Re: Twelfth game on the multiplayer slow game server
Posted: Mon Oct 12, 2020 5:15 pm
Forums for the FreeOrion project
https://freeorion.org/forum/
Yes, that is why I consider that "free diplomacy and shared victory" is a combination that makes absolutely no sense and is an abomination to be wiped out of playerkind.Oberlus wrote: ↑Fri Oct 02, 2020 1:59 pm
I don't see why it is unfair tp anyone that some players sometimes/always stick to an alliance against their own interest (being those players noobs or not).
While I agree to the general idea of separating out-of-game morality from in-game diplomacy, the thing is players will remember if you can be trusted through the thick and thin, or only when it is on your interest. Players that tend to stick to their words can get easier diplomacy (more durable and reliable pacts), even when the other partners are not bound by their words.
(...)
Seasoned players, quite grown up, can never again trust you because you betrayed them once, and they can even state openly that you are in fact as liar and unreliable as in their last game with you.![]()
True. That's what makes it much less interesting gameplay-wise if it's supposed to be kept to the end of the game rather than played "highlander-style" when each player always has to balance the advantage of being in a strong alliance and the need to watch his back.
Indeed. That's what "Diplomacy" means.
That may be something to address in the game design, at least as an option.
+1, great points madewobbly wrote: ↑Tue Oct 13, 2020 3:43 pm I also disagree with most of your post Lienrag, though to a degree its a matter of taste/preference. An alliance where 2 players have each others back is always stronger then an alliance where both players are constantly sharpening the knives. Both are valid strategies of course & trying to read what type of player you are allied with is a big part of the fun. Plenty of players have a preference for the former & plenty of those players aren't Noobs.
As far as "highlander" victory conditions go this is the least interesting option to me. Leads to the least varied range of diplomatic options. There is no real diplomacy here because eventual betrayal is baked into the rules of the game. No loyalty, trust, deception, betrayal. Boring. Boring, boring, boring. It often leads to a problem where playing well can get you punished, as your ally can't let you get ahead. That can be ok in a game with true fog of war, its an interesting challenge to grow while hiding your strength. Its crud with the type of communal vision FO alliances have. No real way to hide your progress.
Depends on the game layout - if you need to absorb power in order to be able to face other opponents this might make sense. Else, if the player levels are too different, crushing weaker players does not prove anything - what a waste of time.
"winning"/"playing a game" means different things. "winning" can mean to fulfill the winning conditions. "winning" can mean to have a challenge and overcome it. Stupid example: I almost never play past turn 140 in single player game as the only way for AI to win would be to band together (which our AI is not able to). In the last game I was slightly in the lead and in a good position and then finally got my ancient ruins - missiorla and death rays while everybody else was on laser-2 or something. Game over. As a side note, since the RP nerf giving death rays for free is way waaaay overpowered. Either we rig the gift to the current tech levels (e.g. one weapon level type higher than the best weapon tech) or simply make weapon type unlock research cheaper (Laser-1, Plasma-1, Death Ray-1 all for half the RP or Arc Disruptors-1,2,3 for half the RP). Also missiorla pilots should get a weak spot, e.g. only fighting if certain policies in effect, or a targeting condition. For example: targeting only monsters, good or better pilots (which means average and bad pilots are immune to the missiorla pilots).
Indeed.
That is really, really a problem that needs to be adressed and the sooner the better. Even a hackish way to have AI banding together once some threshold is reached should be on the top list of things to implement (at least on « maniacal » level).
Ophiuchus wrote: ↑Wed Oct 14, 2020 9:52 am Else, if the player levels are too different, crushing weaker players does not prove anything - what a waste of time.
It makes for more interesting games if teams are mixed. For a small player community where everyone is aware of the levels, the more senior players can shape the game in that direction (e.g. by declining alliances because the game would become boring).
"winning"/"playing a game" means different things. "winning" can mean to fulfill the winning conditions. "winning" can mean to have a challenge and overcome it. Stupid example: I almost never play past turn 140 in single player game as the only way for AI to win would be to band together (which our AI is not able to). In the last game I was slightly in the lead and in a good position and then finally got my ancient ruins - missiorla and death rays while everybody else was on laser-2 or something. Game over.
So I think the obvious move of "everybody allies and sais: we won" is not considered winning by anybody. So it is NOT a move to win actually. And also if you restrict the number of allies as we usually do it is also not technically a winning move.
I’m not sure if that’s what you’re refering to here, but yes the second level of noobishness is often that, after having been burned by betrayal on their first games, second-level noobs don’t want to enter an alliance anymore, or they do betray their allies immediately, which indeed makes for less interesting games.wobbly wrote: ↑Tue Oct 13, 2020 3:43 pm As far as "highlander" victory conditions go this is the least interesting option to me. Leads to the least varied range of diplomatic options. There is no real diplomacy here because eventual betrayal is baked into the rules of the game. No loyalty, trust, deception, betrayal. Boring. Boring, boring, boring.
You mean game theory wise? In every 4X game where a peace or alliance might give greater benefits. Probably that means games with a high communication ratio and level of trust.
Out of curiosity, which level did you reach?
I can implement a button for you to press "I have won!" and the following turn you have victory. You can do that on turn 1 if you like. It means you can win about a hundred games per hour. Great achievement
Of course I am talking about playing - gaming is as far as i know a narrower term. I do not get any money if I win.
Yes, I imagine you explaining somebody the chess rules for the first time (assuming you know how to play). And than do a crushing defeat. And be proud of it.LienRag wrote: ↑Wed Oct 14, 2020 11:36 pm One can play Chess, Go, StarCraft with family, friends, rivals, enemies, strangers, koreans, girls, horses, aliens, strong AI, whatever ; because the set of rules is well defined and nothing matters outside these set of rules : that’s what a game is and that’s what we should aim for.
Thanks for killing that strawman for me
Yes, that could be a path to follow with FreeOrion, why not, I didn’t really think about that.
Yes, sorry, still my limited English at work here.
Maybe I'm actually that horrible a person - nobody's a good judge of oneself.Ophiuchus wrote: ↑Thu Oct 15, 2020 1:33 pmYes, I imagine you explaining somebody the chess rules for the first time (assuming you know how to play). And than do a crushing defeat. And be proud of it.LienRag wrote: ↑Wed Oct 14, 2020 11:36 pm One can play Chess, Go, StarCraft with family, friends, rivals, enemies, strangers, koreans, girls, horses, aliens, strong AI, whatever ; because the set of rules is well defined and nothing matters outside these set of rules : that’s what a game is and that’s what we should aim for.![]()
I don’t get this answer, actually : do you think that that’s not what Wobbly meant by « punished for playing well » ? Because I never saw someone getting punished for playing well diplomatically, though I saw many times players being punished for getting ahead of others through mastery of the ropes of the game without sufficient diplomatic preparation for it.