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by adoos 3420 days ago
I think everyone agrees (even if unconsciously) with your feelings. Most players had a defense advantage in movement speed before, but no longer. Reduced security and other implications favor large troops and rush strategies. Which leaves traditional strategies you mentioned less effective. The problem is, war, in the real world almost always has some kind of defensive advantage. So the cohesion of the General narrative was disrupted negatively as this core expectation is broken. My 2 cents even if non-specific, because I think this is the right perspective for highest-level analysis. I don't necessarily feel the new change is bad. But it changes game mechanics to favor play-styles where do not tell a cohesive story.

My example is just anecdotal. I used to play and, in just 300 moves was able to tell a full story. Of how I advanced, beat a certain enemy through an interesting battle. How I went into unknown territory and was surprised by what I found. There really was a cohesive narrative and nice story-telling in the previous version. This is what made the game fun, fundamentally. Mini stories of kingdoms locked in war, with interesting battles.

Now, the stories are not told well. Since I am queuing constantly, I am not even paying attention to where my general is most of the time. I am half-blind charging on my bull hoping I run over a general. And likewise, if I am on the defensive there is nothing to do but hope the huge army does not snake through and hit my general. The sense of a story was largely destroyed.

And that's why I think the game is less fun now, even if it is not so obvious why.