Stellaris

Stellaris

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FateWeaver Apr 26, 2018 @ 10:18am
Anyone Else A Little Sad To See Anomaly Failure Risk Being Cut?
I kinda feel like the universe has gotten its fangs removed, like, where have the risks of space epxloration gone? Part of the fun of Stellaris for me was sending my science vessel out into the unknown, not knowing if they would survive. Kinda like my own mini episodes of Star Trek with each anomaly.
Now that has been stripped off the game, and with that all of the written content for all the failure states have been stripped out as well. So now it feels like I have had my story book have half its pages torn out...

I dunno, I just feel like the Stellaris I once bought into is changing into something else than what I agreed to purchase.

Anyone else a bit bummed out by this? I know a lot of people dislike RNG, but some of us actually enjoy it a lot. Brings an element of risk and dread of the unknown, which I felt was a good thing in game about exploring the final frontier.

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Showing 1-15 of 76 comments
UR|wRÅR Apr 26, 2018 @ 10:20am 
I'll just quote the dev diary: "mostly frustrated players or made them wait with researching said anomalies until their chance of success was maximized".
Elitewrecker PT Apr 26, 2018 @ 10:24am 
Who even risked anything more than 5% failure?
Botji Apr 26, 2018 @ 10:28am 
I like it because as ^ said, you simply just 'saved' the anomalies until you had a very good chance of clearing them. The changes adds choices, you CAN do a high level anomaly but that will take a long time and your exploration will be delayed or you can leave it for later(like we do now).

I also look sooooo much forward to the changes to the hyperlanes, both the generation as well as the fog of war, that alone will make exploration much more important as well as exciting since you dont know where the lanes will go until you explore them.

+the new anomalies and stuff with the comming DLC will really charge the exploration part of the game.
I think it’s for the best. Especially since space monsters are more of a threat now with hyperlanes.
Astasia Apr 26, 2018 @ 11:53am 
Originally posted by FateWeaver:
Kinda like my own mini episodes of Star Trek with each anomaly.

Which non-alternate timeline/reality/dream episodes of Star Trek had the entire crew wiped out instantly because somebody rolled a 1 on a D20? I haven't watched every episode of every series, but I'm pretty sure none of them just suddenly ended mid-run with everyone dying.

Originally posted by FateWeaver:
Now that has been stripped off the game, and with that all of the written content for all the failure states have been stripped out as well. So now it feels like I have had my story book have half its pages torn out...

Who says any of that will be stripped out? Just because we aren't being presented with a fail chance anymore doesn't mean they are going to change it so we always get the best reward for every anomaly. They might still have a "fail" chance, just one we can't do anything about anymore, or they might add dud anomlaies where the success is the old failure text. Just so long as none of them kill the crew I'm fine with that.
Apeironic_Entelechy Apr 26, 2018 @ 12:17pm 
Originally posted by UR|wRÅR:
I'll just quote the dev diary: "mostly frustrated players or made them wait with researching said anomalies until their chance of success was maximized".
This.

It served no purpose and could mostly be ignored by just using high enough level scientists, and when it did work it caused nothing more than annoyance.
Ryika Apr 26, 2018 @ 12:17pm 
Anomaly risk is a really annoying mechanic. Even if you're as careful as you can be, there's still that 1 in 20 roll that triggers the 1 in 10 roll that randomly kills your level 5 scientist and there's nothing you can do about it. Mechanics like that really belong into games that are made for mechanics like that, where they actually create challenges - roguelikes and similar genres.

In Stellaris on the other hand, they're just there to annoy you.

That the universe will feel less dangerous is a valid argument, but I think what is gained is much better than what is lost here. If they really want to up the danger, adding optional "dangerous" choices in the dialog after the anomaly has been solved would be an option. Then players could decide for themselves if they want to to take a risk or not.

