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Elemental: Sneak Peaks

Elemental: Sneak Peaks

imageAs some of you know, Elemental BETA 3-B is the last public beta prior to the Modding beta (Beta 4). The modding beta will take things into a different direction while the team focuses on polishing, fixing bugs, and adding your requests into the main game in time for both the DVD release version (August 6)  and the Day 0 release version (August 24).

Having done these beta programs over the past 17 years, we’ve gotten a lot better at addressing beta tester concerns after the beta closes. Part of that is obviously the tech – until 2003, we had to do all our communication using public Usenet groups or static web pages. Not an ideal format as you can imagine.

In addition, starting with Galactic Civilizations I (2003) the retail gold and digital gold versions started being different.  This was fairly nice as it gave us an extra couple weeks to add other niceties based on player feedback.

So here are some FAQs we have gotten over the years and I’ll do my best to answer them:

Q: How much will the the released version be different from the last beta version?

A: Historically, a LOT.  Sins of a Solar Empire’s last public beta didn’t have infinite resources for instance.

Q: Why does so much change between the last betas and the release versions?

A: During the final stages of the beta, stability becomes our primary concern. The last beta cycles allow us to catalog the typically massive amount of crash and other stability problems that we then address as the beta closes. Then, with the game stable we get to look closer at all the great ideas people had and start incorporating that in. Tweaking gameplay and such is not time consuming.

Q: What is Stardock’s position of Elemental’s multiplayer?

A: Elemental has multiplayer. To ensure that it is robust, we basically threw money at the problem (i.e. set up servers around the world to just host the game) rather than monkey around with trying to get players to connect with one another.  However, Elemental IS a single player game that happens to have multiplayer.  Out of the box, Elemental’s multiplayer will be essentially skirmish on fixed maps that have been pre-balanced (i.e. not randomly generated). 

Our standing policy continues to be that we won’t sacrifice the single player experience for multiplayer. That is, if we want to have a cool feature in single player that would de-balance multiplayer, we’ll just disable it from multiplayer rather than not have it in the game at all.

Over time, we will gauge the interest in expanding the multiplayer to see how many resources to put on it. 

Q: I want to know more about tactical battles

A: Without putting too fine a point on it, Elemental’s tactical battles are designed to be fairly similar to Master of Magic’s tactical battles. If you liked those, you’ll probably like these.  It’ll be an area getting the most refinement over the next 30 days and beyond since we hope to release mini-game modes that let players just play tactical battles.

On a personal note, I don’t like tactical battles normally. However, I do like MoM’s tactical battles and I do like Elemental’s tactical battles.

What is the most challenging in terms of doing tactical battles “nowadays” is that the bar on visuals is so high now. So we’re having to gather together a lot of animation assets, spell effects, unit moves, etc.  That’s what has made doing tactical battles so lengthy.  Elemental has a lot of monsters and each one has to have its own series of attack, hit, defense, casting, etc. animations. Beta 3B will basically have just a core set of these that will get greatly expanded over the next 2 weeks internally (though I did make a fuss about units “stabbing” with a club).

Q: How come there doesn’t seem to be a lot of worry about stability?

A: I’m going to show my age here. The tools for debugging nowadays are simply insane. In MY day, if we wanted to find a crash, we had to use beeps. We’d ask people for saved games and then try to reproduce it.  We’d measure crash fixes by N per week.

Now, if we get a .dmp file, we can load it up in Visual Studio and see the line of code it crashed in and the call stack.  That’s sick. Now, one person can go through an entire forum of crash dumps and fix them all before lunch (as in literally, before 12:00pm EST).  Modern developers are sissies.

Luckily, I personally try to add as many bugs each week as I can to help even the odds.

Q: How are you dealing with video card stuff?

A: Now this is trickier. There are certain video cards that are giving us fits, especially with advanced lighting. That includes blurred graphics. Corrupted graphics. White textures, etc.

In the old days, I’d email a user having the problem and ask them if I could call them on the phone and go back and forth (hey, we’re one of the few indie developers left).  We couldn’t afford to buy every video card out there.

Luckily, now, nVidia and ATI send us their cards and because of our non-game work, we have a compatibility lab set up which we’re hijacking starting this week to speed up the process.

Q: Where does the AI stand?

