RE: Some reflections on the game
Posted: Tue Mar 19, 2019 11:14 pm
Appreciate all the feedback and concerns, we just ask that you keep an open mind and consider all the changes as a whole and to give the new build a good run through before drawing potentially pre-mature conclusions.
As mentioned, they appear to have worked out quite well in the World at War release, with practically zero knocks on overpowered air etc., as was previously the case in War in Europe, which we view as a good thing.
The AI vs AI tests have come back quite positive for War in Europe as well, with the Axis AI at times actually doing better than it usually does, Major Victory in 1944 in my last test and typically the Axis AI rarely if ever defeated the Soviets in v1.15 or earlier, which has me suspect that the added manouverability and attrition changes are likely having a bigger impact than one would think.
For example, some of the initial feedback for World at War, from AI players familiar with War in Europe (and even some PBEM players), has been that they are having a much harder time holding back the Germans in the USSR relative to what they are used to in War in Europe. Granted map scale and other factors may play a part in some of the differences, but World at War was built up from War in Europe when modeling the European Theater so both games are reasonably developed to be within very similar parameters game play wise.
We honestly do try our best to acknowledge all concerns, from PBEM balance, to single player balance, to how to best handle "realism" within the gameplay (for both single player and PBEM), and we feel pretty good overall about these changes as we always attempt to balance out each change keeping in mind how it will play out for both sides.
What we hope is that you'll be pleasantly surprised, and if we've missed something, we strongly feel that it won't be by much, and are always happy to make any final tweaks to get it just right as needed.
As mentioned, they appear to have worked out quite well in the World at War release, with practically zero knocks on overpowered air etc., as was previously the case in War in Europe, which we view as a good thing.
The AI vs AI tests have come back quite positive for War in Europe as well, with the Axis AI at times actually doing better than it usually does, Major Victory in 1944 in my last test and typically the Axis AI rarely if ever defeated the Soviets in v1.15 or earlier, which has me suspect that the added manouverability and attrition changes are likely having a bigger impact than one would think.
For example, some of the initial feedback for World at War, from AI players familiar with War in Europe (and even some PBEM players), has been that they are having a much harder time holding back the Germans in the USSR relative to what they are used to in War in Europe. Granted map scale and other factors may play a part in some of the differences, but World at War was built up from War in Europe when modeling the European Theater so both games are reasonably developed to be within very similar parameters game play wise.
We honestly do try our best to acknowledge all concerns, from PBEM balance, to single player balance, to how to best handle "realism" within the gameplay (for both single player and PBEM), and we feel pretty good overall about these changes as we always attempt to balance out each change keeping in mind how it will play out for both sides.
What we hope is that you'll be pleasantly surprised, and if we've missed something, we strongly feel that it won't be by much, and are always happy to make any final tweaks to get it just right as needed.