[HN Gopher] Luck in Wesnoth: Rationale (2008)
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       Luck in Wesnoth: Rationale (2008)
        
       Author : tosh
       Score  : 36 points
       Date   : 2021-09-11 16:54 UTC (3 days ago)
        
 (HTM) web link (forums.wesnoth.org)
 (TXT) w3m dump (forums.wesnoth.org)
        
       | rpmisms wrote:
       | I adore this game, big nostalgia trip for me, and the luck system
       | is what makes it great. Really feels like a D&D campaign.
        
       | pugworthy wrote:
       | People do seem to detest the concept of random number generators
       | in games. They feel like the "luck" is completely out of their
       | control.
       | 
       | Yet if you give a player a set of dice to give them perceived
       | control over the random number generator, they are much more
       | happy.
       | 
       | Dungeons and Dragons and other dice-based RPGs are a great
       | example. If they roll a 20, they are overjoyed with the results
       | and feel incredibly lucky. If they roll a 1 they are sad or mad,
       | but chalk it up to bad luck.
       | 
       | But if it's a random number generator that they have no control
       | over, they feel it's "random" and there is no luck. And they
       | blame the random number generator for bad results. Even if it's
       | just the same as using dice, without the physical interaction.
       | 
       | I've always thought that even if you just let the player click a
       | button to activate the random number generator, you give them a
       | sense of control. Perhaps you let them hold the button down for a
       | while just like how players rattle the dice for longer hoping for
       | "luck" in the results.
        
       | reidjs wrote:
       | I love analyzing game mechanics. I haven't played Wesnoth, but
       | other games that handle luck well are Darkest Dungeon and Faster
       | Than Light. The article makes a good point about how a lot of the
       | challenge is in distinguishing bad luck + good strategy vs normal
       | luck + bad strategy
        
         | haolez wrote:
         | Yeah, I feel that. Some weeks ago, I was playing Battle
         | Brothers and I lost a game because I failed three 80% checks in
         | a row. It was incredible bad luck, but the decision to "all in"
         | in these three checks was mine. Maybe I could've found a
         | strategy that wouldn't ruin me in case a check fails,
         | regardless of how high its probability is.
        
       | bee_rider wrote:
       | I've played this game a bunch, mostly in the player-vs-computer
       | mode. Maybe removing luck would work for player-vs-player mode,
       | but against the computer it would just reduce the game to feeling
       | like a puzzle. Planning contingencies and managing risk is the
       | main skill the game tests, and what gives it the 'battle game'
       | feeling.
       | 
       | There's an observation to be made in these game -- people
       | wouldn't complain about the dice, if their plans didn't fall
       | apart when they missed a roll. The problem is in the fragility of
       | the plans.
        
