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Fordítási probléma jelentése
I don't know if you are listening any more, but I will respond anyway, just in case.
It seems to me that you are complaining because the game hasn't been designed to play just as you used to play two editions ago.
We have spoken a lot about what the devs cannot do because of licensing reasons. There's no changing these things. It's pointless arguing these aspects any further.
So, instead let's focus on what the devs can do - the AI issues, the UI requests, and dealing with bugs, as well as your "house rules".
When it comes down to it, the devs only have a certain amount of time and resources, and it's up to them to allocate that properly. They can't neccessarily do everything that everyone would like.
The bottom line is that that the game plays. For a game as complex as Talisman, that's not an easy feat. It seems simple, but Talisman, like many card-based games, is based on exception-based design. So, you have a set of rules, and then the majority of cards are basically ways to break from those rules.
The majority of bugs are basically catching whether cards and combinations play as they should, and given the sheer number of combinations and scenarios, squashing them all before release simply means that the game doesn't get released. But as we catch them and report them, they can be patched so that the fundamental goal of the game is achieved - it's playable.
Then we get UI requests. These are largely QoL fixes, that help players actually play the game. Because Talisman supports multiplayer as well as single player, the UI actually takes precedence over the AI, simply because you can play with all human players. UI elements can be hard to design any way, but you have the added issue that as a licensed board game, the UI MUST resemble the physical version of the game. Talisman DE isn't just a game set in the Talisman universe.
Hell, it took two years, and about three expansions before we even got six-player play that resulted in a complete revamp of the UI. That was pretty epic, but I digress. As long as you can see what needs to be seen and input what needs to be input, the UI is a success - everything else is a QoL bonus, which whilst nice, isn't neccessarily important.
You might not get this, but the AI simply isn't that important, in getting the game to play, but it sure as hell helps with the single-player experience. It might not seem like it, but the AI is an extra, and to be honest, we should be damn lucky we have an AI that can even play as well as it does.
I say this, because Talisman Prologue is a perfectly workable game, even though it is just single player, with no AI. It's essentially a playable tech demo for Talisman DE, but in terms of success, it plays. This is because we forget one thing about Talisman - as a card-driven boardgame, you already get a fairly significant PvE game element just from the decks alone. In fact, the early game is basically PvE until you work up to the PvP elements of the late and end games.
As it stands, the AI currently does a fairly good job of playing Talisman right now. It does what players do - AI players go around the board, drawing cards, and getting stronger. That's hardly any different from your average casual Talisman player. It might use a system of weighing it's options that might not seem very strategic, but the AI is just a program, and it lacks what Human players have - emotions. So, the AI isn't likely to be vindictive, nor is it going to have issues with risk-aversion or the desire to win or lose a game. It just has it's programme, which tells it what it must do - move around the board, gain a talisman, get better, head to the Crown of Command.
You get diminishing returns with AI, because advanced strategies often require extensive in intensive programming, often for how to deal with niche scenarios, situations, or strategies. The AI knows to go after a Talisman, because it needs a Talisman to get through the Valley of Fire and win. This is often all that it needs to know. It's not neccessarily as important that the AI needs to know to get the Talisman from the player in the inner region, rather than the one ditched in the outer region. So, if it's easier to get the one ditched in the Outer Region than from the player about to win in a few turns time because they are in the Inner Region, the AI will favour that one - assuming it even gets to a point where it's a choice between the two.
We would all love smarter AI, but in terms of priorities, it's not actually that important. The AI is a success, because it can play a game of Talisman successfully. It doesn't neccessarily have to win, and more effort is often spent on making sure it doesn't lose in dumb ways.
Finally, we come to the last concern - house rules. Everyone plays with house rules, simply because we can, as a group, decide what components to include, what options to include, and what rules to ignore. In a way, we are all games designers, and if we decide we want an all-Assassin blood-bath, we can, even if it means using proxy pieces. It doesn't take us long to say we evade the Hag, that the Demon has a Craft of 8 rather than 10, or anything else we want.
In the DE, that's not so easy. We have a certain amount of freedom with game set up, but essentially, if the option isn't coded, you can't choose it. The Devs therefore need to look at diminishing returns for any House Rule, because it's a lot of work that often comes from other aspects of the game. House Rules don't make the game more or less playable - just more or less enjoyable. So once again, it all comes down to the effort for the reward.
