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Developer Diary | Post-Release

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Greetings all,

Today we’ll be casting an analytical eye over the release of BBA, what players have been up to, and what the immediate plans are going forward.

It wouldn’t be a traditional post-release diary without looking at what the player-base at large have been getting up to since BBA was launched.
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As you’d expect, Italy has been at the forefront of game sessions since BBA released. We were not expecting quite this level of interest however! 45% of 15+ hour accumulated game sessions were played on the Italian tree. By comparison, at the same period after launch, the Soviet Union accounted for 39% of similar length game sessions. Germany (purple) continues to be a popular choice.

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Ethiopia has shot into the first place in terms of minor nations. As expected, Ethiopian game sessions tend to last a shorter time; a combination of losing, having reached player-set goals earlier, and a lot of restarts to maximize efficiency.

We’re seeing fewer players rolling back to previous versions in order to play TC mods than we usually expect during a post-release period.

Everyone’s favorite targets to nuke remain broadly unchanged from previous releases (major capitals). The one new target country in the list is… Mexico, for some reason. Turkey’s nuclear industry has seen an upswing, being responsible for 4% of nuclear weapons created and launched.

2% of games are using the newly released Japanese localization!

There’s been a noticeable increase in players using normal (64%) rather than easy (10%) or very easy (25% ) difficulty since BBA released. 0.74% of games are played on hard difficulty, and 1.10% on very hard. Prior to release, 28% of games used very easy, with 12% on easy.


BBA Launch and Reception

An enormous number of fans are playing the game and we’ve hit several new records compared to NSB and previous releases. This said, BBA has been an unusual release. In comparison to the points above, we’ve also seen some dissatisfaction and confusion over certain mechanics. Combined with the excellent and consistent player numbers, this contributes to some difficulty in interpreting the situation. This said, we clearly don’t intend to handwave away feedback simply because it does not appear wholly representative.g

Thus, it can be difficult to ‘read the room’ on the key pain points that an entire community defines - what may seem obvious to one player is not always the same for others, and the vocabulary users exercise to express themselves over an issue often differs. It is also worth noting that compared to previous releases, the number of reported issues is actually lower in BBA - we’re still working on how to interpret this dissonance.

Peace conferences have by far been the most frequent talking point amongst the community. After a deep dive, it is clear that there are three main narrative detractors:
  • Genuine bugs (ie: behavior we consider not to be ‘working as designed’)
  • Confusion over the rules in the new system
  • Disagreement with the direction of the new implementation of peace conferences
The majority of legitimate bugs we’ve identified here are to do with AI behavior. This is something we consider a known issue, and are iterating on improving this. We’ve made some fixes in the last few patches, and we have some wider-ranging changes coming soon.

In terms of confusion over the new system, this is something we have some longer-term desire to improve. A lot of changes were made to core systems in BBA, for which players had already established a sense of mastery and habit. This extends to both peace conferences and the air system. In retrospect, changing these habits could have been accompanied with clearer onboarding for the new expectations. That’s on me, and we’ll have this in mind for future developments.

One of the major misunderstandings we’re seeing in the wild is to do with ending bidding. Players who are used to the old behavior are ending their participation with bids selected, expecting to be granted the territory they’ve bidded upon. In reality, there is nothing stopping the AI or other players from contesting these bids, now without the risk of being re-contested. We’re considering mitigation for this behavior.

Disagreement with the direction of the new peace conference system is a more nuanced debate, but one which we feel is primarily influenced by the previous two points. On one hand, we have a sizable cadre of players who enjoy the more adversarial nature of the conferences, and on the other hand, there are a range of opinions on how effective this turned out to be.

There are several commonly occurring conference comments worth mentioning:

  • Defeated major nations remaining ‘alive’ at the end of huge peace conferences is not intended to be a normal occurrence.

  • ‘Bordergore’ from the AI is worse than intended in certain situations - primarily ahistorical PCs involving multiple different-ideology factions.

  • ‘Bordergore’ created by players is a valid use of the peace conference system. While there are many legitimate concerns over how the AI is acting in some cases, we don’t consider it to be a failure of the system to allow the player to balkanize areas of the map if they so choose.

  • Limited points is a solution we are confident in as a necessity to drive a more adversarial conference system. It does, however, require a strong understanding of how bid conflicts are expected to work, and we can do better at telegraphing this in a conference situation. Passing turns for infinite points will not be making a return.

  • It is sometimes impossible to fully annex faraway war participants in smaller wars. This was somewhat intended, however the results of the balance around this are not something we consider satisfactory. There will be changes here.

