This thread has come to the attention of the dev team, so let me say a couple of things.
Mission trees are not a mandatory feature of the game, as some people have already pointed out. What they do is expand the gameplay experience of EU4, which by this time, almost 9 years after it was released, is already difficult to achieve.
And it's difficult not because of a lack of creativity or fresh ideas in the team, but because there is a legacy that had to be assumed when Paradox Tinto was put in charge of the development of the game, in 2020. The problems experienced after the release of Leviathan were a consequence of that legacy, and since then, we've spoken out loud on what we're doing: fixing as much as possible the state of the existing game systems while developing new content.
On the first objective, I think the changelogs of the last updates speak for themselves on our work. Regarding the second, it's true that the main way of developing new content is being in the form of missions, but not that we're avoiding adding more depth to the game. In the last mission trees, we've been experimenting and developing less railroaded paths for them, giving more agency to the player to develop and create its own gameplay, based on both branching missions, but also on variable triggers and rewards. And what we're also doing is implementing new content to the existing game mechanics, instead of introducing new ones that would compromise again the state of the game. Also because the game at this point is already quite dense and complicated to learn for newcomers, something that veteran players with thousands of hours into the game are not always aware of.
What are the changes to the base game we've been working on? I'll talk a bit more about them in a DD in a couple of weeks. But we've already shown a lot of new government reforms, not only giving modifiers but also affecting other game mechanics; new naval doctrines; changes in the combat system; next week we'll show improvements to the AI... And all of them coming for free in the next update.
So, it's fair to criticize the mission system if you don't like it. But, at the same time, we think some of the critics poured into the game development are unfair, on the other hand.
And, also, let me note that comments like these:
Are completely out of place in this forum, regarding the new code of conduct. As I said in another thread, devs deem respect, and more if you want us to continue interacting directly with the community, one of the things that we're proud of in Paradox.
PD: In our CD Team there are no interns, the only historian here is me and I held a Ph.D. (so I know a couple of things about historical research and History), and we also have some programmers. So I suppose ignorance is bold.
Mission trees are not a mandatory feature of the game, as some people have already pointed out. What they do is expand the gameplay experience of EU4, which by this time, almost 9 years after it was released, is already difficult to achieve.
And it's difficult not because of a lack of creativity or fresh ideas in the team, but because there is a legacy that had to be assumed when Paradox Tinto was put in charge of the development of the game, in 2020. The problems experienced after the release of Leviathan were a consequence of that legacy, and since then, we've spoken out loud on what we're doing: fixing as much as possible the state of the existing game systems while developing new content.
On the first objective, I think the changelogs of the last updates speak for themselves on our work. Regarding the second, it's true that the main way of developing new content is being in the form of missions, but not that we're avoiding adding more depth to the game. In the last mission trees, we've been experimenting and developing less railroaded paths for them, giving more agency to the player to develop and create its own gameplay, based on both branching missions, but also on variable triggers and rewards. And what we're also doing is implementing new content to the existing game mechanics, instead of introducing new ones that would compromise again the state of the game. Also because the game at this point is already quite dense and complicated to learn for newcomers, something that veteran players with thousands of hours into the game are not always aware of.
What are the changes to the base game we've been working on? I'll talk a bit more about them in a DD in a couple of weeks. But we've already shown a lot of new government reforms, not only giving modifiers but also affecting other game mechanics; new naval doctrines; changes in the combat system; next week we'll show improvements to the AI... And all of them coming for free in the next update.
So, it's fair to criticize the mission system if you don't like it. But, at the same time, we think some of the critics poured into the game development are unfair, on the other hand.
And, also, let me note that comments like these:
Mission trees are added by Paradox's 'content designers' which are about the lowest on the totem pole in their studios. I doubt many have any programming background at all -- they're basically just paid modders. Meanwhile Paradox also seems to be skimping on programmers because after all, why hire programmers to make noteworthy changes and improvements to the game when you can just use interns, fresh history grads, and people who are willing to work for peanuts to work in the gaming industry to churn out endless DLC 'content' like mission trees?
It’s sad, but my opinion of the work of « content designers » is really low indeed.
Are completely out of place in this forum, regarding the new code of conduct. As I said in another thread, devs deem respect, and more if you want us to continue interacting directly with the community, one of the things that we're proud of in Paradox.
PD: In our CD Team there are no interns, the only historian here is me and I held a Ph.D. (so I know a couple of things about historical research and History), and we also have some programmers. So I suppose ignorance is bold.
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