Some of your house rules are easy to implement during game set up for yourself. If you think the Assassin is OP, then you can set up a game without the Assassin, by simply choosing other characters instead, or in multiplayer games, simply have nobody choose the Assassin.
From the devs perspective, enabling or disabling specific components means more work, using resources that could be better put to use elsewhere. Look at choosing Alternative Endings, for example - you get a screen of endings, from which you choose which you want to include or not include. It seems simple, but it's actually a lot of work, and can be quite annoying if you want to change which options to use for each game.
Something similar could be used for characters, whereby you choose the character pool for Random characters, which would take a little more work than the existing character selection screen. But once again, how useful is it if you want to change the pool between games.
The hardest of these, though, would be customising the decks for each game. We already have a list of all the cards, by expansion, listed under your collection. This could just as easily be adapted to allow for enabling and disabling cards, but is it really that useful if you want to change the cards between games?
Let's not even get into the various other forms of component manipulation that are possible in the physical edition. I, personally, play with the house rule that when we decide to play specific expansions, those expansions are shuffled and placed on top of their various decks, increasing the likelihood of getting the cards from that expansion in your game.
These are all cool options, and I am sure that the devs would love to implement them all to allow you to play the game how you want to play it, but ultimately, house rules and player options like this don't make the game any more playable, and can often instead introduce new game-killing bugs that take even more work to fix.
Ultimately, even though the devs can do these things, they are often constrained by the time and resources they have, and therefore need to prioritise what aspects they work on, always remembering that the game has to ultimately be playable. It's not a case of whether or not to work on this or that feature, but whether to work on this or that feature.
I know that this might not be the answer that you want to hear, but that's the reality of the situation here. We can talk about the issues all you want, but if the game isn't good enough for you, don't play it and don't buy it.
Everything you wrote above this sentence doesn't matter, regardless of how logical it sounds, because of what you said right here. You're just telling me to go away. I'm *NEVER* going away. I bought this game, and I can't un-buy it. I'm stuck with a game that not only has a poor AI (a good one is necessary for a single-player game), but doesn't have the features that it should have had over 7 years of development, and is STILL BUGGY.
You don't get it. Everyone is hammering me because I believe the game is not good enough. There is nothing wrong with me saying that, and there is EVERYTHING wrong with people attacking me for that. Even when I post pseudocode to help it along, I get hammered for it. That's not fair to me as a CUSTOMER. Why people want mediocre when they can have brilliant is beyond me. I would never think of coding Avalon Hill's Titan board game unless I could produce at least 2 functional AI scripts, one easy and one masterful - that's why I've never wrote it, because I only won a couple of times, and I don't know what the win theory is. But Talisman is pretty easy to get a masterful AI going, because it's almost all card-based, as you said. You DO go through every card and make an expert system out of it - that's the whole point. You do that for the base game first, without any expansions...or at least, that's what they should have done. THEN you add the expansions, piece by piece.
And then you mention that the coders don't have enough time. That is pure BS. They always have the time. Instead, they put out new paid expansions, with new bugs and new AI issues. Their priority: money. Duh, I got that in the beginning. I'm just asking for them to fix what they wrote 7 years ago, and add a couple of quality of experience features that everyone would enjoy.
Instead of being welcomed, I get jeered from just about every side. I love Talisman, and I've waited a long time to buy this because I worried that it would be buggy, because it was originally very expensive, and because I worried about the 4th Edition changes wouldn't be to my liking. Well, it's still buggy, and that's on the devs. I'm not overly fond of 4th Edition's Fate stat, due to the lack of the Chapel being able to replenish Good player's Fate points, but that's on GW, not the devs. I didn't spend a lot of money, but I did spend money, and I expected better. I suggested better. I got flak in return.
As I said, you can keep necroing the thread all you like, and when I feel like it, I'll respond. But I'm not going anywhere, because I'm stuck with this game. I still play it occasionally, when I can stomach the problems the game has. But I was hoping for better, and a small part of me hopes the devs will fix what's broken, and add what I asked for. I'm not holding my breath, though. With fanboys like you, I'm not really surprised that the bugs weren't squashed years ago. You people seem to like the code as is, and you're entitled to that opinion. However, I'm entitled to mine, too. And I'm not going anywhere.
