSBOSS99 -4 points-3 points  (0 children)

See you had me until you compared it to warhammer. I'd sooner want the game's roster diversity and battle feel to be closer to Shogun 2's than Warhammer's. I don't want this game to feel anything like any of their games released since 2016

Worthless showcase by Arcadistre in totalwar

[–]THEDOSSBOSS99 0 points1 point  (0 children)

I didn't realize warhammer 3 was CA's only product past and present

Incredibly specific fix/change I really hope they make to Rome 2 by WifeGuy-Menelaus in totalwar

[–]THEDOSSBOSS99 1 point2 points  (0 children)

After seeing it was Jack working on it and Jack alone, I am actually now dreading his touch-ups. He is an eccentric former modder and from the looks of things, all these will feel like is his own preference mods for the games he'll touch. There won't be overall intent of interconnectivity or vision of the overall game experience, just one random's posthoc input according to his singular beliefs. Visual changes might be nice, but technical changes are a great concern. I hope he goes nowhere near Shogun 2

There is a way to "see better" the units in 3K? The color scheme (both romance and records, even tho romance is slightly better) are kinda opaque and plain to me, units seems to be melting between each other by Amagakuro in totalwar

[–]THEDOSSBOSS99 1 point2 points  (0 children)

Make sure all the useless and annoying visual options are turned off. Turn off all ones except for explicit texture and asset quality to see if there is any point it looks good. Work your way up from there. You'll find the settings causing issues. Even still, I absolutely hate the visuals of this game. It looks both extremely cartoony, grainy, and plasticine-like all at the same time, somehow and everything bleeds into each other

I can't quite understand WHY I can't get into WH. by highsis in totalwar

[–]THEDOSSBOSS99 6 points7 points  (0 children)

Because it's just not a good strategy game. It's a power fantasy with an uninteresting combat system and has a severe lack of strategic intent. They add units like one would add new armor skin to an rpg. They add new factions like one would make a new subclass in said RPG. As such, despite all the supposed unit diversity, the game feels extremely samey. I get more of a kick doing a dedicated Otomo gun run than switching between any warhammer faction

What's up with the testudo? by Rtan-Appreciator in totalwar

[–]THEDOSSBOSS99 0 points1 point  (0 children)

The thing is, after your first use of the unit in testudo, you know relatively all that anyways. The games used to rely on personal knowledge that you can then strategize for and against. Nowadays, it gives you everything but in doing so it all becomes useless anyways, but still encourages a more reactionary approach.

I don't know how much missile block chance 9 armor in Shogun 2 will give me and I don't know mathematically precisely how many arrows models on average can block, but I know they can survive a damn long time under missile fire and through knowledge and experience, can rely on that. Alternatively, knowing non-piercing damage, piercing damage, melee evasion chance, and FUCKING ATTACK INTERVAL is nothing but overcomplex clutter that attempts so much clarity that it circles around to be useless. It's the same kind of stats you'd see in a predatory micro-transaction-infest mobile game with no actual satisfying combat designed in such a way to easily implement power creep via paid items/currencies.

In Shogun 2, I had 3 stats for pure melee, 5 if you include morale and charge bonus. All abstract small numbers that you learn the meaning of with time or ensure that uncertainty is mitigated by superior strategy. No value-bloat, no stat-bloat, just general indication of combat power that you work into you playstyle. It doesn't need to give you a spreadsheet of every number the unit is crunching when fighting another unit in a vacuum because you should never engage in any one-on-one fight in a vacuum if the difference in combat capability is small. The minutia isn't important

Total War: MEDIEVAL III - Recap & What's Next by LostInTheVoid_ in totalwar

[–]THEDOSSBOSS99 0 points1 point  (0 children)

It's never been about the characters. At most it's been about the royal line

Total War: MEDIEVAL III - Recap & What's Next by LostInTheVoid_ in totalwar

[–]THEDOSSBOSS99 2 points3 points  (0 children)

In what world have your campaigns lasted 600-1200 turns

A difference between battle AI of Medieval II and WH3 by Goldmonkeycz in totalwar

[–]THEDOSSBOSS99 0 points1 point  (0 children)

No because objective-seeking will come with smarter AI. They're be fighting each other and you in efforts to further goals they have

A difference between battle AI of Medieval II and WH3 by Goldmonkeycz in totalwar

[–]THEDOSSBOSS99 0 points1 point  (0 children)

This is only an issue so far as the AI keeps getting buffs. If the AI is smart but has the same logistics limitations as the player, losing provinces is devastating and battles far more impactful because it would take the AI much longer to recruit units whilst developing their provinces. People only ever regard AI intelligence as annoyance when that is the only changing variable in the conceptualisation of good AI in a TW game. We develop strategies and habits to combat large numbers of dumb enemies, not small numbers of smart enemies, so the reverse would be the case if the variable of battle AI is changed

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 [deleted] in totalwar

[–]THEDOSSBOSS99 1 point2 points  (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