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Re: Stellaris

#331
masseffect7 wrote:
Sun Feb 25, 2018 11:10 am
I don't think it's merely because it changes how people play either, while that is definitely a component. I think the changes go to the core of what people want in a game. Stellaris was always more of a sandbox-strategy hybrid game for me, and now it seems like all of the sandbox elements are gone and it's gone full strategy. I can get a far better strategy experience in any of the other Paradox games I own.

sand... box? what?
where?


if you want a proper sandbox / 4x combination maybe look at space empires 5. its a tad old by now, but has a lot of very sandboxy mechanics in the higher parts of the techtree.
blowing up/building stars, planets, wormholes (the only interstellar movement method), niven rings and dyson shells....
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Re: Stellaris

#332
My empire has matured into a bored and meddling industrial giant, and I've found my interests as a player sliding somewhat alarmingly toward radical social engineering. Namely, ousting and vassalizing the founding species in favour of a quasi-uplifted (got them from an event chain) little avian gang with a superior longevity trait. :twisted:
"omg such tech many efficiency WOW" ~ Josh Parnell
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Re: Stellaris

#333
After three attempts I've finally gotten an empire that can stand up in the new mechanics.

2.0 has it's problems sure, but the broad strokes of the changes are solid.
They still haven't solved Doom Stacks, but they have improved them a little.

They have, imo, solved the territory issue. However I would like to be able to destroy outposts, as well as claim them.
Eg: Any taken outposts you don't have claims for, during a white peace are destroyed. That would do well enough for my liking.

The new fleet manager is ... a step forward. But it needs more work.

The new balancing of fleets is great, I've found that pure Disruptors and Lightning is a perfectly valid design, bypass all armor and shields entirely. :D

Influence needs a few more techs to increase it's gain/month, but otherwise is working as intended now. (finally)
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Toba - A Development Dump
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Re: Stellaris

#334
I solved the problem by back grading to Stellaris 1.9.1. I was deep into the mid game in a large galaxy and was annoyed when Steam auto upgraded the game. I couldn't play my saved game because it was incompatible with 2.0. But the page that popped up as soon as I launched the upgraded game gave a link to a forum post telling you how to restore version 1.9.1 if you wanted to finish a game you were currently playing. So now I'm back to playing 1.9.1. If you missed that and need to know how to back grade the game, here is how you do it.

1) Open Steam
2) Right click on Stellaris
3) Select "Properties"
4) In the pop up window, select "Betas"
5) Click on the drop down menu " Select the beta you would like to opt into:"
6) Select 1.9.1 Boulle version

A patch will automatically download and install bringing Stallaris back to version 1.9.1.
Cowards die many times before their deaths, the valiant never taste of death but once. Of all the wonders that I have seen, it seem to me most strange, that men should fear, seeing that death, a necessary end, will come when it will come.
Post

Re: Stellaris

#336
Oh... wow. :shock:
That power rush when you see those unity edicts for the first time.
Makes me almost believe I can win with only a single-star, single-planet theocratic republic. :twisted:

I went for Galactic Force Projection as my eighth perk (5, 6 and 7 were psychic powers and Colossus), but I saved first. I'm not at all certain that I made the best decision. :problem:

..and I just built a Titan. That's also a power rush. :squirrel:
"omg such tech many efficiency WOW" ~ Josh Parnell
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Re: Stellaris

#337
Ok, so we're about 2 months from 2.0, what's the verdict on it? In my view, it's actually even worse than I expected it to be, and I was expecting it to be bad. Not only did they adopt my least favorite FTL method, but then they slowed it down massively, turning the game into a tedious slog. For me, the features they added simply make the game more tedious and do not improve my experience. The devs do not seem to understand that features that may work in EUIV or CKII simply might not fit in a space game. One thing I do appreciate is when devs make bad decisions and get punished for it. The Steam reviews have taken a major turn downward from where they were prior to this change.
Post

Re: Stellaris

#338
i still dont get the hate against 2.0.

yes it changed the pacing, but the core ship interactions, the combat, feels so so so much better.

earlier i just had my giant doomstack jumpdriving from target to target without much thought how to attack what.

now i think about where my travel routes are, how long it takes to get there and if its worth getting my main fleet there because it takes time to get them anywhere

in 2.0 i care about wormholes whereas in earlier iterations i couldnt have cared less (if they had been there) because every location in the game was just a few jumps away, barely long enough to siege down a planet or two.

