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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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Long-time player, first time poster. My issues experienced thus far:

1. Airplane design too opaque and limited. Prefer the HOI 3 system, if you're going to break it down that much.

2. If not the above, then create a drop-down list of airplane model names based on the role/country. Yes, I can insert my own, but I'd rather not keep a piece of paper on the side with a list of airplane names, countries, and roles, just so I can pick historical ones. Names like "Improved Carrier Fighter" just suck.

3. Japan: Zero focus appears bugged. Completed focus; later completed Improved Small Aircraft Frame tech, but cannot create any Improved Small Carrier Aircraft, whether fighter or bomber. Also can't modify design of the Zero. Regular non-carrier frames can be selected, as can basic carrier/non-carrier frames. May have something to do with an attempt to create carrier naval bombers after Zero, but before Improved Aircraft tech?

4. Need better explanation of Peace Conference options. I changed a defeated country's government type, but didn't realize they would not be a puppet.

5. Completely do not understand the system for contesting bids (have not entered a PC with non-puppet ally or vs. another player at this time, but given the lack of tooltips in other areas...).

6. Seconded: comments about Italy's BOP.

7. Bordergore note: In a multiplayer game, AI Italy picked up a disconnected section of Poland, while an adjacent section became independent and named itself "Ukraine". Then the Molotov-Ribbentrop pact kicked in a few days later, and both were absorbed by Russia. This is probably the best way to handle it in the short term, but it should probably be incorporated into a revised PC to fit with history and reduce confusion. Creating a system of allowing focuses to affect the PC could pay dividends in the future.

8. Major headache for Japan: If Germany and other nations follow history exactly, the world tension STILL hits 100% way too early. Maybe if you're 71Cloak (see Youtube) that's not a problem as you can beat China in early '39, but seriously, having a live US player means you're in for it before you can finish China. This is even assuming historical focus development by the US.
 
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First of All Congrats on a great release. I have enjoyed the new features added. Not sure if this is the best place to provide feedback but here are a few issues that I have seen or request for changes.

1. Would it be possible when viewing air combat to see where attacking planes are from. Sometimes its not clear.
2. For naval battles, would it be possible to see the country names instead of just the flags. Sometimes I'm confused as to what country was involved in a battle.
3. Found two AI bugs for Germany.
The first one is AI waits too long to change conscription and ends up with no manpower. Actually, I suspect this is true for all countries. All AI should be more proactive in changing conscription faster before they run out of manpower. When they run out of manpower, they stop playing. It takes a long time to for AI to do anything about it.
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The second problem is that AI masses all of its troops in a small section of the border and leaves much of the rest of the border undefended. It never moves these troops, doesn't attack. They just stay there undersupplied. I have put the saved game in attachment.
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I also have another bug for Italy where it says I have an active mission, but I don't. Not sure if its in this saved game. I can give you another more recent one if you want it.

For Peace conference, I believe holding the territory should have more weight in the overall calculation. If we think back at the end of WW2. The US might have asked for Poland to be a free state but I suspect nothing would of convinced Stalin to let go of territory that he currently holds.
 

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Are naval battle changes also intended. Currently it seems that torpedoes of surface ships are so weak against capital ships, that it is more efficient to spend the production rather on capital ships and forget the screens.
In my current games I have level 3 subs with level 3 torpedoes and snorkel and they seem to win all battles. Give it a try and let me know. I was thinking they are too strong.
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There is one now. It was added with BBA.

Don't know how efficient it is now, though.
Japan now can't join Axis because of that, same with Manchukuo when Japan goes Communist/Democratic and Soviets declared on them without involving Germany
 
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But Yugoslavia can join Japan due to an oversight in their focus tree.
Wait, what?

I didn't check the file yet but i concur the focus would check ANY fascist faction leaders, not just European, right? The Baltics' focus tree rectify that a bit by softlocking them into European fascist faction leaders IIRC.
 
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Wait, what?

I didn't check the file yet but i concur the focus would check ANY fascist faction leaders, not just European, right? The Baltics' focus tree rectify that a bit by softlocking them into European fascist faction leaders IIRC.
All I know is I've seen them join the Co-Prosperity Sphere twice via focus tree, both when the Axis no longer existed.
 
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I never received a specific answer about transport aircraft. Will we get the creation of light/medium/heavy transport aircraft based on the mechanic's corps and will we get medical missions? Why this is not on the release of the DLC with the redesign of aircraft is a mystery to me. Now I'm trying out the DLC from a friend, but if not, I'm not considering the option of buying the DLC without these components. Now the aircraft designer is incomplete.
 
