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some newbie feelings

PostPosted: Thu Dec 12, 2013 12:24 am
by Dragon_Warrior
Currently i played only 30 PvP games but i have one general idea. But before that, I want to say - that as for original Confrontation player Im realy happy about Cyanide great work, and fact that current game have really many rules based on original game. Its really visible that one of main features was making this game similar to battle game as close as possible - And thats really great.

But
;)

For me current game do not uses full potential of units statistics and their combinations.

Example 1 - In most cases Parry<<<Thoughness. Even really defensive units can be hit with about 40% chance most of time while most resiliant units can't be harmed by more than 1-4hp and all that when Parry alone can be ignored by ranged atacks or spells while Thoughness is always important.

So in current meta and mechanics some units should have really high Parry atribute (now possible only with limited stances). So Alachan Swordsman quick Strike looks realy pointless to me while reversed version would be very nice - but fixing meta to make Parry-Thoughnes equal would be far better.

Example 2 - Accuracy-Damage, In most cases unit with high ACC have high DMG and cheap unit have both this stats low... its wrong (its similar in case Parry-thoughness but in this case there are some exceptions already) At least few units should be specialisated.

Example 3 - Size of units doesn't count... mostly is even reversed while bigger wolfens have highest Dodge factor. It was really essential for miniature game to make wolfens easier targets while they had such powerfull ranged units like harrassing crossbowmans or Devourer Huntsman :P

Example 4 - its minor but annoying to me personally - Foot Knight? Really? :P Knight (both Confrontation and medieval) = Cavalry, while Lion as a unit is quite werid - i can understand lack of mounted models - but for now be nice and switch Knight for Paladin or better Royal Guard (sacred weapons and armors ;]) and it would fix at least half of problem (rebuilding sparkling for fast but cheap unit could replace war lion for the second half of problem - cat model would be usefull for alchemist army, and maybe further for sesairs :P)

Re: some newbie feelings

PostPosted: Thu Dec 12, 2013 3:28 pm
by Izno
Thanks for your feedback ! It's appreciated. :geek:

I will try to answer some of your remarks from my personnal take on it, and devs will add if they have some time and feel like it.

I think you made a valid point with stats, BUT, the thing with toughness is that it is not a luck based stat, making it an easier tool for balancing units. On the other hand, stats like PARRY are luck based, and there is only so much luck you can include in a game before it's not fun to play anymore.

Yes, luck is an entire part of the board game, but this an adaptation, and one focused on Player vs Player. We need to make it reasonnable so the game is appealing to a wider crowd than just the miniature fans, that have a better acceptance for the random factor (at least in theory, got dices thrown at my face couple times myself :lol: )

As for specialisation, there is room for it, as more units are going to be introduced, including for the existing races.

For size, I guess the devs can't take everything into account when balancing, including lore/logic at times. Some would argue that even if Wolfens are big, they are still very fast and reactive, as showed by their exceptionnal mobility.

Re: some newbie feelings

PostPosted: Thu Dec 12, 2013 10:58 pm
by Dragon_Warrior
I think you made a valid point with stats, BUT, the thing with toughness is that it is not a luck based stat, making it an easier tool for balancing units. On the other hand, stats like PARRY are luck based, and there is only so much luck you can include in a game before it's not fun to play anymore.

I studied math few years and i also prefer certain numbers than luck but its not about making damage tests more comlicated but simply making ACC test little harder - not necessarily by making it more random.


My proposition above may seem more random but % are % to be honest - and 90% can be even more annoying to fail than 30% ;) But this is one way.

The other way would be Adding some bonuses when hit chances are higher than 100%

3rd would be making something like one certain Pary (defensive) succes (once per turn/game) for units that have Parry Higher than enemy ACC+8 for example.

But still imo simply rising Parry for some units would be best (or adding active skills similar to defensive stance by changing some current ambidex/counterstrike - or adding 'new' like concentration, desperate, fencer, Hardened, Reflexes, Resolution, Steadfast or even Wild ) - especialy when currently many skills like Quick Strike are pointles while unit already have 70% for hitting enemy. Situation when Parry<<<Thoughness isn't good and in some situation makes half of unit statistic nimportant.


BTW - Current DMG tests are random free? i did some tests and it seems so but a friend of mine that played beta some times ago said that it was D6 test somwhere there - it was removed? and how exacly critical chances look like currently and how it works?

Re: some newbie feelings

PostPosted: Fri Dec 13, 2013 10:32 am
by Izno
As an humble community manager, and someone who is pretty damn bad at math, I fear I will have to pass on this one..

I will see if I can get you an answer from the devs, can't promiss anything though.