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Completely wrong threat level displayed #3150
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By design, "challenging" should mean between 250% and 400% hero army strength (including hero primary skills). This looks like more than 400% to me, but then the code is very simple and not suspicous at all. Maybe off-by-one error, or just the numbers are correct? |
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Right now, I would argue that this is confusing for players. So challenging level should be lowered a little. From the upper part... top 4 levels could be replaced by 2 Overpowering and Impossible |
How many Wyverns were actually in that stack? 20 can be beaten with good tactics and usage of Lv1-2 spells. 49 is definitely deadly, if not impossible. Save file, please. |
All in all, I think we are talking about a half-baked feature here. More consideration into those calculations needed. In this case there were 21 Upgraded Wyverns. I had no spells. We are not talking here about perfect spells and perfect gameplay. (If I were a pro player, I would read the numbers anyway and know better than algorithm about my odds.) We are talking about 99% of players, that will be misled that they stand a chance against those odds. I would error on the side of cautious and change threat calculations to display these threats as more deadly Also threat calculation should be improved to take into account more variables: like hero power or potential spell damage, etc. |
This is why I proposed 5 threat levels instead of this zoo. Very weak, weak, similar, strong, very strong. End.
Or simply cut it out completely to prevent stuff like this. |
Please keep it. Maybe do as with quantity levels? Instead of few several pack - show, stronger by 10%, stronger by 20%. |
Could it just show: |
I agree that people might think that challenging is something hard but beatable. But it is not in most cases because enemy is way stronger in this case. |
What was result after not accepting autocombat? |
Managed to kill 5 iirc |
Checked H5. It uses 5 difficulty rankings:
I used level 1 hero, but if his stats are also accounted for then values might be slightly off. I suspect that H5 uses some additional heuristics to account for hero strength, so actual thresholds are likely 20%/50%/100%/300% Frankly I'd rather use this ranking unless somebody is planning to write phd thesis on determining 10 different threat rating names that are not ambiguous in all languages that vcmi supports. Extra bonus is that people familiar with H5 might recognize similar names. |
I personally like it detailed as it currently is, though naming is a bit unfortunate (challenging before high would make sense). We can also use new existing feature so threat levels have associated text color, going white-yellow-orange-red with different shades for every value |
Now good luck finding 10 distinct enough colors... |
they will not be very distinct but we can use light and dark variant for each for these colours, making it almost 10 colors already. We can also group 5 colors and use them for pairs of threats |
So... 5 color options? 😛 BTW - this does NOT adresses core issue. VCMI: Challenging: 250% - 400% This battle is not "challenging". It is "impossible" |
Not a bad idea on colors though, e.g. blue/green/yellow/orange/red. |
as I wrote - insert challenging before high |
original H3 creature amount texts are also pretty arbitrary |
Possibly. Does not justifies adding/having another similar feature. |
well, for now the only real issue that got noticed is "challenging" word being misleading, and we talk about feature that already exists |
We could have our own value system for units. But player that have no idea about units can check their value online.
The code uses average numbers for lots, pack etc... |
It does? Well, in that case it even less useful. (or "very strong' if we were to switch order. Yeah, definitely representative) |
That is why exact percent would be useful - it represents actual user knowledge about the enemy. It is VERY important, because player can not withdraw from battle, and it can actually decide his whole game. I do not know if AI values for creatures is correct, but that is another issue (those vyverns are 263%) |
IMO if we go with % approach: calculace exact % for real unit value, not average Then show min and max value for that unit range instead of % - so we enhance the words like "high (+0-50%) |
I like the idea. That way there would be only 3 levels: |
Or calculate it for range, not average. So makes sense to display it as such, e.g. "250%-400% stronger that our army" |
calculating for range IMO makes sense depending on what design we take - currently by design we calculate threat based on exact unit count unless something changed and I missed that |
Not according to gamestales:
And if we do use exact unit count then displaying exact threat would be clear information reveal since all you need to do is get AI value of own army and multiply it by displayed threat level. |
Dydzio is right, I was wrong. It uses the exact number of units. |
So currently player can get the actual value by changing his army by unloading to city. |
Looks like the easiest solution here is to use a mod which will determine a list of treat levels like min%, max%, name. If the list is empty - no treat levels are shown. And put a few mods into vcmi extras where you can select one of them with the amount of levels you like the best. Otherwise this arguing will never end). |
The following battle is more than challenging.
Thsi is AI result from battle
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