I never received a specific answer about transport aircraft. Will we get the creation of light/medium/heavy transport aircraft based on the mechanic's corps and will we get medical missions? Why this is not on the release of the DLC with the redesign of aircraft is a mystery to me. Now I'm trying out the DLC from a friend, but if not, I'm not considering the option of buying the DLC without these components. Now the aircraft designer is incomplete.
From my perspective the points you mention would only add clutter and complexity without making player decisions more interesting and fun. Having one type of transport plane is a perfectly fine abstraction, any size different of transportplanes can be easily modeled by just requiring more planes (more production value) for these planes. Medical missions can be interesting on the otherhand there is already a field hospital in place who does that job and can be assigned. One could argue though that the supply mission should have an effect the same way as field hospitals have, maybe slightly less a capped. I think we have enough air missions available and i'd rather have a bigger abstraction here than to introduce another mission.
 
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From my perspective the points you mention would only add clutter and complexity without making player decisions more interesting and fun. Having one type of transport plane is a perfectly fine abstraction, any size different of transportplanes can be easily modeled by just requiring more planes (more production value) for these planes. Medical missions can be interesting on the otherhand there is already a field hospital in place who does that job and can be assigned. One could argue though that the supply mission should have an effect the same way as field hospitals have, maybe slightly less a capped. I think we have enough air missions available and i'd rather have a bigger abstraction here than to introduce another mission.
No. Light/medium/heavy transport aircraft expand the game's possibilities. It is advantageous to attach cheap light transport aircraft to armies and use them as an ambulance aircraft. Heavy transport aircraft were used for resupply across the oceans: Avro YORK, C-87 Liberator Express or CB-17G. It's completely historical and logical. I don't see the logic. You can build only one transport aircraft but you can create any tank you want even Ratte. Why do you need an aircraft designer then? The old system is enough when you study just one aircraft and do not design what you need, If only one transport aircraft is enough.
 
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No. Light/medium/heavy transport aircraft expand the game's possibilities. It is advantageous to attach cheap light transport aircraft to armies and use them as an ambulance aircraft. Heavy transport aircraft were used for resupply across the oceans: Avro YORK, C-87 Liberator Express or CB-17G. It's completely historical and logical. I don't see the logic. You can build only one transport aircraft but you can create any tank you want even Ratte. Why do you need an aircraft designer then? The old system is enough when you study just one aircraft and do not design what you need, If only one transport aircraft is enough.
I am 100% aware that it is historical. My point is aimed at game design and the choices the player ultimately need to make. And i don't see how different transport plane sizes add to interesting player decisions. However the idea of assigning transportplanes to armies and having a form of "mini" field hospital by that is interesting as it leverages existing systems by just adding another layer of benefits.
 
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I am 100% aware that it is historical. My point is aimed at game design and the choices the player ultimately need to make. And i don't see how different transport plane sizes add to interesting player decisions. However the idea of assigning transportplanes to armies and having a form of "mini" field hospital by that is interesting as it leverages existing systems by just adding another layer of benefits.
Everything is simple. We now have only one transport aircraft and its range is often not enough, so we have a need for a heavy transport aircraft, but it comes at a high price. We have light transport aircraft that are very cheap, so it is advantageous to use such an aircraft either for minors countries or as a medical aircraft because it can be produced in large quantities. light transport aircraft also consume significantly less fuel, which is also important for many minors. And the standard medium aircraft as already in the game. And again, this gives groundwork for future changes, if the paratrooper system is changed (which I would very much like) and mechanized airborne units are added to the game, as we know only heavy transport aircraft could transport light armored vehicles at that time.
 
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All you are saying makes absolutly sense. The point for me is though that i don't see the added benefits you describe outweigh the not so interesting gameplay of managing, designing, and setting up three types of transport planes.
As i think to some degree, not fully for sure, this can and is already modelled via the requirement of more/or less transport capacity which would result in the need of more or less planes. Also the transportplanes drastically decreased in costs which make them affordable in larger quantities for minors in the current patch.

What i see though is the argument for range differences in transport planes, i think that would be something that could be modeled with the old aircraft designer where you could assign Air XP for Range improvements, reliability or even transport capacity per plane.
I would be ok with that implementation to give the transportplanes more nuances without they becoming fully part of the plane designer.
 
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