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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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Almas said:
Could we view this as something close to the custodian initiative?
This is the continuation of our continuous patches in 1.11.0 -> 1.11.13 that we did over the life span of the Barbarossa patch.

Almas said:
Are you satisfied with how the naval rebalance worked out?
It's too early for a complete review of the effects it's had on the wider game community, however I am happy with many of the individual changes made and the direction this had moved play so far. This is not to say this is the end of tweaks to the system or balance that will continue as we move closer and closer incrementally and deliberately to a desired point. Additionally, the new tools created for 1.12.0 allow for some better control over previous versions of the naval component of the game.

Locutus2 said:
When can we expect carrier naval bombers to make actual use of their torpedo's?
very soon

Razgriz13 said:
About tech organization: Is the team satisfied with how trees are displaced now?

Although I think naval improved, a few techs still could be combined (I'm looking at you FCS and Engines) or reorganized

Also, in general, the weight system looks like FAR better than what it was implemented on tanks. Is there any chance of adding (or allowing it to be modded) into tank designers?
Is it currently planned no. Is it something that could theoretically happen yes, but so are many other competing ideas for this and many other things.

Com said:
Is the air advisor bug being looked at?

air superiority advisor is useless

just in case yall havent heard, the air superiority advisor (+3% agility) does not actually give stats to fighters on air superiority missions. dont waste your pp on him. to prove it, i gave uk the air superiority advisor. i gave both uk and...
forum.paradoxplaza.com
forum.paradoxplaza.com
Yes

leviathan_13 said:
As I said in another thread about peace conferences, I personally wish to be able to give lands to nations created/puppeted/released during the peace conference (currently you can only give land to countries that existed before the peace conference). This is how it worked before and since you can give lands to other nations, I don't see why you shouldn't be able to do the same for newly created nations. Not being able to this fundamentally prevent us from "painting the map" as we like.

As I've commented elsewhere, this is extremely unlikely to happen in the forseeable future. On the other hand, I would like to look at some way of handing out territory diplomatically as a partial solution. This likely won't be a short-term fix, but it is more feasible than changing the conference logic at this point.
 
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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.
Mmm, hmm, at least the ones that i've experienced so far has been reported there. Like Petain's missing starting position for France that would affect non-LaR games.

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.
Applauses for many bugs that has been fixed so far, but we remain hopeful that y'all are working hard to fix the rest ones, whether it's a major or a minor bug, especially the post-Collie ones and regarding formable nations ones.

Cheers!
 
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I don't have anything important to say other than thank you to the team!

HOI4 is my favorite game, and I've been loving the Italy tree and plane designer so much.

I'm also reading about Italian history from the period. Each time I pick a new advisor or see a historic reference in the focus tree, I Google them to learn a bit more, haha. The game inspires me to keep learning.

Anyways, please continue the great work! ♥️
 
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I've been really happy with the responsiveness and the patch rollouts, I think you guys are doing a great job. A lot of the stuff I see are things not working as players think they should in a WW2 context, but I think taking your time to let the community work through it rather than rush to "fix" it is the better approach. I mean, no one is forcing you to build a 2 engine light fighter! Kudos!
 
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I have been enjoying the dlc, however i do have some issues or at the very least concerns i want to share with you.

The amount of times i was surprised by the "Mussolini deposed" event when playing as italy, because you dont have any indicator of where the balance of power scale is at when you are doing things like microing troops or assining airwings, its easy to forget it exists and be surprised when mussolini gets deposed or the italian civil war starts.
Because the balance of power is not easily visible like stability or war support its easy to be surprised by the fact that the council of facism is in power. Maybe add a value next to stability or maybe a warning like when you have mils that are not assigned that tells you that the balance of power is changing, there should be a quicker way to check where the balance of power is at at a glance.

Another problem i have is that it feels to easy to get the italian civil war even if you are winning the war, once i had formed rome, controlled all of france, england, iberia, the coast of the med, but because the soviets occupied two states in turkey i my entire country went into a civil war.
Maybe make it so forming rome or greater italy makes it harder for the civil war to fire, or make it so you can only have the civil war if you have already lost every territory outside of the italian peninsula.

On another note, are there any plans to add mechanics such as the soviet propaganda posters and the balance of power to other majors? the balance of power seems to be perfect for the japanese army vs navy rivalry, and that is just one example.

edit: also when you form rome mussolini doesnt have that roman hat on his head (sorry dont remember the name of the hat)
 
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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.
 
Thank you very much for the open communication.

I fully agree that much of the frustration is most likely based on a simple lack of understanding of new systems. I've thought about this prior to this post a lot and what I noticed was the lack of in-depth tooltips for new mechanics. For example, if you hover over 'combat width' in the division stats, that's kind of what I expect the base line of information depth to be: an explanation of the mechanic and even an example, if possible.

Now apply that way of understanding the game to the Balance of Power. It's not possible to figure out when and why a civil war in Italy might trigger and what the causes are. The few tooltips that are there only display stats, but don't offer an explanation. Just an observation, hope it helps.
 
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My understanding is that in the first 5 or so turns, countries can still gain points. If that’s the case, would it be possible to set a defines to alter that number so mods can change it?
 
Please Paradox fix Hungary. How is it possible that Switzerland get all territories she wants with the focus and even if at war with some nation, while Hungary rarely get Austria and almost never Czechoslovakia, putting the player in the situation of a restart? About Switzerland, happened to me yesterday, I was at war with Germany, Repubblica Sociale Italiana agreed on giving all north to me, and these were territories she lost to Regno del Sud (while France agreed on territory concession but never actually delivered them and that was an Ironman achievement run completely screwed up). Please @Arheo #Makehungaryfunagain and fix Switzerland bugs :) thanks and thanks for all the bud fixes and work already done.
 
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Please address the balance of power mechanic for booting El Duce. There are so many insane situations where you take so much, but lose africa and get booted.
 
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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.

Could we view this as something close to the custodian initiative?
 
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Could we view this as something close to the custodian initiative?
Oh yeah, this also. Can't wait for the announcement
This is the continuation of our continuous patches in 1.11.0 -> 1.11.13 that we did over the life span of the Barbarossa patch.
Well, i mean, actually creating them to update the old contents so that this would not burden the current team who are working on the new contents?

I'm appreciate all those patches, ofc, but it's clear that we only have so many devs who are working hard for us all to fix the old and new bugs, including you.
 
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