I already covered the bit about bad starting locations - nice of you to completely ignore reasonable arguments just because you can't find a flaws in them. And quite frankly, a sophisticated system needn't have more bugs, exploits or cheating involved than a simpler one - it would only have more of such problems if it weren't tested and developed sufficiently.
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I didn't ignore your comments on bad starting locations... I provided other examples as why it would remain an overall disadvantage since a 3rd party merchant system may not exist. Being the center of a trading network means more troops from other players passing across your nation to protect their shipments which overall introduces more violence within your territory and for your territory. Of course a complex trading system doesn't need to have more bugs, exploits, cheating... however this comes at the cost of time from the developers creating the system, cost of time from beta testers, cost of time for developers addressing the bugs, exploits and cheating. All of this might take a year or more before finished. As I wrote earlier Dominions_3 had a major exploit discovered much much later after the release of the game for their complex list of spells and here the developers were gradually making the spells more and more complex from sequels and patches. I think having the first Elemental game where caravans are just moving resources internally is a new change and could pave the path for something larger from sequels.
Obviously any options within the game would have to be tested. You've been involved in beta processes, so you should know that they occur in stages. Stardock might try out a feature, and it might be very controversial, so they could decide to make it an option in the final version. My point was just that in the process of testing, it will be clear that some features should be made optional, and some options should be implemented in order to make some features workable for everyone. As this happens, those options would have to be put into later stages of the beta for testing.
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Yes, I agree.
Yes, even a very good implementation of my trade suggestion would require more micro-management than the traditional system, but it would bring with it a lot more depth. In my opinion, the depth to management ratio is more than worthwhile.
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Considering how massive in size the maps can become I would lean towards having greater depth with the random game generator, evolution of the channeller, battlefield options(before & during), item forging, map editor, and more content such as weather, spells, map structures, terrain types, and monsters. So it's not that micro-management of trade units are so bad... it's just I see many other elements which are more fun.
Can't argue with that. A deeper trade system, like a deeper anything, would definitely require more AI work and programming in general. It's up to Stardock to determine whether it's worthwhile.
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Stardock will drop us the beta and hopefully the community masses can provide guidance which will be heard. Based on what I've been reading in forums I have a very high opinion of Stardock.
Quoting NTJedi,
reply 10
Provides someone starting in a bad location even a greater burden due to limited trading.
Only in your own fantasy world, not mine... Or at least, not in the one I'm proposing.
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Well if players can only trade between each other using caravans than the wandering independents alone will prevent lots of trading between players. Usually only by mid_game are most of the independents removed where the only obstacles remaining are other players. So a bad location may allow for trading with one player, but some powerful independents and map location could block trading with the other 5 players for many turns.
Quoting NTJedi,
reply 10
Trading between players would be an unknown risk, but also much slower.
That makes it different, not inherently worse. Personally I think this aspect makes it better.
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Well the negative aspect is there will be less trading between players as a result of the traveling risks and expected delay for shipments. On very massive size maps trading for one player can be seriously delayed due to location and independents whereas if only contact was needed using the traditional trading system the player would only need to send or discover flying units which would bypass the majority of unfriendly independents.
All new ideas come with new challenges. That's no reason to not even consider trying something. If Stardock decides to implement a more sophisticated trading system, I'd expect them to map it all out before trying an actual implementation. After mapping it out, they'd be able to make an informed decision about whether it would be worth attempting. After attempting it, they'd be able to make an informed decision about whether or not to work out the kinks and keep it. Dismissing something off the bat because of a small handful of nebulous potential issues is juvenile.
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There's lots of other components where the developers current and future time would be better spent. One example is I'd rather our developers provide us more spells, items, monsters and map structures as compared with a complex trading system. I'm not saying it should be dismissed... I'm saying a game option released sometime later.
You just gave me two games with a primary focus on trading - the majority, or at least a huge part of your time is intended to be spent on trade. I don't want that for Elemental. I want trade to be sophisticated, but largely automated and not particularly time-consuming. More time-consuming than we're used to, but very minimal compared to the time I'll spend doing things like planning, fighting, building, doing magic. I'm used to trade requiring a negligible amount of thought and time - just because I want it to require more planning and effort doesn't want it to become the dominant aspect of the game - unless you choose to make it dominant by concentrating your efforts on it to become a major trading nation.