A: That’s what I’m working on from here on out. I’ve had to do a bit more on other areas of the game than I had intended but now I’m getting back to it.  My position on AI, however, doesn’t change. If the AI can’t use a feature, it comes out of the game. Period. Sorry.  Modders are certainly free to go nuts but in terms of officially sanctions “stuff” I only let that stuff in if the AI is able to use it.

One of the reasons why the game has changed (improved) so dramatically in the past month is because of the AI. The same frustrations you humans have the AI has double. Economics too slow or research too long? The AI notices it very fast.

Q: Will you keep us informed on what happens after the beta ends?

A: Absolutely. Users would be shocked I think to find out just how much of the forums we read and how many ideas we get that aren’t necessarily directly suggested.  Plus, I have Jason Ocampo (former editor at IGN and Gamespot) and Brian Clair (former editor of Avault) yelling at me every day on the things they don’t like.

180,731 views 100 replies
Reply #51 Top

oops.. Double Post. Sorry.

Reply #52 Top

Soooooo, does this mean we'll be able to stealthily cross mountains to surprise the enemy?   :D

Reply #53 Top

if i understood correctly modded games will ALWAYS be available and with WHATEVER options you want

 

i think frogboy was talking about base, normal ladder mp

 

also if i understood right there will be rooms

Reply #54 Top

Random maps for MP are, IMO, critical to replayability.  Hope that gets added, as I'm not sure how that'd detract from the SP experience, or why it wouldn't be enabled for both?  Maybe Brad can elaborate.

I could never get any of my friends to purchase GalCiv, because of it's lack of Multiplayer. I barely touched GalCiv for the same reason, never playing more than 20-30 minutes or so.  MP is a critical feature for me, these days, and my friends and I still LAN Civ4 (well, mods thereof) to this day.

I've understood from the get-go that Elemental was a SP focused game that has multiplayer, but I think every component of a SP game should be at least possible to enable via in-game options in MP, even if they're unchecked by default.

But that's focusing on the negative.  Lots of stuff in the OP sound brilliant!

Reply #55 Top

Quoting Bellack, reply 41


God I hope not. I would really hate to see any RTS elements in the game. With two exception I hate click-fest which most RTS games turn out to be.

Exception being: the Homeworld series and the Total War series.

 

 

I wouldn't want a click-fest either but turn based combat seems like a bore-fest to me. There are happy mediums. No turns but allow players to pause and give orders for example. It is just my opinion that battles shouldn't be as relaxed as the rest of the game. 

Reply #56 Top

Quoting SteelFin, reply 56
I wouldn't want a click-fest either but turn based combat seems like a bore-fest to me. There are happy mediums. No turns but allow players to pause and give orders for example. It is just my opinion that battles shouldn't be as relaxed as the rest of the game. 

What's so boring in turn-based combat? It's just you making decisions. If the battle is too easy, you can resolve it automatically. If it's balanced, every decision matters, so it's not boring.

In some cases watching the battle and then pausing and giving orders can take more time than turn-based. Also in pausable realtime the combat effectiveness relies on the player's reflexes (when deciding the right moment to pause), which is not good in a strategy game.

Reply #57 Top

@steelfin: Sadly pause DOES NOT work with anything but single player.

Reply #58 Top

... since we hope to release mini-game modes that let players just play tactical battles.

I love that! Also avaliable for MP I hope?

Reply #59 Top

Random maps are very important for multiplayer - it'll seriously hurt replayability if the maps are hard coded. I realize that balancing a random map up to multiplayer standards is an added difficulty, but:

a.) better overall map balance (and particularly starting position balance) is a good thing for singleplayer too, it's not a sacrifice just for multiplayer, and:

b.) imbalanced random maps are better than not having them at all, just give us the choice if we want our multiplayer game to be more competitive (carefully balanced fixed map), or fun/unpredictable (random map that might be horribly imbalanced).

So much the better if you can balance random maps such that they are valid for competitive multiplayer, but even if they're horribly imbalanced, there's no reason to remove the option - some people will enjoy playing that way anyway, particularly if playing casually among friends.

Reply #60 Top

Edit: Sorry for double post, should've included this in the first one.

Quoting _PawelS_, reply 57
In some cases watching the battle and then pausing and giving orders can take more time than turn-based. Also in pausable realtime the combat effectiveness relies on the player's reflexes (when deciding the right moment to pause), which is not good in a strategy game.

@steelfin: Sadly pause DOES NOT work with anything but single player.

