One feature sugestion: Player controled IA

Discussion in 'Off-Topic' started by Raising, Oct 2, 2012.

  1. Raising

    Raising Mushroom Warrior

    Hi everyone, I spot this game a few weeks ago and I really like how it is looking. I come with some ideas but today will throw only one, with the troubles and advantages is may give to the game:

    The sugestion is that once a player has reach some level ( maybe end the sigle player game) he can log in battles and take control of the monsters leaving the IA apart. This probably make the enemies harder and the game slower for the normal player in the other side. Lets discuss it:

    Advantages:
    -Great end game entetairment
    -Extra way to get rewards
    -Extra challenge for single player game because it becomes multyplayer( you may disable the option of a human taking the think as your enemy)
    -Designers and people from the game itself can mess arround with special events.
    ( note here: to prevent the IA-Player just let the normal-Player win use some reward sistem( at the end he/she is investing time doing that instead of leveling up his own people))


    Disadvantages:
    -The interface dont allow yourself to manage mores than... 4? creatures, so need work on it
    -The game will take longer, but you may put a 10-15 sec limit for the AI-Player and if he dont act in time the AI act normaly, in case the IA-Player dont take one action in 3 o 4 consecutive turns he lose the option to keep on the game.
    -The normal-Player will know he is oposing a human being.


    more sugestions:
    - The skill to do this may be throught a spendable item, thus making the reward from playing this way more desirable and the people wont waste the chance leaving the normal Player win easily.
    - If you face a human the game is harder( the AI-Player may have a kind of ELO), then better rewards


    Hope you like the idea
     
  2. mightymushroom

    mightymushroom Goblin Champion

    Sorry, but I don't like the idea, because the advantages you list are too erratic. Singleplayer mode should stay just that, single player. If you put a second player at the opponent's controls, it becomes something else. It might be possible to develop an alternate multiplayer mode using monsters. But it would be tricky, because the monsters are not made to be played by humans. In any case, it needs to be separate from singleplayer.

    Other things being equal, AIs tend to perform more poorly than humans (some of which is by design, since humans enjoy winning), so the monsters' decks and special play rules, like using one deck for multiple minion monsters, are calibrated to make up the difference. But you have created a situation in which the challenge difficulty is skewed by adding a high level human player to the monsters' side. How could you get back to a fair fight without altering the maps or decks?

    Further, singleplayer adventures are multiple battles that may be played over multiple sessions. How would you handle the "extra" player not being online at the same time(s)? The "single" player is never sure what opponent he or she will face -- and if you are serious about having the AI act if the "extra" player is not moving fast enough, the "single" player faces an uneven experience even after the match is declared human vs. human. Not to mention frustration for the player who has his or her plans hijacked by the server. In my opinion it's just not consistent enough to sound like good fun even with the promise of extra rewards.

    -------
    P.S. I like that you made a suggestion. But I had to restrain myself from calling it the "intruder" player, which should give you an idea of my feelings toward this particular plan.
     
  3. Raising

    Raising Mushroom Warrior

    I undestand that, that is why I think that this intrusion MUST be allowed by the normal player. The Master-Player (change to this instead of AI-Player) have a handicap in time here, so is required a experienced player for it to be smooth. And adding the "i need a usable item to be the bad guy every time" it wont be a spam.

    Also, thinking on this, you can play as the master vs a AI heroes or whatever, yust other crazy idea.

    I'm in the side that once your are in multiplayer, this must be win or lost, there must be a degree of objetives ( even if is only the amount of stars you get) and adding the extra reward it make the game interesting even if you cant win.

    There may be even dungeons to be played only this way, and even a number of player playing for this meta game itself. I think it worth a look, not like a main feature for the game but for a posible expansion

    thanks for your answer Migthy
     
  4. Ystin

    Ystin Orc Soldier

    I don't know how to make this work smoothly, but I do like the idea of being able to play as the enemy. It would be neat to get to look at their decks from another perspective. So even if we can't create something where another person takes up the reigns of the enemy (after all that is Gary's job, and we wouldn't want to put him out(also of course our beloved Tess)) it would be neat to see the option to maybe buy enemy packs from the shop for multi-player.
     