Plus, most anomaly failures aren't really interesting to begin with. How often have I read that a signal has turned out to be nothing vs. actual events that made me feel like the universe is dangerous?
Sarkin Apr 26, 2018 @ 12:44pm 
Originally posted by Astasia:
Originally posted by FateWeaver:
Kinda like my own mini episodes of Star Trek with each anomaly.

Which non-alternate timeline/reality/dream episodes of Star Trek had the entire crew wiped out instantly because somebody rolled a 1 on a D20? I haven't watched every episode of every series, but I'm pretty sure none of them just suddenly ended mid-run with everyone dying.

Originally posted by FateWeaver:
Now that has been stripped off the game, and with that all of the written content for all the failure states have been stripped out as well. So now it feels like I have had my story book have half its pages torn out...

Who says any of that will be stripped out? Just because we aren't being presented with a fail chance anymore doesn't mean they are going to change it so we always get the best reward for every anomaly. They might still have a "fail" chance, just one we can't do anything about anymore, or they might add dud anomlaies where the success is the old failure text. Just so long as none of them kill the crew I'm fine with that.

There are quite a few episodes in Star Trek , where the entire crew were annhilated , some were time loop episodes. others were of course just dream sequence traps.

i think he means just that in a way you can view the risk as being a simulation of events occuring on the ship.

in more of a RP sense than a practical game sense. such as when the scientist is researching something and a stray rail gun bullet destroys the science ship(which seems silly when your ships have shields, and armour even if there extremely light compared to a military vessel.)

--

personally i feel like Stellaris is just becoming more of a casual mobile game than an actual strategy game.

the whole point of a strategy game is to be challenging an force you to think your way out of problems an find solutions. which means that there should be risks of people dying. there should be instances where random occurences cause you to lose a ship(s) .

thats realistic.(OH its a space game its not realistic it has monsters an aliens...except its realistic for the universe stellaris is trying to create there for its realistic within the confines of the Stellaris universe -now with this out of the way). because in the real world there are random occurences thath appen that cause people to die. or serious harm/set backs. which is what i view the anomaly risk as simulating.

the odds that your scientist some how messed something up, or something your scientist didn't expect occured during an experiment and well he paid the price for it.

personally i'd much rather they make the anomaly risks a lot bigger. when they fail. but alas this game seems to be set on a path to make it the checkers of strategy games.
ArcticISAF Apr 26, 2018 @ 12:49pm 
Basically what Ryika has said. I usually just get the 'Failure' pop-up, nothing happened. I know it's just that 5% chance triggering, so I get mildly mad that I caught that percent chance, and move on. I don't get a sense of more danger, because 'Yeah nothing happened' doesn't support that.

If you wanted it more star trek like, more choices and bad actions would be good. Like 'touching the ravenous giant Venus fly trap' is not a smartidea - kills scientist or something maybe. Crewman number 8.
Apeironic_Entelechy Apr 26, 2018 @ 12:50pm 
personally i feel like Stellaris is just becoming more of a casual mobile game than an actual strategy game.

the whole point of a strategy game is to be challenging an force you to think your way out of problems an find solutions. which means that there should be risks of people dying. there should be instances where random occurences cause you to lose a ship(s) .

thats realistic.(OH its a space game its not realistic it has monsters an aliens...except its realistic for the universe stellaris is trying to create there for its realistic within the confines of the Stellaris universe -now with this out of the way). because in the real world there are random occurences thath appen that cause people to die. or serious harm/set backs. which is what i view the anomaly risk as simulating.

the odds that your scientist some how messed something up, or something your scientist didn't expect occured during an experiment and well he paid the price for it.

personally i'd much rather they make the anomaly risks a lot bigger. when they fail. but alas this game seems to be set on a path to make it the checkers of strategy games.
Except nothing about anomalies as they are involves thinking, you just might lose a level 5 scientist due to a bad dice roll. Stellaris is no less a strategy game for it's removal.