in 2.0 i had multiple specialised raiding fleets (well, "fleets", a single cruiser with 3 destroyer escorts each) whichs sole purpose was to distract enemy fleets by capturing their outposts and forcing them to devote some attention to the captured systems.

in 2.0 i bother to look at the connectome of the hyperlanes, because it matters to where fleets can arrive, because previously it was mostly uninteresting because most factions didnt use hyperlanes and even those who did were damn hard to catch because you have to be already where they were going to go through in a tactical time frame, making interception an exercise of maneuvering skills rather than thinking and looking at the map before the war even begins.
Last edited by Cornflakes_91 on Thu Apr 19, 2018 5:33 pm, edited 1 time in total.
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Re: Stellaris

#340
The hate is very, very simple.


The game, prior to 2.0, was more broken. The AI wasn't good. There was no optimal way to win. Even if you screwed up hard early on, you could always doomstack at the end and still win. This meant that you could really do basically anything you wanted. You could roleplay any civ you wanted, in practically any setting, and there would be no real "consequences" beyond "now it's harder to win". As long as you could always doomstack at the end, you couldn't lose. The different types of FTL gave more options early on, too. As a player of 4Xs, I'm sure you know quite well that the earlier something happens in a game, the more difference it typically makes. Same for FTL.

Removing FTL and trying to "fix" the gameplay meant fewer "options" were viable. It became less of a screw-around-sandbox and more of a 4X. People that liked it before because it wasn't a 4X (myself included) simply don't like it now at all, because they don't like 4X's, and I think you'll agree that it's just a matter of preference and that's fine.



In short, people are upset because now the game they loved has morphed into something they don't. The game is more "fixed" which makes roleplaying more difficult. It's less of a sandbox, and more of a 4X. These are not small changes. This is an entire genre shift. There's no reason to be surprised about the hate. It's really, honestly, very simple, and they should have expected it. They probably did. Fact is: the devs didn't care. The new guys just want their own game, even if it didn't mesh with the perceived vision of the original. And therein lies the problem.





It's important to remember that just because you think gameplay is better, it doesn't mean it's actually better for everyone. :P Especially if there's a genre shift involved.
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Re: Stellaris

#343
Talvieno wrote:
Thu Apr 19, 2018 3:30 pm


Removing FTL and trying to "fix" the gameplay meant fewer "options" were viable. It became less of a screw-around-sandbox and more of a 4X. People that liked it before because it wasn't a 4X (myself included) simply don't like it now at all, because they don't like 4X's, and I think you'll agree that it's just a matter of preference and that's fine.
Tal clearly understands the anti-2.0 perspective. The funny thing is that I actually do like a lot of 4x games. I've got thousands of hours on the Civ series and other Paradox games. But, for me Stellaris was really a different genre. I remember when I saw it announced and I thought it was a sci-fi fan's ultimate sandbox. Was it a game I went to to think about tactics and strategy? No, not at all. Really it was a game I played when I wanted to make my own sci-fi story happen. I understand why the strategy and tactics crowd doesn't like that. However, there are so many other games out there that can feed that type of player. I hadn't played a space game like Stellaris before. It wasn't perfect, but it was interesting in its own way.
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Re: Stellaris

#344
masseffect7 wrote:
Thu Apr 19, 2018 7:20 pm

Tal clearly understands the anti-2.0 perspective. The funny thing is that I actually do like a lot of 4x games. I've got thousands of hours on the Civ series and other Paradox games. But, for me Stellaris was really a different genre. I remember when I saw it announced and I thought it was a sci-fi fan's ultimate sandbox. Was it a game I went to to think about tactics and strategy? No, not at all. Really it was a game I played when I wanted to make my own sci-fi story happen. I understand why the strategy and tactics crowd doesn't like that. However, there are so many other games out there that can feed that type of player. I hadn't played a space game like Stellaris before. It wasn't perfect, but it was interesting in its own way.
If you don't mind a learning wall and clunkiness, you should look into Aurora 4X. It's much more of an After Action Report tool than a game, and you get lots of precise control over every little aspect of your scenario, and a few people use it as a framework for their sci-fi empire writing.
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