         | dragontamer wrote:
         | Wesnoth has a scaling problem for its difficulty curve in
         | general.
         | 
         | Because level 2 (and lvl3, lvl4) units are so much better than
         | base units (especially since they only cost 20 gold to pull
         | out...), you often times end up in a situation where the
         | developers had either more units than you, or fewer units than
         | you, at particular points of a campaign.
         | 
         | For long campaigns with like 20 levels, it leads to innate
         | imbalances. If you managed to keep your units alive and coming
         | back in all levels, you'll have a much easier job at the end
         | than another player who lost a unit once or twice.
         | 
         | -----------
         | 
         | The fact of the matter is: an Orc Warrior with 50% night attack
         | bonus with 10 damage per swing x 3 can one-shot your tier1, and
         | even tier2 units.
         | 
         | Your typical land routes have 40% evade, meaning there's a 21%
         | chance that the Orc Warrior hits with all attacks and deals 45
         | damage, more than enough to kill any tier 1, and most tier2
         | units. And you have nothing you can do about it.
         | 
         | Even if you mitigated this issue to the max: say with an Elvish
         | Sorceress in a Treeline (70% evade), there's still a 2.7%
         | chance she dies. There's no higher evade than 70% in the game,
         | and Sorceresses / Archers (with 70% evade) have rather low HP
         | to boot.
         | 
         | So you're ultimately relying upon luck to survive the night-
         | attacks by Orcs.
         | 
         | Losing that Elvish Captain or Sorceress early in the campaign
         | very well could lead into cascading failures, an inability to
         | complete say the 9th chapter (when things get difficult).
         | 
         | --------
         | 
         | Sure, there's a day/night cycle. But campaigns inevitably lead
         | to night-only scenarios (ex: caves) where you have to just deal
         | with Orc Warriors and their 20% chance to literally one-shot
         | any unit of yours, with no way to reasonably beat back the
         | night-bonus. (No forests exist inside of caves, so you have no
         | opportunity to reach 70% evasion).
         | 
         | ------
         | 
         | Orc Warriors are among the more "fair" units as well. I recall
         | maps with "lancers", who are daytime units and level 2, but
         | with 12x3 attack. Except... lancers deal double-damage to all
         | units (and all units deal double damage to lancers).
         | 
         | So really, lancers are 24x3 on the charge, before the daytime
         | "sun" bonus kicks that up to crazy numbers. With a crazy 10
         | movement, you can't even outrun these guys or hope to fight
         | them at the night time. They have the highest movement in the
         | game.
         | 
         | As such, your only plan is to send units in, and hope that they
         | miss. If lancers get lucky, your units die and I guess you just
         | restart the level. There's no strategy to it: your units have 6
         | movement, and lancers have 10. You just gotta run in there and
         | hope for the best.
         | 
         | ----------
         | 
         | Strangely enough: I think luck in the PvP world is a bit more
         | fair. I'm well accustomed to games of chance (Pokemon,
         | Backgammon, Poker) in the competitive world. Furthermore: the
         | PvP world in Wesnoth is mainly played with tier1 units (so no
         | "luck factor" in determining if your tier2 units survive:
         | because you simply don't have any tier2 units in battle). The
         | games end up more fair. Maybe the enemy gets lucky and kills my
         | tier1 elf fighter due to luck. Oh well, it was only 14 gold,
         | and I can build another.
         | 
         | The campaign is where stupid lancers feel like you're just
         | playing vs a slot machine however. A line of enemy lancers just
         | isn't fun to go up against. There's no strategy involved in
         | fighting vs it (and it also would never come up in a PvP
         | setting, since Knights are often times a superior unit over
         | lancers and are the preferred promotion path)
        
           | bee_rider wrote:
           | The Orc infantry line has big attacks and pays for it with
           | high damage variance (and also a total lack of ranged attacks
           | until T3, which can leave them quite vulnerable). The
           | solution is to avoid fighting them full powered at night with
           | your valuable units -- sacrifice some T1 units if you have
           | to, hit the orc with a bunch of archers, slow them with a
           | Shaman to reduce their damage.
           | 
           | Caves are particular challenges, and of course there's a map
           | editor so somebody can just design a really poorly balanced
           | campaign. But the Wose fairs not too bad in a cave because,
           | well, they weren't really planning on evading anyway.
           | 
           | E: Regarding this lancer issue -- sounds like a bad map, but
           | even the biggest attack can only kill one unit per turn. Set
           | your T1's up to block your good units. Then, get revenge on
           | your turn. Plus, as a bonus, Charge works both ways -- some
           | of your T1's might get some big hits in or even some kills.
        
             | dragontamer wrote:
             | Orc Warriors aren't even the highest variance in the game
             | though! That's just... typical Wesnoth. Really, Orc
             | Warriors don't have much more variance than Elvish Heroes.
             | 
             | When we start talking Horsemen, Lancers, Thunderguards,
             | Ulfserkers, Griffons, Wraiths... these are the real "high
             | variance" units of Wesnoth. (Wraiths have self-healing on
             | their hits. So its very "sharp" when they hit. If they "get
             | lucky", a Wraith may be at full health after killing 3
             | units, because they self-healed). EDIT: Oh yeah, and Trolls
             | too have way more variance.
             | 
             | That's the thing: the default level of variance in Wesnoth
             | is really damn high. Far more variance in this game than
             | pretty much everything else I've ever played. And when we
             | get into the lol "variance as a strategy units" (aka:
             | lancers/wraiths), its pretty much like playing against a
             | slot machine.
             | 
             | > The solution is to avoid fighting them full powered at
             | night with your valuable units -- sacrifice some T1 units
             | if you have to, hit the orc with a bunch of archers, slow
             | them with a Shaman to reduce their damage.
             | 
             | 2x attacks from the Shaman is pretty low accuracy. Assuming
             | your typical 40% evade chance, there's a 16% chance that
             | your shaman misses both slow-attacks. If the Orc is
             | standing on its advantaged hill or mountain terrain, you're
             | basically screwed (slow probably will miss more often than
             | hit).
             | 
             | No T1 unit has a chance of killing an Orc Warrior. None at
             | all. Slow is probably your best bet (-50% damage), but its
             | really not that reliable of a strategy.
        
