Mr.Miyagi
kiwifarms.net
- Joined
- Jul 5, 2022
Royal Court is the king of the "pointless choices" spam, especially because they decided you'd have to sit there and go through petitioners all in a row rather than simply spread them out organically over time. But Tours and Tournaments is something I hate even more due to how they handle that shit, like you say. If I click the "host feast" button, why do I need an event telling me I'm doing it? Why do I get an event when I start traveling and stop traveling, when I can see for myself that I'm doing it? Tournaments are the absolute fucking worst, because they hijack your screen and replace it with the tournament view, but at least you can click out, right? Except when a contest ends, and then you're stuck watching a goddamn "cutscene" of a png being zoomed out! Try to click out of that and take care of something, and then when you click back in, you get to watch it all over again. Good luck organizing your troops for a sudden war declaration while you're stuck sitting there being told about how King Asshole beat King Shithead in a poetry contest. And you have to watch it every single time.This made me have an epiphany for why I find CK3 so frustrating to "play".
Most of Paradox's series consist of having a goal, and then sitting through speed 5 to get to the next task to accomplish that goal, pausing to review, then going back to speed 5.
CK3 you attempt to do that and encounter 50 meaningless A) B) C) D) choices, usually giving -10 gold, +50 stress, -50 opinion, +250 piety. That's fine in isolation, but not when it turns a 5 second wait into several minutes. Especially when a lot of the time it's a chain event, like feasts or hunting. Just cut to the chase and give me all the bonuses or negatives, don't draw it out into a million pop ups the pause the game and then have zero pop ups for important diplomatic events, like calls to war.
It sucks, because both DLCs are interesting conceptually, but the development team behind CK3 obviously has no idea how to do mechanical work or create interesting systems that aren't underpinned by just tossing 60 events at the player. Hence things like recycling the Struggle mechanic, rather than making something new. That's what makes the Tours part of T&T so funny: you're sitting there trying to design a route and hire guards just so you don't get events!