The fact is that I have NEVER suggested that you go away - saying don't play it, and don't buy it, isn't telling you to go away. It's telling you to wait until you feel it is worth playing and buying. Nobody said you shouldn't be posting here - this entire discussion exists because people WANT to respond to you, and WANT to engage with you. That's why I keep "necroing" this thread - because you keep wanting to kill it, having said your piece and ignoring any reasonable response.
It's clear that you do NOT have any understanding of how the games industry works. Nomad aren't just hobbyists creating Talisman DE for fun, and this is not their own project or responsibility in life. It's unreasonable to demand so from them. Sure, you have waited for a long time, but your sense of perfectionism and entitlement at how things SHOULD be done are what ends up KILLING these types of games, or worse, not seeing these games released at all as they become vapourware whilst development studios go bankrupt.
Now here's the thing - Nomad CONTINUE to support this game, through both paid expansions and patch updates. But they will only do so whilst it continues to be profitable to do so. Seven years of development and improvement is very good for most games, and as such, I am willing to give them a bit of faith on how they are delivering that support.
For a start, they are continuing to patch bugs from ALL of the Talisman DE releases, not just the latest EPs. Just check out the bug reports. It's all part of the iterative design process, simply because it is IMPOSSIBLE to catch every single bug prior to release, given how many permutations there are in the base game alone, let alone with all the different EPs as well.
You want to cry BS on that, then go ahead, but I would like to see you do better. Seriously - if you can do better than the devs at Nomad, go ahead and create it. I am pretty sure many here would support you if you came remotely close to succeeding.
This is not saying that you shouldn't be reporting bugs or other issues. You should - but please make sure that they are actual bugs or issues, and give the devs a bit of space to get around to it. Having a tantrum because these issues aren't fixed RIGHT NOW doesn't help any one.
Nobody is saying this game is perfect - if it was, then the iterative design process would be at the end, there'd be no more need for EPs, and Nomad would simply abandon DE to move on to other projects. But the game DOES work, and does so remarkably well. It's BS to say that it doesn't. But it would also be BS to say that it can't get any better - because it can. But Nomad does need to prioritise where and how it improves DE.
If you want to post suggestions for improving various systems, then go ahead. Not everyone is going to appreciate it, but I, for one, will be more than happy to discuss AI and game theory regarding Talisman DE.
But let's try and keep it constructive, else your posts simply become "This game sux. Make it better now. Waaagh waagh waggh!!!11!" and that is just going to lead to a dead thread, that not even I will necro...
As an aside, I believe that there is supposed to be a counter-balance between Fate for evil players and Lives for good players. It's supposed to make alignment a meaningful part of the game, even though the base game doesn't really simulate this too well. There's much more focus on this in the Reaper and Sacred Pool EPs, released by FFG.
Thing is, I have to disagree with your assertion that it doesn't play like Talisman - because after extensive experience with both the Physical Version (3rd and Revised 4th), and DE, it actually DOES play like Talisman.
Then again, I think that you having come from 2nd Edition might be tainting your perception of Talisman somewhat.
Not having played any previous editions - I am not sure what differences there are, but maybe your expectations are a bit off?
In terms of bugs, lack of features, and AI issues, I have answered all of these to the best of my ability already, and the ultimate answer is that the game plays, so at the most basic level, the game works - especially when just using the base set. Newer expansions have issues, sure, but they are getting fixed as they are discovered and found.
As a beta tester on Clockwork Kingdom, I can appreciate just how much work they did fixing bugs between updates, and now that the expansions are live, they should be able to focus more on fixing bugs throughout the game.
Like I have stated, I own Revised 4th Edition, and I can tell you that, for the most part, it DOES play as it should. That is the fundamental criteria by which DE should be evaluated.
You seem to be demanding unrealistic expectations from Nomad, completely without regard to the scope of the tasks involved in what you are asking for.
I have tried to explain time and time again what is actually involved in what you are asking, and why your demands are entirely unreasonable, but you seem adamant to not listen, let alone accept them.
So perhaps you should just wait for your perfect Talisman DE experience, which is extremely unlikely to ever happen in a manner to satisfy you.
He knows that, sigf. The problem is that he thinks for some reason that all of these expansions should automatically be included with the base game for free, never mind that they were never packaged that way in board game form.
What bugs does the base game have, exactly?