  • Subjects and minor nations causing ‘trouble’ have generated some friction. We’ve addressed this in the short term with some balance, however we may look into game rules and/or options to allow the player to customize the nature of peace conference resolutions. This is not as trivial as it might sound. While the intended narrative of conferences was always intended to be an adversarial conflict between ideological/major actors in an immediate post-war scenario, many players enjoy having more control over the endgame - as evidenced by the popularity of mods such as Player Led Peace Conferences. Supporting this behavior for mods is something we fully intend to do, and there are some steps we can take to make this easier.

On the subject of the air system and plane designer, we’ll be working on some improvements to the flavor elements that were somewhat lost during the transition to the new designer interface, as well as tackling bugs as we see them. There’s been a lot of guesswork from the community over what the ‘air combat formula’ is - much of which has resulted in erroneous conclusions. We’ll be making sure that the relevant parts of this are more clearly communicated; either in-game or through the wiki for those who want a deeper dive into the numbers.

We’ve now released two patches for BBA which address many of the most frequently occurring problems. We have more bugfix patches planned in the short term (likely next week for our next iteration), as well as a patch scheduled slightly more distantly with some more impactful changes.

In addition to the above, we will be continuing with the practice of monthly recurring patches throughout the BBA lifecycle - as indicated previously, we recognize the importance of ongoing maintenance for HoI.

All in all, many of you are continuing to find great enjoyment in BBA, and we fully intend to keep working on the key areas that some of you feel don’t meet your standards.
 

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How is Paradox responding to feedback that the designers would benefit from QOL improvements like historical templates and saving player templates between games?

A lot of post BBA player feedback has taken a step back to comment on how overwhelming the designers can be.
 
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Disappointing is the only word I can think and say about this new DLC, all of the others before were good, this one was just that.
Great feedback devs can do a lot with this one
 
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I greatly enjoy BBA and I'm very happy with the Italy rework. The balance of power mechanic is great and certainly has a lot of potential for future updates. I don't mind the changes to peace conferences, largely because I only play singleplayer and I'm used to fixing the results of every peace conference with the state transfer tool. A few points that I'n not so happy with:

- You can't core Ticino or Zara unless you control Crete. I really don't see how that makes sense and I would be very happy if there was a way to core certain territories.
- As of now, I don't really enjoy playing Switzerland, mostly because of the militia system. I didn't play Switzerland before BBA, so it's not a big deal.
- It would be nice if there were a few more options for AI behaviour in the custom game rules. For example Monarchist Italy going either for Imperium Romanum or Greater Italy.
 
The biggest piss off of the new peace conferences is the opacity of your points.

Where do I get points? How do I collect them? Why does germany and britain always get triple the amount of points you do even when they are completely worthless in the war. (literally had them join in last minute and still get ridiculous points)

Then worst of all is having to fight again, sometimes the same enemy, just to get your goals because you didn't have enough points to get what you needed and the AI was addicted to contesting you alone.
 
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My biggest gripe with peace conferences is how difficult it seems to be for minors to get anything out of the war. The Soviets will do nothing but die a lot and seem to get infinity points as a result but as Switzerland I can liberate most of western Europe and I can't even get a single province off of Italy so I can have a port at the end of the conflict.
 
Nice to hear!
I do hope that the AI bugs mentioned and discussed in the other thread can be fixed as well in the first patch.
1. Unit stacking on the frontlines, that I´ve noticed.
2. The Africa travel bug that is back.

.. So keep up the good patching work I guess :)... And i hope above mentioned can be fixed fast.

Still I felt that the above needed to be vocalized and not forgotten, since it wasn´t mentioned above.
 
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Wait, this problem is still persists? For which nations?
I believe that Switzerland starts with 2/3 and can only get 1 additional research slot from the focus tree. I remember noting this in one of my recent Switzerland runs, where I fell behind on tech because I didn't have enough research slots.
 
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There’s been a lot of guesswork from the community over what the ‘air combat formula’ is - much of which has resulted in erroneous conclusions. We’ll be making sure that the relevant parts of this are more clearly communicated; either in-game or through the wiki for those who want a deeper dive into the numbers.
You've only had 6 years to take this lesson to heart so you don't need to say this stuff after launching DLC. :rolleyes:
 
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i suspect some of the dissonance in feedback is that bba added a number of general improvements + a good concept (peace conference bidding), but has a few problems that at present have a dominant share of the game's problems. basically a few big problems rather than lots of little bugs.

i want to see what peace conferences look like once lend/lease is sanity checked and the base score from winning 1v1 is tweaked. i have some concern over who is credited with land combat damage when multiple nations close pockets, it seems the nation attributed with inflicting casualties on closed pockets is very swingy. but despite the massive problems i will not miss score farming a high vp province just to get reasonable peace outcomes on ironman.

the ui/front line is still an issue as well.

if the game's features and controls all worked, bba would be the best iteration of the game by a considerable margin, and the feedback/players willing to tolerate hoi's ongoing problems are reflecting that.
 