You can turn realtime into psuedo-turnbased with no reflexes involved - that also works for multiplayer - by having an automatic pause every x seconds. This is like having turnbased combat where the orders are simultaneously resolved in realtime between 'turns,' it's the best of both worlds, imo. I'm not arguing for Elemental to change back to realtime combat, they already tried it and decided on turnbased; just making the case that if done right realtime combat can be as strategic as turnbased (and not the reflex-based clickfest that 99% of RTS games unfortunately turn into).

Reply #61 Top

Quoting _PawelS_, reply 57

In some cases watching the battle and then pausing and giving orders can take more time than turn-based. Also in pausable realtime the combat effectiveness relies on the player's reflexes (when deciding the right moment to pause), which is not good in a strategy game.

I don't think that allowing a pause feature in multiplayer would even work (as several posters have pointed out) so the point is moot.

Reply #62 Top

Quoting Austinvn, reply 61
Edit: Sorry for double post, should've included this in the first one.
I'm not arguing for Elemental to change back to realtime combat, they already tried it and decided on turnbased; just making the case that if done right realtime combat can be as strategic as turnbased (and not the reflex-based clickfest that 99% of RTS games unfortunately turn into).

The "clickfest" RTS stigma is completely overblown by a lot of posters on this forum. RTS games test a player's ability to make effective decisions quickly, something that takes practice by the way, and is the hallmark of any good strategist. What Stardock puts into their game is of course up to them, but let's not get ahead of ourselves and bash a completely valid component of strategy.

Reply #63 Top

Quoting _PawelS_, reply 57

What's so boring in turn-based combat? It's just you making decisions. If the battle is too easy, you can resolve it automatically. If it's balanced, every decision matters, so it's not boring.

Not in multiplayer, which the last page of posts was about. In multiplayer it's you making decisions, then you making a sandwich while the other guy is making decisions. As you scale up the number of players involved, the time you spend waiting increases quickly. Especially if you get "that guy" who agonizes for 5 minutes every turn over inconsequential things.

Normally I hate stack limits, but this is one of the cases where it's going to be an advantage to keep the number of units in a battle small: it helps me to get back to playing instead of watching sooner.

Reply #64 Top

Quoting marlowwe, reply 63
RTS games test a player's ability to make effective decisions quickly, something that takes practice by the way, and is the hallmark of any good strategist.

This is not my definition of strategy. For me RTS games aren't true strategy games, they are a combination of strategy and "action" genres.

@Austinvn: You're right, although I still prefer classic turn-based combat for its clearness - when many units are moving and fighting simultaneously, it can be hard to see what's going on. RTS and its variants are more realistic, but I prefer gameplay clearness over realism.

@Tridius: Sorry for jumping into this thread without knowing what's it about. For multiplayer I guess the phase-based combat (like Austinvn suggested) would be much faster, because all players can give orders at the same time. Such game mode would be acceptable for me when playing MP.

Reply #65 Top

Quoting _PawelS_, reply 57

What's so boring in turn-based combat? It's just you making decisions. If the battle is too easy, you can resolve it automatically. If it's balanced, every decision matters, so it's not boring.

In some cases watching the battle and then pausing and giving orders can take more time than turn-based. Also in pausable realtime the combat effectiveness relies on the player's reflexes (when deciding the right moment to pause), which is not good in a strategy game.

 

That's a good question. The only turn based tactical battle type game I didn't stop playing a week or so after I purchased it was Dynasty Tactics.  I am not quite sure why. I guess having objectives to complete within a turn limit was part of it. Also you really needed to think many turns in advance. Setting up a trap, drawing the enemy in, then springing the ambush was critical from what I remember.  It had more of a puzzle feel to it which was addicting and fun.

 

 

 

Reply #66 Top

Of course turn-based combat can be done right (examples: Age of Wonders series and the new versions of King's Bounty*), or boring (example: Disciples 3). I'm curious how good it will be in Elemental.

*No, I'm not Hortz ;)

 

Reply #67 Top

Quoting Austinvn, reply 60
Random maps are very important for multiplayer - it'll seriously hurt replayability if the maps are hard coded. I realize that balancing a random map up to multiplayer standards is an added difficulty, but:

a.) better overall map balance (and particularly starting position balance) is a good thing for singleplayer too, it's not a sacrifice just for multiplayer, and:

b.) imbalanced random maps are better than not having them at all, just give us the choice if we want our multiplayer game to be more competitive (carefully balanced fixed map), or fun/unpredictable (random map that might be horribly imbalanced).

