he
Curator
Posts: 41
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Post by he on Mar 25, 2013 1:10:35 GMT -5
The issue here is that most random number generators don't generate a good gameplay experience.
Saying "No, really, it is random" doesn't change the fact that a 6-way embargo on basic simply isn't the easy-going experience new players expect basic to be. Likewise, a series of surplus/shortages in a 100 year trade alliance really doesn't make impossible as fun for those who like challenge.
So we're faced with two questions: 1) Is this a problem that the devs should be worried about (is this a very common complaint? are there noticeable defects in gameplay caused by this?)
2) How do you adapt the RNG to compensate for people's psychology and provide the best play experience? or, if we can't alter the RNG, what can we do to mitigate undesirable effects of the RNG?
As far as I can tell from my rather cursory review, no one is complaining about crazy, insane and impossible because they're expecting a difficult experience. Most of the complaints seem to come from basic, easy, etc. Having just tried basic out to test (I'd just lost a 3-hour captain on insane so I wanted a 'win') I'd have to say that yes, the experience could be improved by reducing the randomness of the system (there was a 5-way embargo before turn 500!)
However, I'd much rather have other things fixed/added than have the devs bother with this, as when playing on insane you notice the embargoes less and the pirates/aliens attempting to eat your face off more.
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Post by fallen on Mar 25, 2013 8:37:43 GMT -5
he - welcome to the forum! Thanks for jumping in. I think we, the devs, feel the same way. It is possible that with a lot of work and tweaking, we could make those randomly-generated horrible experiences less-so for lower difficulty users by making them "not random," but at this point, we have muhc more interesting fish to fry. I stand-by my favorite Star Traders quote: "Nothing personal. Quadrant politics are at work here. This is not completely malicious." Thanks!
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