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[...] we will be continuing with the practice of monthly recurring patches [...]

You could lean out the window and say you are going to try to fix 4 of the 5 top-voted (sort by popularity) bugs from the bug report forum every month.

That would make a lot people here ecstatic, and give a boost to the bug report forum.

;)
 
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You could lean out the window and say you are going to try to fix 4 of the 5 top-voted (sort by popularity) bugs from the bug report forum every month.

That would make a lot people here ecstatic, and give a boost to the bug report forum.

;)
Could be an interesting idea lol
 
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Are you guys planning on giving us the option of changing air wing size, THE OPTION.
It's probably like 10 lines of code to change that, you had it before. You're doing an apple by removing basic stuff for no reason as a "feature" or whatever.
 
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Is the air advisor bug being looked at?

 
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No mention on air wing size?

Are we actually going to be just stuck with 100 plane air wings?
This.
I admit the new fixed new wing size was for me an unpleasant experience and i still have a tough time to adapt to.

I understand the intent is to reduce micromanagement of planes, but as i tend to usually play almost every time with minors (being the underdog, and attacking other minors, sometimes without any airforce)
sometimes 12/24/36/48 size wings are sufficient enough for me to do the job, and my industry obviously cannot not manage making hundreds of planes. (my ocd also hate round numbers :rolleyes:)

So the hassle of the micromanagement in creating new wings and defining their size individually before BBA, has been replaced by not bothering at all except for training missions, until stopping everything i'm doing just before a war occurs, to spend some time merging them all, split them in even number, assign missions and dispatch them.
And it is kind of a frustrating experience IMHO.

I also have mini heart attacks once every while when i see the wings power bars, since i regularly forget that, yes 24 planes means 24% power in the new wing size, and i did not screw something on the way months ago in the production lines, or gotten "massive" air losses without realizing it.

I'm still scratching my head with the reinforcement of wings mechanic, where it seem that if you make the slightest modifications to an existing produced plane into the designer, the new planes ends up being considered as a new type of aircraft, hence not reinforcing your existing wings.
With the consequence of making again new wings with odd numbers of aircrafts and that add up to the create wing/choose mission type/choose airzone game logic, hence unwanted more management actions.

If i had to choose, i would define the aircraft type and reinforcing rules based on the cell size + first main weapon, end of story, independently of what missions the planes are able to make.
Up to the player to make sure their wings do not end up with 15 planes variants with incompatible missions.

To summarize from my playing experience, the amount of planes micromanagement prior to BBA have been replaced by approximately the same amount of new micromanagement tasks.

Lastly, while i have no particular grievance against the new plane designer, and again playing with minors, i did found kind of annoying to not have sometimes predefined, ready to use, plane templates and have to make them on my own at each game start.
(Ex: Nuri Demirağ Nu D.36 for Turkey and Muniz M-7 for Brazil. Also small bug here maybe, but there is no available biplane 3d model for the interwar small cell of both those countries to choose from)
However i do very much like to unlock new plane templates via priorities.

The thing here is while i even do like to spend some time to look at the wiki or other sources to find planes types and other stuff for countries i didn't know; (and that a playing habit that is debatable)
I find that the current plane designer system actually outright forces you to use it at game start when you don't have already predefined templates, instead of being more of a secondary pleasant fine tuning or min-maxing experience.
 
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This patch is fantastic, its only missing a few fixes, the balance changes so far have been superb.

Carriers need to work, as mentioned. Hopefully they get the fighters to fend off Naval Bomber strikes too.

Rocket Sites are also branded as Nuclear Launching, but cannot. I would LOVE to never build a strategic bomber and ICBM London for its insolence. It SHOULD be an easy fix to the Nuke requirements (add whatever mission type Rocket Sites are, or just add Guided Missiles to the acceptable plane types).

Still, it is a wonderful patch.
 
As I said in another thread about peace conferences, I personally wish to be able to give lands to nations created/puppeted/released during the peace conference (currently you can only give land to countries that existed before the peace conference). This is how it worked before and since you can give lands to other nations, I don't see why you shouldn't be able to do the same for newly created nations. Not being able to this fundamentally prevent us from "painting the map" as we like.

Also, not sure if it's worth a proper bug report, but there are two missing strings for SWI_fly_over_the_mountains_desc and large_plane_airframe_design_cost_factor.
 
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How is Paradox responding to feedback that the designers would benefit from QOL improvements like historical templates and saving player templates between games?

A lot of post BBA player feedback has taken a step back to comment on how overwhelming the designers can be.

If we also could create a multi role aircraft template, it would likely make certain things easier. I don't like to create a 4 engine beast only to have a few more roles covered. My suggestion: https://forum.paradoxplaza.com/forum/threads/multi-role-templates-plane-designer.1546138/