Yes there should be more ways to fail and suffer but I see no reason that annoying mechanics like anomaly risk is in anyway an adequate solution to that need.
Robbie922004 Apr 26, 2018 @ 1:21pm 
The game is being dumbed down and there's nothing anybody can really do about it. Everything is becoming a homogeneous blob of everybody being on equal footing with no risk or chance of anything different.

When I saw that they gave smaller navies a fire rate bonus so encounters with larger fleets were more "fair" I saw which way the winds were blowing. And that is the direction of everybody gets a trophy in Stellaris, because losing feels bad man. :(
Elitewrecker PT Apr 26, 2018 @ 1:23pm 
Originally posted by Robbie922004:
The game is being dumbed down and there's nothing anybody can really do about it. Everything is becoming a homogeneous blob of everybody being on equal footing with no risk or chance of anything different.

When I saw that they gave smaller navies a fire rate bonus so encounters with larger fleets were more "fair" I saw which way the winds were blowing. And that is the direction of everybody gets a trophy in Stellaris, because losing feels bad man. :(
I remember reading that, but that wasn't implemented in the end was it?
Robbie922004 Apr 26, 2018 @ 1:39pm 
Originally posted by Elitewrecker PT:
Originally posted by Robbie922004:
The game is being dumbed down and there's nothing anybody can really do about it. Everything is becoming a homogeneous blob of everybody being on equal footing with no risk or chance of anything different.

When I saw that they gave smaller navies a fire rate bonus so encounters with larger fleets were more "fair" I saw which way the winds were blowing. And that is the direction of everybody gets a trophy in Stellaris, because losing feels bad man. :(
I remember reading that, but that wasn't implemented in the end was it?
It was implemented, Force Disparity. It doesn't cause the smaller force to win, but it causes the larger force to take grossly disproportionate losses in battles that should be decisive. This makes absolutely no sense from either a gameplay or a realism perspective (see: Lanchester's laws) and basically only serves to meaninglessly drag out conflicts.

EDIT: And it actually can cause a smaller force to win if their technology is sufficiently advanced compared to their opponent's.
Last edited by Robbie922004; Apr 26, 2018 @ 1:42pm
Originally posted by Robbie922004:
Originally posted by Elitewrecker PT:
I remember reading that, but that wasn't implemented in the end was it?
It was implemented, Force Disparity. It doesn't cause the smaller force to win, but it causes the larger force to take grossly disproportionate losses in battles that should be decisive. This makes absolutely no sense from either a gameplay or a realism perspective (see: Lanchester's laws) and basically only serves to meaninglessly drag out conflicts.

I actually like this, as I’m usually the one on top who never took losses, which is just unrealistic. Ground battles seem more realistic after 2.0 also.
Originally posted by Fourthspartan56:
personally i feel like Stellaris is just becoming more of a casual mobile game than an actual strategy game.

the whole point of a strategy game is to be challenging an force you to think your way out of problems an find solutions. which means that there should be risks of people dying. there should be instances where random occurences cause you to lose a ship(s) .

thats realistic.(OH its a space game its not realistic it has monsters an aliens...except its realistic for the universe stellaris is trying to create there for its realistic within the confines of the Stellaris universe -now with this out of the way). because in the real world there are random occurences thath appen that cause people to die. or serious harm/set backs. which is what i view the anomaly risk as simulating.

the odds that your scientist some how messed something up, or something your scientist didn't expect occured during an experiment and well he paid the price for it.

personally i'd much rather they make the anomaly risks a lot bigger. when they fail. but alas this game seems to be set on a path to make it the checkers of strategy games.
Except nothing about anomalies as they are involves thinking, you just might lose a level 5 scientist due to a bad dice roll. Stellaris is no less a strategy game for it's removal.

Yes there should be more ways to fail and suffer but I see no reason that annoying mechanics like anomaly risk is in anyway an adequate solution to that need.

So true
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Date Posted: Apr 26, 2018 @ 10:18am
Posts: 76