               | bee_rider wrote:
               | Well, it is possible that this just isn't the game for
               | you.
               | 
               | I don't really think it is an issue that there aren't any
               | T1 units that can easily beat this T2 one. Depending on
               | where in the campaign you are, a T2 unit might be a set-
               | piece encounter that you have to spend multiple turns
               | wearing down. Of course the map designer can do a bad job
               | and throw too much at you, but that's the cost of having
               | mostly community designed maps I guess.
        
               | dragontamer wrote:
               | I enjoy the game.
               | 
               | But I also think that reducing the variance significantly
               | would help the game severely. I fully disagree with the
               | forum post here.
               | 
               | There's room for luck in strategy games. But I'm not sure
               | if some units (see the Lancer) have a role in this game
               | aside from forcing the player to hit the "restart from
               | last save" button over and over. When the luck-engine is
               | unavoidable (due to high movement), you simply can't
               | "plan" around it. Your best plan is the restart from save
               | button if you get unlucky.
               | 
               | A good game shouldn't have situations like that, where
               | the best strategy is just hoping for the best and rolling
               | with the luck.
        
               | bee_rider wrote:
               | I haven't encountered too many Lancers lately, although I
               | guess it could just be a campaign design issue. I've
               | mostly been playing the World Conquest map lately, maybe
               | they just avoid them because of this. It is a difficult
               | campaign -- I haven't managed to beat it yet -- but I
               | dunno. I enjoy rogue-likes and rolling with the punches,
               | so if a run gets impacted by RNG it doesn't really bug me
               | too much.
        
             | dragontamer wrote:
             | > E: Regarding this lancer issue -- sounds like a bad map,
             | but even the biggest attack can only kill one unit per
             | turn. Set your T1's up to block your good units. Then, get
             | revenge on your turn. Plus, as a bonus, Charge works both
             | ways -- some of your T1's might get some big hits in or
             | even some kills.
             | 
             | No. One unit can kill one unit per turn.
             | 
             | One good lancer charge means my Elvish Champion (Tier3
             | highest HP infantry for the Elves) is dead, and the
             | backline is now exposed. That is a cascading failure where
             | my line is fully eaten up and I lose. When I place a unit
             | in 60% evasion with 70+ HP (very high in Wesnoth), I'm
             | doing so because I need the line to hold in that location.
             | 
             | What's the chance that the lancer is in range? Well, 100%.
             | Lancers have the highest movement in the game.
             | 
             | Champions highest evasion is 60% in the forests. Cool, I
             | put him there. Well, woops. The lancer hit three times (6%
             | chance of happening). Champion is dead. That's not even
             | that low of a chance.
        
           | avereveard wrote:
           | orc warriors are t2 and won't oneshot ever it's own t2
           | equivalent elvish hero, sure, line infantry will kill lot of
           | t1 specialists, but that's expected: wesnoth has a lot of
           | attrition by design, as it's a necessity, because just piling
           | units leads to long, boring turns
           | 
           | anyway, elves have piles of slow, which is the natural
           | counter to high damage low attack units.
        
             | dragontamer wrote:
             | Elvish Hero is the highest HP Tier2 unit of the elves.
             | 
             | If you go down the list: Orc Warrior has a high chance of
             | killing Elvish Marksman, Elvish Ranger, Elvish Sorceress,
             | and other incredibly valuable units. And remember: this is
             | a hex-grid system. That means every unit in a line will
             | fight against 2-units per opponent's turn.
             | 
             | The Orc Warrior by itself already has a high chance (~20%
             | chance) of killing T2 units under typical circumstances
             | (equal flat terrain at night: advantage to Orcs for sure
             | but its not that uncommon a situation). If you're dealing
             | with two of them, that's pretty much GGs. You're basically
             | hoping for misses.
             | 
             | And that's optimal placement: you can't get any "better"
             | than 2-units fighting vs your frontline units. With bad
             | positioning, you might have 3-enemies or 4-enemies fight a
             | unit (especially if those enemies have Zone-of-Control
             | immunity, like Fencers)
        
           | thriftwy wrote:
           | In the campaign you are expected to maintain a conveyour of
           | promotion where you will hire some t1s, move t1s to t2s and
           | t2s to t3s in every scenario but the last.
           | 
           | Playing with a select few of t2+t3 units is fragile and not
           | very economical since they're expensive in upkeep. Sure you
           | can recall their lot but then you run out of money quickly.
        
             | dragontamer wrote:
             | Loyal units are aplenty and don't have any upkeep costs.
             | 
             | The main campaign absolutely encourages you to abuse your
             | loyal units and promote them to tier3 or tier4. Losing a
             | loyal unit is devastating however, because you pretty much
             | only get one of each type ever (except the mermen: IIRC you
             | get like 6 loyal mermen in the default campaign).
        
