Hi Pavel,
ORIGINAL: Helpless
Hi Rasmus,
Although I'm not so good in writing long essays
Neither am i, unfortunately that doesnt seem to stop me.
I'll try to answer you while Joel is enjoying his vacation.
Seen him lurking around, so if u see it, have a nice vacation Joel.
First of all, there is no disagreement in development team that more details are better. There are many extra info details already added to the WITW, which could give you an understanding what's going on. More to be added. They not only give better idea to the player, but also greatly help to design and tune various game aspects.
Glad to hear it, i believe its the right way to go.
In other words, nobody is hiding anything on purpose.
I purposely use the word Hidden and restricted in quotations nearly every time. Its not that i necesarrily think its on purpose hidden, but there is a difference in whether things are made readily availble so ppl can get direct feedback and where its stuck in some formular in the manual or being deduced by playing the game enough/reading forums. Having combat screens with information that isnt presentented in a form ppl can understand effects from.
The bad news are that engine is very complex when it comes to the details, which makes presentation a major task. We deal with thousands objects here which interfere in various places, so creating some good weighted metrics is quite a bit of work.
Example. +((115-unit morale)/15)) (round down) perfectly good math, but far and few in between that will sit down and do the math.
Instead u could say, possibly as a mouse over hovering MP on units. 100-86 moral +1 MP, 85-71 +2 MP. 70-56 +3 MP and so on.
The first few will get, the latter every one. Presentation is every thing.
I'd say this is one out of many many examples where a bit of common sense could help the game.
Hench my suggestion and that now the game becomes as complex as it becomes and not that, that is bad. U just face the problem of losing players cuz they lose touch with the game not understand the complexities. The more complex the greater the need if u wana avoid that, is how as u say, how do we present information. If u dont alrdy have, I'd suggest appointing/hiring a quality assurance guy with some sway/trust from the rest of the dev team. Having fair for presentation and a common sense approche to things. I'd suggest there are things that i needlessly complicated and it seems that u are aware of this. I be happy to see how this affects WiTW. My advice is keep looking at this, this will be as an importand part of making the game more playble and not leave players frustrated or a with sense of lacking being in touch with the game.
On other hand, most of combat results (~90-95%) fall into the "expected" category, while very little (~5-10%) could be treated as "out of the norm". I know it is easier for me as I know all internals, but there is no magic behind. Most of the time you could blame failed rolls. It is especially common with units which has one big ground element contributing most of CV (Rifle Squad).
I dont disgree Pavel, but the key here is. Ppl dont get the feedback on the failed roll, they therefor dont understand the impact it has. Cant learn any thing from their actions. Feeling out of touch with the gameresult.
U may know all of this, but players dont and dont get the feedback.
I'd suggest looking at this thread:
http://wargamer.com/forums/posts.asp?t=583810
There are lots of example on this forums too. Yeah u cant please every one, but its u guys that gota live from selling WiTW, i assume.
Any how im glad it seems to be on u guys radar.
Thx for listening to my ramblings,
Rasmus