• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
I will say that after playing a large number of RPGs that convey most or all of their story and choices in dialogue boxes, then playing Dark Souls that conveys it all through environment and organic choices, I do have a great appreciation for the latter method. The first Deus Ex did this pretty well too, many of the major choices could be made without the player realising they had made a choice. Compare that to Bioware's games that make sure you know you are making THE CHOICE in a dialogue box.

I'm not so sure how that could be applied to GSGs, though. Shifting more historical events to something like EU4's disaster system might be good, but that still involves plenty of text boxes. I personally enjoy the events anyway.

I don't see what's wrong with Bioware's approach either? Assuming Bioware survives of course. Sometimes, I like having dialogue and being able to make my dialogue and knowing I am making THE CHOICE. Sometimes, I'm okay with not realizing it until after.

I don't mind events as text boxes. I get annoyed when they pop up at the wrong moment (like seriously game, obviously I don't care about some silly dispute when I'm moving my armies in the middle of a war) or when they get repetitive but I'm not sure how else they would convey some information and run some scenarios.
 
I don't mind events as text boxes. I get annoyed when they pop up at the wrong moment (like seriously game, obviously I don't care about some silly dispute when I'm moving my armies in the middle of a war) or when they get repetitive but I'm not sure how else they would convey some information and run some scenarios.
In a way I actually consider this something of an immersion feature (but then I may be odd) because rulers were forever having to manage drudgery as well as the important stuff. Oh, don't get me wrong, I can find it exasperating, but equally involving.
 
I love events for the flavour and immersion they provide, although some of them can get a bit repetitive at times. More faction-unique events and fewer repetitive generic ones!
 
More auditory signals . Sounds good to me!

Clearly they could move to make more of what you see animated in some way, or use more auditory signals.

@Metal King stated that the new DLC will have more auditory signals.

So in the end if you have enough units in combat the game will start triggering these ambient tracks that not only increase in volume the more units are in the combat, but also trigger different sound effects depending on what kind of units you have in your division. So if you’re sending in a division with infantry and AA-artillery you will start hearing flak cannons shooting in the background during combat or if there is a lot of tanks, well then you get to hear more tanks.

Information to the players via sound effects.

This is wonderful.
 
Last edited:
Information to the players via sound effects.

This is wonderful.
But not if you play without sound for one reason or another. The extra immersion of sound is great, but too much enhanced ability via sound just limits the times and places one can play a game.

So one hopes @DDRJake @Wiz @Doomdark @podcat and all rest remember that.
 
Some concrete ideas to improve:
  • Reduce event spams (make events larger scale (actually done in V2 patch :D), more meaningful, occur less often)
  • Allow a way to deal with event spam (turn it into modifiers or worse allow a player to select a default option that is picked automatically without the event firing a popup at you)
  • Improve the UI of events by adding/improving texts, pictures, animations (won't work if you still have event spams)
  • Take a look at an awesome game that exists solely out of events: Reigns
  • Take a look at defender of the crown, it uses minigames (a dungeon, duel or an archery contest would be cool in CK).
  • Use semi-random outcomes. Let's say there is unrest in a province, you could talk sense into the people or send in the army. If there is little unrest talking sense into the people will likely work, while if they are cursing you into hell, you may be thrown out of a window. The likelyness of succes could depend on more than unrest alone. The key difference is that instead of spamming the event when unrest is high, you change the likelyness of the outcomes.
  • Solve events outside of the event popup. CK2 does this somewhat already when your kids start to whine about a title and if you don't give them any soon enough they will not like you. This way of dealing with events should be used more, instead of clicking an option, you'd have to actually do it yourself.
 
Reduce event spams (make events larger scale (actually done in V2 patch :D), more meaningful, occur less often)

Makes sense.

The 1936 Olympics event appears to be a holdover from previous HoI3.

To that end, the Olympics event serves as a bridge from HoI3 to HoI4. A bit of continuity of the familiar.

The quote from General WvPM points out, "Make events ... more meaningful ".

Hear! hear!

More information for the player that leads to decisions.

Less extraneous signal.
 
But not if you play without sound for one reason or another. The extra immersion of sound is great, but too much enhanced ability via sound just limits the times and places one can play a game.

So one hopes @DDRJake @Wiz @Doomdark @podcat and all rest remember that.


And I suspect there are deaf players of Paradox games out there.
 
Sliders are the holy grail, but it got lost ages ago :(
 
And I suspect there are deaf players of Paradox games out there.
But it's not an issue in the example given. The improvement doesn't come at the expense of anyone. You could still do the tedious way of checking. Or does it mean no battle reports now? Lets say it does, it still doesn't mean that it has to and that is an important point. Improvements can hypothetically come in a form that doesn't detract from the current experience and some people have made some good suggestions in that regard.