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Well if all trading between players is done from caravans most early stages of the game won't have any trading as it will be spent clearing independents and structures which may threaten caravans. Depending on map size you could find yourself watching, guarding, casting spell buffs and/or changing orders for 100+ caravans. I imagine it can become painful if your territory became a freeway for other nations where they would have troops guarding their caravans and walking past your towns constantly... it would be difficult to stop surprise backstabs. Now personally I'd rather devote that time for combining different spells and battlefield formations.
That was more or less what I was trying, and maybe failing, to say. Once the beta process matures and the game becomes more and more fleshed out, desired but still untested options should definitely be thrown in. The last beta or two could even have no specific focus, with everything thrown in, and the goal of miscellaneous bug-finding. But the earlier betas, at least, should be limited and focused on what Stardock wants tested the most.
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I agree... I haven't done any beta testing with Stardock, but I have two 64-bit OS systems ready to test the extra extra large maps. I could even test the game on the most recent version of Windows_7 if Stardock is interested.
For one, it wasn't possible for the random map generator to prevent you from getting to one of your initial wood/ore mines with a high level stack - it was scripted to prevent such a debilitating scenario from occurring (I have played hundreds if not thousands of randomly generated maps in HoMM 3, and it has never happened to me). Any good random map generator is designed so that such utterly debilitating scenarios cannot occur. And in HoMM, even with the quick and easy trading mechanism, there is no guarantee at all that you'll be able to find someone willing to trade with you - especially in the beginning (the most important time), where everyone tends to be low on all or most resources including wood and ore. And the AI doesn't trade with other players at all, so you'd have to use the marketplace's exorbitant rates which, quite frankly, tend to be impossibly high unless you just need 1 of something or you have lots of marketplaces.
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I've played hundreds of maps and have had this scenario happen to me as well as my brothers and a friend. We usually randomly generate our maps from the editor... perhaps that's the difference. Also garrisons dropped from WoG can also block an important resource. As a result we have to check the paths for each town type for the wood and ore before playing. We've also played games where one or two computer opponent was sealed off from the rest of the other opponents... this is a problem since we remove flying and dimension door as spells and related items. Trading within Heroes_3 can be very helpful in the beginning as we trade wood for ore. Yes, the 3rd party marketplace has very high rates when only one town has a marketplace, but it's better than nothing.
Except now you're adding your own horrible bits and pieces to my suggestion. For one I don't envision most neutral territory as being all that hostile, especially to trade. Exceptions would be dangerous forests or deserts or whatnot that are governed/inhabited by some power or another. But in general, there should be very little tunneling through neutral territory just to trade. A combination of good map generation rules, and a balance between the risks and difficulty of trade and the abundance of resources would go a real long way.
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The vast majority of other TBS games have unexplored territory usually blocked by multiple types of unfriendly independents. Even within Heroes_3 it might take a month in game time before you can fight the independents blocking your paths to other players and towns. And for Elemental once those so called adventurers let some sleeping huge monster loose on the world a major trading route could be blocked for awhile. There's actually several independent variables which can block trade. Here's a few: change in terrain(volcanic erruption or from spells); random independent monsters/beings coming out of a nearby structure(dungeon); violent weather(tornado); berserk independents wandering the map from far away strike the caravan in neutral territory.
Another question... What if I send you two shipments of magic swords and you send me two shipments of gold yet your two shipments of magic swords are destroyed in neutral territory by an enemy opponent OR independents? Am I responsible for sending you another two shipments of swords? Do the two shipments of gold heading my direction stop and if yes then how would they remain safe? How would it be possible to identify the independents weren't released from a summoning spell or a map structure as some exploit? And if released from a map structure how would it be possible to tell whether it was on purpose or an accident?
I suggested that the trade caravans be third party; maybe you'd be able to assign some of your military as a defense force but if so it should be completely constrained to protecting the caravan so it can't be a threat to lands it passes through. If you're in the middle of those nations and other people start sending armies through your territory to keep their trade safe, they'd be declaring war. Unless of course you give them permission to do so. Declaring war on the nation all of your trade is going through is a ter rible way to guarantee your trade safe passage. If such a situation leads to war, your trade wealth should be enough to allow you to be competitive - and any rival or enemy of your aggressor would likely side with you, as they would not want their enemy conquering such lucrative trade routes.