I have been playing the base game extensively recently, and I haven't encountered any bugs in my recent games.
Most of the bugs in the game come from the various combinations of expansions which are almost impossible to catch without thousands of hours of playtesting the various combinations. This is where the community comes in to things.
The AI issues aren't bugs - the AI works. Heck, the AI has beaten me more than a few times, so it is fairly robust.
So please, tell us what bugs you have found in the Base Game?
Bug: As the Sorceress, I could not take Followers from other players. Twice, it wouldn't let me.
Bug: When the AI stopped to pick up the Ring (+1S, +1C), it had 4 items and no Mule. It then dropped THREE items to pick up the Ring, leaving it with 2, dropping the Runesword in the process. Bug, not feature. It also did this several more times that game, and with other items, and with varying numbers of dropped items.
Bug: I couldn't get rid of the Poltergeist after crossing the water by the village, the river between the Village and the square north of it is clearly on the map.
Bug: I landed on a space with a Dragon, a place card, and several item cards. I used my special ability to evade the Dragon, but was not allowed to interact with the rest of the cards on that space. This is a horrendous bug, as it allows evil characters to interact with players / monsters in the chapel and NOT lose a life, as well as players NOT losing a life in the desert if they encounter other characters. I've seen all these happen.
Bug: The game won't let me cast spells that can be cast at any time. I tried casting Random at the end of my turn, and it wouldn't let me. As the Prophetess, Wizard, or any character with the Wand, you should be able to cast ANY amount of spells that can be cast at any time, at any time during your turn, or at any point during any other player's turn.
Bug: Sometimes, the game wouldn't let me pick up items I could pick up. I was on the space, picking up items is my option, and should either happen automatically whenever you land on items, or a separate button for picking up items should have been implemented.
Bug: Sometimes, the game will not let me target a player with a spell, even though we're both in the same region. It let me target myself and two other players, but not the one I wanted to target. The target was NOT in the center region. To my knowledge, there is no condition in the game where you cannot target a specific player with a spell, except having the amulet (and the character didn't have it).
Bug: When the game updates (as it did a few days ago), it erased all my single-player gains (XP, Runestones, everything) and made me start over. That stuff should NEVER go away during an update.
Bug: Duplicate characters are allowed. This was never in the Talisman board game to my knowledge (because there's no physical duplicate character cards), and shouldn't be allowed here.
This is just what I remember. I got sick of logging bugs near the end, and just gave up. This stuff should have been fixed 7 years ago.
Were you playing as the Minstrel and used his ability to not encounter it?
As stated in the Talisman FAQ, to get pass an enemy you must either defeat it or evade it in order to move on to any other cards on the space.
If you use, for example, the Minstrel's ability to not encounter a Dragon (or a Animal) type card, then you are choosing to end the encounter there and then. As the ability is not you evading the enemy, it's choosing not to encounter it.
Again, this comes from the official FAQ
"Q3: The Minstrel draws a Dragon and an Object in the Ruins. If the Minstrel does not attack the Dragon, does it count as evading so he can take the Object?
A: No. Choosing not to attack an Animal or Dragon does not count as evading. If there are any Enemies on the space and the character did not kill or evade them all, then he may not take any Objects on the space."
Had you already reached your spell casting limit for that turn?
You can only cast the number of spells that you started your turn with. So if you started your turn with one spell you can only cast one spell regardless if you draw a second one.
During another player's turn you can only cast one spell.
Sometimes after a expansion release game saves are wiped to prevent bugs or worse crashes caused by old save game code clashing with changes to the code in the update. This mainly happened after a new mechanic is introduced and changes had to be made to make sure it ran smoothly. It sucks, but it's only done in order to prevent larger issues.
As for your XP level there is a quick way to recover it.
On the main menu select the profile page and select the leader board button.
If it doesn't happen straight away click refresh or switch from the global list to your friends list and you should get your previous ranking and EXP back. If you had any rune stones unlocked the game will give you the chance to reselect the ones you want to have.
Can't really call this one a bug when it's just the game taking advantage of the fact it's not bound by same limitations of the physical version. In fact there is nothing stopping you from having duplicate characters in the physical version apart from having to either own a extra copy or know someone who does. Plus it's kind of fun all playing the same character sometimes to see who is the best Warrior or Wizard etc.