Currently existing levers for managing AI difficulty and their values #8321
Replies: 5 comments 29 replies
-
11. Scouting bonus for AI-controlled heroes: Easy - no bonus, Normal - +1, Hard - +2, Expert - +3, Impossible - +4; I think the general perception on Normal difficulty in games are that the AI more or less have the same or have the goal to be as equal to the player in terms of buffs and nerf. Shouldn't then the normal difficulty also have a no bonus, and then maybe Hard lowered to +1 and Expert to +2 and Impossible +3? 5.2. Regular maps: Easy - allowed only on even days, other difficulties - always YES; 6. Whether it is allowed for AI to assign roles to heroes: Easy - NO, other difficulties - YES; |
Beta Was this translation helpful? Give feedback.
-
Hello everyone, So, here are my first impressions for this:
Making troops of one creature is not necessarily a good thing, as it can give the opponent the hand the following turn, which can be devastating.
The hero should flee (or surrender) when he considers that he can no longer do damage to the opponent without running the risk of no longer being able to flee. The action of surrendering should rather be evaluated according to the creatures already recruited by the player (with his other heroes and garrisons), the creatures available for recruitment by the player (in his cities) and the level of gold generated by the player (each day). Per example, if the number of creatures in the army of the hero who could surrender is less than 30% (can be adjusted, maybe 25% or 20%) of the number of creatures the player owns with his other heroes and garrisons, added to the number of creatures available for recruitment (thus excluding those in the army of the hero who could surrender), and if the player has an amount of gold plus a daily income that allows him to own and/or recruit at least 50% (can be adjusted) of the creatures before the end of the current week, then there's no need for the hero to surrender (he can simply flee).
I am in favor of no restriction for campaigns.
In easy mode only:
I don't think there's any need for that. Note: AI can still recruit level six creatures in dwellings built by the human player and can learn level five spells in mage guilds built by the human player.
Okay, but not necessary with prohibiting the AI from building the dwelling of level six creatures and level five mage guilds.
Same, not necessary with prohibiting the AI from building the dwelling of level six creatures and level five mage guilds.
I thought this had been completely removed.
Personally, I would remove these bonuses and limitation.
I would do it this way:
I am okay with that (except that I'd like the human player to be able to decide whether or not to accept the AI's surrender (which could still flee if the human player refuses the surrender (except in defense during a siege)). A suggestion concerning the use of the marketplace:
|
Beta Was this translation helpful? Give feedback.
-
I'm posting here (with permission) a discussion I had with @Stisen1 in our Discord server today which I think is very relevant: Stisen: Zenseii: Stisen: Zenseii: Stisen: Zenseii: Zense: The discussion about higher difficulties than easy isn't as relevant at the moment. Stisen: I think his intuition is that manageable AI heroes would try to flee from him, but as they move closer and closer, he doesn't trust his reasoning. You know, like when playing chess. If an easy AI opponent moves his queen into an obvious dangerous spot, an inexperienced player would think that the AI did a smart move, because they expect a hard opponent due to the massive jump between difficulty settings. In the original Heroes 2 I remember being way more comfortable learning how to best the AI heroes. Because they acted the same way all the time, regardless of how strong their forces were. My son gets frustrated, when he sees that the AI behavior changes all the time. He'd much rather have an opponent that acts consistently stupid OR smart 😝 Zense; What you're saying is that addressing this would essentially kill two birds with one stone since this non-optimal AI behavior a huge problem in both higher difficulties and in lower difficulties. Stisen: |
Beta Was this translation helpful? Give feedback.
-
I will come back with some thoughts about this once I have time to sit down and think about it and organize my thoughts, not to mention look back at what @ihhub and @idshibanov have mentioned in discussions we've had about this before, which was essentially tying specific AI behavior to specific difficulty levels, like hit and run tactics to a specific difficulty level etc. |
Beta Was this translation helpful? Give feedback.
-
We can further reduce the gold income and/or limit the number of heroes on the adventure map. Easy mode:
The 50% reduction in gold income may be a bit severe, but eventually. |
Beta Was this translation helpful? Give feedback.
-
Related to #8270
Updated after #8402
In this topic, I provide a complete list of currently available levers for managing AI difficulty and their current values. @zenseii @Branikolog @LeHerosInconnu please feel free to discuss these levers and difficulty level hierarchy (i.e. their aims, target audiences, etc) with your proposals of specific values for these bonuses (or limitations) for each difficulty level here.
Beta Was this translation helpful? Give feedback.
All reactions