Another point I'm going to try to hammer through is that I envision trade being much safer than you are imagining. I get the impression you think I would trade to be perilous and dangerous at every twist and turn. But I want the consequences of disrupting trade to be severe. With a little extra cost you could even make your caravans defended well enough that raiders might lose more in the raid then they'd loot; add onto that penalties for disrupting trade and it makes it a really serious decision. I do not want trade to be so prohibitively dangerous that it may as well not even exist. Read that sentence again, because you don't seem to get it.
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Yes, a 3rd party merchants guild for the caravans would be the best method if it does come into existence. Yet if there's no 3rd party merchants guild for the caravans then what I mentioned would create a problem since valuable shipments would be guarded by individual players and perhaps its best the AI opponents would also try and guard shipments.
I believe trade would be relatively safe for territory owned by the sender and territory owned by the target player, but territory of other opponents and neutral territory of independents would present several risks. This would be where other players would try and either block or destroy caravans using spells, blackmail, map structures and maybe others:
Spells: Summoning of unfriendly independents or casting of a tornado which wanders the map or a spell changing the terrain in front of the caravan.
Blackmail: One strong player tells a weaker player, "If you expect to remain at peace with me then you will attack all caravans from player_blue." This prevents any direct link with him destroying the caravans and hurts two players.
Map Structures: As mentioned within the dev journals monsters will be waking up from adventurers... possibly some are independent adventurers. Very possible some structures will be spawning independents randomly as well.
I agree that all those features should be at least as deep as trade. Except maybe lessons of wisdom and mysteries - I don't really know what that means in the context of a game. Wanting one or more features to be deep and sophisticated needn't prevent others from, as well - unless the devs decide they don't have the time for it all.
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Well lessons of wisdom and mysteries were more in referencing the movie, but mysteries could qualify as Quests within a game. I was a little surprised when hearing the technology tree(s) are relatively short... hopefully we'll be able to customize and expand the technology tree(s). Perhaps that's their goal by letting the gamers provide deeper content. The depth at which we've been discussing trading has me concerned this type of development might come at the sacrifice of other features/content.
We've had this argument before in other threads and we've found ourselves on opposite sides of the debate there, too. Frankly I think that's the worst excuse ever. "This feature is sophisticated and deep! It needs to be an option so if there ha ppens to be an exploit or two, we can disable it so the world doesn't come to an end and I can still play hardcore tournaments with people I don't trust in the few weeks it takes Stardock to fix it! !!!" Seriously, grow up is all I can say That argument might have a place in games whose lifeblood is hardcore competition and ladder ranking, but Elemental is not going to be that kind of game.
It has become abundantly clear to me that the pages and pages we've written in this thread come down to this one thing: I like this idea, and you don't. You've made all sorts of excuses to make it seem like your opposition is more than that - that there are major, insurmountable issues associated with it - but it all boils down to the fact that you simply don't like it. I'm done arguing this because I've made my point clear - I like this suggestion and think it has potential and its problems solvable. You don't like this suggestion, and you aren't really willing to give new features that you don't like a chance. You make some valid points but you drown them in shallow doomsday, end-of-the-world scenarios and arguments that make your real position clear. Well I guess that's kind of unfair - I don't know if that's what you do in general, but it's what you've done here.
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Actually I thought the discussion was going smoothly... not sure what triggered a boiling point for you. Must have been the tournaments comment which has a reason. Personally I've never played on any online or offline tournament, but I know it does provide advertising for the game which brings new customers/members into the community. The larger our community the more likely we'll capture a few creative individuals with free time who provide extra content and/or improvements from modding.
In any case it's not so much the trading system you're suggesting is deep being the problem. There's a number of reasons I've listed which have me worried, each of these are significantly less when using the traditional trading system. There's the extra time spent by developers for AI programming, exploits/bugs otherwise not encountered, increased micro-management (especially for the giant maps), the risks of traveling shipments, and fewer players to trade based on traveling time & independents.