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It has then become common tech-talk exactly like what we see in 3D games around and dxdiag is not a philosophical thing to discuss.
It's exactly like seeing people compare their lambo instead of discussing mankind's future. In my culture, we don't do that, we keep our owned specs private and it's not polite to discuss "I have that, what do you have", it's the real world and not the game.
It can have its place anywhere (who am I to say what am I saying), but steam forums have a lot of threads dedicated to these already when a new demanding 3D game comes, and I think it's beneficial to separate this out.
So I took a somewhere invasive stance by proposing that, I apologize for it.
But still I do (or did) believe it's very contributive to separate that before it gets more of it. We are already discussing a lot of things TW3-wise here, I felt it was contributive to propose that. I agree, "it does not work like that". It was like an innocent, naive proposal.
To be honest, like you both mention: people can still go wildly about any topic, and maybe it won't come again that much. so I can also forget about it. That's a totally valid point too. But I'll remain watchful ;)
As for comparison for forums, if you tried that in real life: (inserting exchanges about how you compare your graphic card, when we were talking about a lot of things in TW3) you can technically have a separate conversation one to one with someone and discuss machine superpowers as geeks, but you are no longer sharing something to the community as a whole or as contributive, it has then become a selective conversation, and well, technically some people would leave you at that point. In real life, you see it physically with your eyes. In a forum, you just don't hear about as many people, who would "select another table" to discuss stuff, especially if like me comparing graphic cards or tech situation is not the same trip to them.
Which, granted, actually does not happen that much on "steam" forums, because well, we see the first page only :D so people contribute based on first page. (edit: In my next message below, I saw that actually means my point is not something to worry about, as threads should actually get filtered by OP subjects, not by pages ; surprisingly this does not work with hate talk inserting itself, though).
In regular forums it does become the "silent masses that left" and belong to no stat in a forum conversation, which you won't see, won't hear, because you actually filtered some readers not by proposing to select a topic (as I do), but by delving into something else more and will have retained some other readers or topics.
I believe "selecting by discussing something" is a big nice thing. just like avoiding hate talk is a big nice thing, and you are right to remind me that too.
Galumbovic you mentioned you did not agree with my point about stats and TW being vague about effects of stats. And mentioned that "intuitive understanding" works, if I may summarize that.
I am all for intuitive gameplay.
Intuitive understanding of stats goes OK with factions with archers, spears, cavalry, which was the usual TW mileage, but goes awful once you have Chaos factions with, like, melee unit 1, melee unit 2, melee unit 3, melee unit 4, all with same traits like "tank and weak damage".
at that point you would like to know what worth has +5 melee, or +10 armor, or to get an overview with a comparison table ingame, to at least know better about your current available roster. Even indie games sometimes have it.
Much better? Optimized to ♥♥♥♥. Low graphics looks worse than the older Total War games. It is odd.
Apart from this, if someone is being serious about giving a review, and opening it up for discussion, this someone should expect criticism. In my eyes, pointing out what could have been done better is very much valid. Furthermore, a discussion is a living, breathing thing. If you expect a discussion to always stick to one point, in this case maybe "good review" or "bad review", you will be disappointed every time, because the question "why", whether it being said out aloud or not, always lingers in the room a discussion takes place in. And with it come selections as well as expansions.
I always agree on that.
I always point that out, too.
I did not comment about wanting people not to criticize the review or the game, in a general sense, though I did point something out about a few posts.
Actually, "one point" is clearly reducing what I am aiming at and is painting it like a strawman, as in a strawman fallacy: "Look, this person wants to reduce conversation to 1 point! but conversations are a living thing." This is not what I discussed.
Considering we are getting into about 10-20+ different points in here, I did want to "discuss less one of these points among 20+", which I described as more common, to focus instead on the 20+ others. This was more an optimization, naive argument on my part.
As you discussed conversation semantics previously (such as you / we, which was a fair point though a bit surprising) I wanted to point that out, if you are interested in this, there is always some wisdom to take in my opinion and strawman fallacies abound all the time in conversation and sidetrack things very often.
Anyway we did discuss this subtopic at length, mostly by my own responsibility, I do propose to get back to the game now ;)
At the risk of branching off into another topic ( I don't mind, you seem an interesting person and you explain your position eloquently)
I used to feel a similar way, often being frustrated that X unit with stats 40/35 were being decisively beaten by Y unit with stats 36/32. Things such as armour piercing and what type of roll was being used to decide whether a melee attack might hit or not (magic, fire, regular) came into play.
That wasn't the final line, not even close! Apart from the AI receiving significant buffs at higher difficulty settings, the actual animation of the unit itself seemed to play a massive part. I've seen top tier high damage units basically 'push' a unit around without laying on damage, while a squishy low grade unit like hounds did far more actual DPS.
The only way I could come to terms with such things was to get a feel for my chosen faction, and an intuition from experience which units would perform well/poorly against a given enemy. My gameplay took a huge lift after I factored in circumstances such as buff/debuffs. It's a fair assumption that when you give something extra AP it will perform better, but a unit that already has reasonable AP will see marginal gains, where a unit that is weak against armour but has tight animations and hits often with be greatly improved.
There are so many factors that can affect how things play out such as research levels, leadership, vigor, casters doing their thing, lord perks, terrain etc... it's hard to accurately say unit X will have performance Y vs unit Z. Would be nice to get a bit of clarity or a snippet of lore as to why we should pick what we do, beyond the basic info we get. The descriptions are often rather misleading, especially on higher difficulties.
As you say, for example Khorne and Slaneesh... it's melee, melee or melee with an option for artillery at some point.
You are right, animation and "contact" seem to be as impactful as in a "beat'm up", where ithe models have to "connect" when the attack animation is active.
I don't exactly know if models have individual health though, because in TW, I noticed in a few games that it was very abstracted, further observation will tell more. I think at this point I should find articles explaining game values further.
Anyways, my main gripe with the game is the rift mechanic and how everything is stacked against the player. I went into the pack file and fiddled around with the script for this. I ended up making it impossible for the AI to end a quest battle, to see if this betters things. Alas, while I have more options, it's still pretty tricky to just make it in time. War of attrition is a ♥♥♥♥♥. Just goes to show, that the whole thing is designed way too harshly.
An outright win isn't entirely necessary for me though, as long as the journey was fun.
For many, it seems this is really just a placeholder for the combined map. Some seem to be really enjoying the campaign, as is ( I am too, but for the learning new factions and general gameplay, rather than for winning outright) Loving the whole Chaos theme, it's like my childhood tabletop memories and CA had babies.
I never had the chance to play the miniature games, but am always tempted to take some codexes and go modding.
I appreciate that the game was made with such passion.
The AI is too poor for my taste, as usual in TW, but they really went "all in" otherwise in creative content.
@Juuken which difficulty are you playing at?
I am playing Normal/Hard at the moment but I have not much playtime logged to check how it stands.
The reason I went with N/H this time is because there is this thing about "improving AI" hinted in this mode. From what players described it's mainly just an optimization of how it targets units, but anything helps. *shrugs*
I agree, the difficulty balancing is the worst part since its simply just cheats for the AI.