So much the better if you can balance random maps such that they are valid for competitive multiplayer, but even if they're horribly imbalanced, there's no reason to remove the option - some people will enjoy playing that way anyway, particularly if playing casually among friends.

 

well i suspect that working on balanced multi random map is a waste of time

 

also WHAT multi game? 1 v1? 2 v2 ? skirmish of 10? its just too much complicated

 

and a bad result is a not funny online game while i guess designing 5 maps for multi is probably faster and easier

 

even in civ it was cool to have 12421421 types of map but in the end in competitive games you were always pissed off from rng and wanted just a fair map

Reply #68 Top

Quoting marlowwe, reply 63

RTS games test a player's ability to make effective decisions quickly, something that takes practice by the way, and is the hallmark of any good strategist.

first of all i dont see the relation between making decisions quickly and strategy

 

strategy is about making that RIGHT decision, not who makes the same decision faster

 

second even in turn games there is a time, we never thought about it but ofc there is going to be a time limit in elemental too

 

last but not least you forget in rts there is also manual ability involved, once you decide what to do its also a matter of who moves faster his pieces etc etc

 

and i dont see how your speed with mouse makes a good strategy element in a strategy game :P

Reply #69 Top

Quoting _PawelS_, reply 67

*No, I'm not Hortz 
 

As long as you don't bring up animation you should be okay. ;)

 

@Tridius: Sorry for jumping into this thread without knowing what's it about. For multiplayer I guess the phase-based combat (like Austinvn suggested) would be much faster, because all players can give orders at the same time. Such game mode would be acceptable for me when playing MP.

It's cool. :) It wasn't about that on page 1. There's a number of ways of dealing with the problem in multiplayer:

1. Turn phases, as suggested. Everybody does their thing, and then stuff happens. Can lead to unpredictable results though.

2. Time limits. You get say 10 seconds per stack to move, which for a full army would be nearly 2 minutes per turn. If the time isn't configurable, some players will always dislike it.

3. Don't worry about it. Obviously the easiest way, but there's some people I just couldn't play against (or even with on a team) because they move so slowly that waiting constantly lulls me to sleep.

Reply #70 Top

Quoting Tridus, reply 70



2. Time limits. You get say 10 seconds per stack to move, which for a full army would be nearly 2 minutes per turn. If the time isn't configurable, some players will always dislike it.

 

if time is set correctly no one will dislike it

ofc you need a function of units/moves/magics/ etc not just a fixed time

 

 

3. Don't worry about it. Obviously the easiest way, but there's some people I just couldn't play against (or even with on a team) because they move so slowly that waiting constantly lulls me to sleep.

 

this is not an option

 

multi with turns without time  is not possible, i tried it in civ and always regret it

in the end any time we forgot about time in settings we restarted

Reply #71 Top

This is not my definition of strategy. For me RTS games aren't true strategy games, they are a combination of strategy and "action" genres.

 

first of all i dont see the relation between making decisions quickly and strategy

 

strategy is about making that RIGHT decision, not who makes the same decision faster

 

second even in turn games there is a time, we never thought about it but ofc there is going to be a time limit in elemental too

 

last but not least you forget in rts there is also manual ability involved, once you decide what to do its also a matter of who moves faster his pieces etc etc

 

and i dont see how your speed with mouse makes a good strategy element in a strategy game

I never said quick and effective decision making was strategy - merely a component of it. And it is a component because it is present and has been present in every military confrontation in history. What, you think Napoleon waited for "his turn" during the battle of Waterloo? No - he had to make split second decisions based on the evolving circumstances of the battle. In other words, his decisions influenced his battle tactics and because of this became part of his strategy.

Reply #72 Top

Hi, I think I'm representing the interests of many people living in Russia and is a fan of this kind of strategy games. So that's what I say - to make flawed MP is a big mistake. I've kept silent about the lack of hot-seat. We here in Russia all look forward to the release Elemental hoping to meet a friendly company and enjoy the game all together as we used to. And believe me - in Russia you will have huge sales (of course until the crack - and it is about a week minimum). So, take the mind and please do not neglect the full multiplayer. Thank you for your attention!