  5. Diamondius

    Diamondius Kobold

    This idea sounds cool to me.. Maybe in some single player scenarios to give a player the reigns of the monster faction. I am sure it wouldn't be THAT difficult to code. But I think it should be only like a rewardless thing to do, else people would just arrange to go in such games and suicide the monsters :D
     
  6. Sir Knight

    Sir Knight Sir-ulean Dragon

    We have spoken about having human Dungeon Masters before (which, I think, is the short version of the above discussion): see here. So Jon and company have been thinking about it since last year, but they haven't made (public) moves toward implementing it.

    However, of course, forum chatter continues about all the components: there're multiplayer hopes, and there're player-made map hopes. The concern is with combining them, for all the reasons discussed (both here and in the threads I linked).
     
  7. Farbs

    Farbs Blue Manchu Staff Member

    We actually started out with human controlled GMs, simply because the AI wasn't working yet. As a result a human GM feature is low hanging fruit, however it's a long way from our critical path. Its likely we'll consider it some time after launch, however we'd probably implement it as a casual multiplayer mode rather than as part of the regular campaign.
     
    Ystin likes this.
  8. Ystin

    Ystin Orc Soldier

    Sounds great to me Mr. Farbs!
     
  9. Diamondius

    Diamondius Kobold

    Go ahead... Extra features never go unappreciated :D
     
  10. Raising

    Raising Mushroom Warrior

    I read this and start thinking. then i go back and read the AI article again
    http://www.cardhunter.com/2012/05/the-ai-in-card-hunter/

    and then I think about the first thought i get when reading that article, no one think on what can the enemy do? on how many card the heros have in theyr hand? if they have spent their move or not? on saving cards for the next round to overactivate the oponent?

    I find so many things to make the compiuter smarter, and the way to implement them, making the enemy able to do fancy things ,like formations, or keeping the optime distance until the last second, decieve or taunt the player or prepare nasty combos.

    Why is the dragon in the videos using his acid firstly? why dont wait until the enemy espend his movement, and since those heroes have weak long range options why dont wait them while shoting acid?

    Sure the way I would like to implement it will take more machine time(but probably can simplify it a lot), that is bad if the server need to handle so many AI controled games.

    what is sugest is adding expert knoledge to the AI algorithm. Is needed a way deeper undestanding of the game mechanims, but lead to monsters doing fancy tactics.



    Also, when you pass, if the enemy dont pass u can keep doing things or just pass forever until the end of the turn?
     
  11. Ystin

    Ystin Orc Soldier

    As I understand if you pass, and the enemy doesn't, the next turn you have the option to make a move or pass.

    As for the stuff about AI, I'm sure that it would be possible to program the level of tactics(especially for our champion Marc at Blue Manchu), but I'm not sure a champion strategist computer player would be so much fun to play against. I know I'm not the best at strategy games, and wouldn't have very much fun getting stomped on left and right by a computer. I feel like in later levels this level of tactics could, and might, be employed, but I feel that if you want to experience high level play you'll find that mostly in the competitive multi-player scene. Marc's job is to find a balance between challenging and fun.
     
  12. Raising

    Raising Mushroom Warrior

    yep, i agree with you, but what a extremly inteligent IA leads to is that to raise the challenge you dont need to raise the power overall of the enemy ( more dmg, more speed, more cards, mor HP..) but making interesting sinergic stuff this way you need to develop new tactics because there will be a huge diference if the enemy have some "teleports other" that can disruot you, but only if the AI can use that card in the tricky way, waiting to the exact moment and even passing to have more then one and then combo with acid or somehting like that.

    the same with the monster that reach 2 cells, they can take advantage from that by dont moving until the enemy move, and then keep that 1 cell of distance, making the need for the player of some cards that allow him to move a hero twice.

    What I dont like of that cell values is that it only consider the map as he was playing alone vs the champions. If you ahave some "archers" why go fight in their area, wait the enemy, that way you have advantage to maneuver faster because you didnt spend movement aproxing.
     

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