               | thriftwy wrote:
               | I remember playing Northern Rebirth just yet, I think I
               | had a few loyal dwarves but that's all. Of course you
               | also have a core band of units which come up in every
               | scenario. They are often irreplenishable, such as there's
               | being only one wizard in the whole campaign.
               | 
               | You need to be extra careful to keep loyal/special units
               | from harm, and for the most important ones it's an
               | explicit scenario requirement. And that means regular
               | career units doing the heavy lifting.
        
               | dragontamer wrote:
               | Loyal units need experience too.
               | 
               | Experience is only offered upon killing units, or in
               | battles. Either way, it means moving a Loyal unit to the
               | frontlines to "feed" them experience.
               | 
               | The risk is inevitable. If the loyal unit misses, and you
               | have a bad turn (Ex: Elf Shaman missed the slow attempt),
               | then you just hope the AI also has a bad turn on the
               | counter-attack. If anything, you need to do this earlier
               | rather than later (so that your Loyal units reach Tier3
               | or Tier4 at a faster rate, so you really take advantage
               | of the Loyalty bonus).
               | 
               | Your slow will eventually miss. Wraiths and other undead
               | will "luckily" self-heal themselves to max HP. Orc
               | Warriors (A common Tier2 Orc) will "luckily" one-shot
               | your (lower-HP) Tier2 units, and royally mess up your
               | line. Your opponent will get breakthroughs as a result,
               | and your loyal units will die. Even if you optimized your
               | unit placement on the highest evasion tiles (70%), with
               | the highest HP values with the maximum support across the
               | line (ie: positioned in such a way that only 2 units can
               | ever attack one unit), these events will happen.
               | 
               | Whether you choose to restart-from-last-save at this
               | point is up to you, but the next chapter will only be
               | more difficult.
               | 
               | Luck is part of Wesnoth. Period. I can complain about it,
               | but the devs have made it clear that this is exactly how
               | they want the game to be.
        
         | setr wrote:
         | Personally I prefer fudged dice (I forget the proper term)
         | where expected damage is maintained, but low rolls and high
         | rolls are dampened on repeats, to avoid low-chance sequences of
         | misses/crits.
         | 
         | In fact, I'd go further to say it's fundamentally correct --
         | repeat bad/great swings of the sword is too rare to really
         | account for, has no real basis in "reality" and is purely an
         | artifact of the simplified simulation. Their occurrence adds no
         | value to the strategy, by either arbitrarily trivializing or
         | exploding risk as to be untenable.
         | 
         | It's removal also eliminates the majority of the "unfairness"
         | of the dice -- 80% feels like 80%.
        
           | bee_rider wrote:
           | I think this is fine if you don't show an '80%' there. If you
           | show it, it skews the player's perception of what 80% means.
           | 80% is a 1-in-5 chance of failure. 80% chance of success
           | should mean "I should have a solid backup plan here."
        
             | setr wrote:
             | The problem is accounting for the 1-25, 1-125, 1-625
             | possibilities that are still legal, but you can't
             | meaningfully do anything about (and a 1-625 crit sequence
             | trivializes any boss fight, and a 1-625 miss sequence makes
             | a trivial enemy impossibly powerful). It really amounts to
             | a 1-625 chance that combat just breaks down altogether.
             | 
             | Another alternative is you have so many rolls individual
             | rolls don't matter (e.g. mass combat), or you have such
             | cheap restarts / difficulty that a 1-625 game breakage
             | doesn't matter (ADnD, roguelikes).
             | 
             | Tail risk is probably a the least interesting type of risk,
             | unless the game is specifically designed for it (it runs
             | long enough that encountering a tail risk is an expected
             | proposition)
        
           | dragontamer wrote:
           | Fire Emblem feels "less random" because it is.
           | 
           | Most FE games roll two dice and average them together. Ex:
           | its not a single-dice roll of 0 to 100%. So when it says 60%
           | chance to hit in FE, they roll two dice and average it.
           | 
           | A 60% chance to hit (displayed) is instead 68% true-hit.
           | 
           | A 80% chance to hit (displayed) is instead 92% true-hit.
        
             | blacktriangle wrote:
             | Also why DnD has different weps that roll 1d20 vs 2d10, 2d6
             | vs 3d4 etc. Some things are designed to be swingier with
             | more crits but more critical failures, where others are
             | designed for consistancy.
        
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