Sorry, used the Google translator:)

Reply #73 Top

Quoting ddd888, reply 71

if time is set correctly no one will dislike it

ofc you need a function of units/moves/magics/ etc not just a fixed time


Yes, but "correctly" is a matter of opinion. I play with a friend who moves much more slowly then I do. Forcing him to the pace I'd like would probably cause him to not have fun. :) A value like that is actually really easy to make configurable though, since it's a base value that you apply as a scaling factor depending on the size of the armies involved. Just let the game creator configure the number.
 
I don't think you'd want it to also factor in things like magic/moves, because that makes the calculations a lot more complicated. It should average out anyway because the way magic is structured in the game you're never going to have a large army of all mages. IMO this is something best left simple. You could do:


base time of X + Y * units. So for X = 20 and Y = 10, you'd get a minimum of 30 seconds if you had 1 unit in the fight, and 120 seconds if you had a full stack. Per turn.


this is not an option

 
multi with turns without time  is not possible, i tried it in civ and always regret it

in the end any time we forgot about time in settings we restarted

It's possible, but it's far from ideal. It's more tolerable in a cooperative (team) game where it's you and a friend vs the AI then it is in a competitive game though. Speaking of that - is it possible to play as a team?

Reply #74 Top

Quoting marlowwe, reply 63
RTS games test a player's ability to make effective decisions quickly, something that takes practice by the way, and is the hallmark of any good strategist.

Total nonsense! X|

 

You know, words have meanings.

Let's look at the Wiki which shall explain it much better than me as a non-native English speaker:

http://en.wikipedia.org/wiki/Strategy

"Strategy, a word of military origin, refers to a plan of action designed to achieve a particular goal. In military usage strategy is distinct from tactics, which are concerned with the conduct of an engagement, while strategy is concerned with how different engagements are linked. How a battle is fought is a matter of tactics: the terms and conditions that it is fought on and whether it should be fought at all is a matter of strategy, which is part of the four levels of warfare: political goals or grand strategy, strategy, operations, and tactics."

Exemples:

- Hitler deciding to prepare then launch the Battle of the Bulge, with how many men and tanks and when, THAT would be strategy. And it didn't take 5 seconds to prepare. Strategy is about collecting data (intelligence), having them analyzed and synthesized, and only then asking experts to show you the different options so you eventually can make the final decision. It has nothing to do with quickness; strategy has to do with OPTIONS and how you weigh them to choose the one you want. And, yes, it takes time.

- Same thing with General Petraeus deciding the strategy in Irak. It had nothing to do with "Do I send 2 Apaches to patrol around Ramadi tonight?" but much more with "How many men do I need to ask the President to send me to secure those 10 cities?" or "Do we try to rally the Sunni militia or the Shi'a groups?". You can bet he had to eat thousands of pages of reports before he had any idea of what his decisions would come to be.

For a commander in the field, in battle, it's of course quicker but do you know how much time it takes to move a company? Not to talk about batalions or divisions. Strategy is not clicking like a monkey to move 5 peasants to attack 1 troll. First, that would be tactics (and that is the reason why we talk about TACTICAL battles here instead of strategic battles like in GalCiv). Second, even in tactics things must be thought. War is not a video game, the only immediate decisions would be at personal or group level, not higher.

Reply #75 Top

Q: I want to know more about tactical battles

A: Without putting too fine a point on it, Elemental’s tactical battles are designed to be fairly similar to Master of Magic’s tactical battles. If you liked those, you’ll probably like these.  It’ll be an area getting the most refinement over the next 30 days and beyond since we hope to release mini-game modes that let players just play tactical battles.

On a personal note, I don’t like tactical battles normally. However, I do like MoM’s tactical battles and I do like Elemental’s tactical battles.

What is the most challenging in terms of doing tactical battles “nowadays” is that the bar on visuals is so high now. So we’re having to gather together a lot of animation assets, spell effects, unit moves, etc.  That’s what has made doing tactical battles so lengthy.  Elemental has a lot of monsters and each one has to have its own series of attack, hit, defense, casting, etc. animations. Beta 3B will basically have just a core set of these that will get greatly expanded over the next 2 weeks internally (though I did make a fuss about units “stabbing” with a club).

 Having never played or even seen Master of Magic, much less the "tactical battles" from it, what exactly are we talking about?  What is a tactical battle mean in a TBS game?  And I mean for strictly single player, because I have zero internest in multiplayer.