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      The latest. What is happening with 0 A.D. Stay tuned...

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      Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.

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  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

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    2. Gameplay Discussion

      Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.

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    3. Game Development & Technical Discussion

      A forum for technical discussion about the development of 0 A.D. Feel free to ask questions of the developers and among yourselves.

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    4. Art Development

      Open development for the game's art. Submissions, comments, and suggestions now open.

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    5. Game Modification

      Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.

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    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

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  • Topics

  • Posts

    • @Thalatta I’m not dismissing the negative experience that some players may have. What I’m saying is that it’s very difficult to establish that this negative experience is representative of every(or considerable amount) new player’s experience. I agree that the AI needs to be improved. Ideally, it shouldn’t rush under certain configurations. That’s something we all know is pending and difficult to implement. But that’s very different from wanting to modify the game’s pacing in its default state. I haven’t seen this kind of engagement approach in other RTS games. What I have seen are in-game tutorials, ranging from basic mechanics to complex build orders, along with campaigns and achievement systems, challenges. Establishing a slower pacing as the “normal” baseline would be a substantially disruptive change, and accepting it would require very solid evidence. Not just a handful of reports you might find on Reddit or that show up here from time to time in the forum. Furthermore, you will always have dissatisfied players. You can keep searching and maybe find 100 or 200 reports online about this issue. But is that sample representative? That’s roughly the same number of players who play multiplayer every day. The same group you’ve described as a minority (and I agree that’s likely the case). So those 100 or 200 reports should also be considered a minority, shouldn’t they? So, one thing is making the AI easier, and another is changing the game’s pacing. I think changing the AI’s default difficulty from Normal to Very Easy Defensive would be a positive change in this regard. Even so, without a basic guide to the game’s military and economic mechanics, it’s very likely that a new player will lose their first few attempts, for the simple reason that they don’t understand how the game works. I’ve seen many newbies build 50 farms with 100 civilians (people clearly coming from AoE). You have to give new players the tools to understand how to play. And if many of us recommend that people read some guides, it’s simply because the game doesn’t provide that kind of (good) how-to in-game. You should also care about those who are having a positive experience, they’re proof that something is being done right.   I think you’re drawing conclusions far too quickly for how little time you’ve been here. Have you seen the developers play? Do you know them? There are all kinds of contributors: some play very well, others are complete noobs, and some, I think, don’t even play at all. I hope that over time you’ll come across other perspectives and have experiences that will lead you to see this differently. Casual players don’t necessary need the game to be slower; they need in-game tutorials and campaigns, they need guidance. It’s not about “making it easier so they stick around.” It’s about teaching them how to play, giving them content, storytelling, and engagement. And this is missing, not because of some “experienced-player corporatism,” but because there isn’t enough manpower to tackle tasks of that complexity and scope. There’s no need to break what already works; what’s needed is to improve what works and build what’s missing.   Changing the game’s default speed to 0.8x is not a cosmetic change at all. It’s a significant design decision.   Alright. I think it’s a good idea, and I’ll open the PR as soon as I have some free time. Basic PRs like this tend to be resolved fairly quickly, whether accepted or rejected. Btw, I don’t think you’re trying to impose your ideas. I just meant that some of them are based on assumptions without solid support.
    • My takes on TEAM BONUSES    https://www.youtube.com/watch?v=zbTjnx3sNX0
    • In Normal 0 A.D., same, after a couple of lost matches I realised one had to hurry, and since then Very Hard wasn't a problem. When the AI was improved recently, again I lost a couple of matches, and realised I had to play even better, so the following few matches I've won on Very Hard (set always on Aggressive). But it seems some people just can’t do this as easily as we can (I just hold back because I don’t like to confront a game like I’m on cocaine, I just step up as it's necessary). Regarding SC2, I went straight to Brutal, and yes, a couple of Protoss scenarios took me the whole day, but I knew what I was going against, and this is kind of my point, it’s all about expectations, and not only 0 A.D. Normal is not normal (I don’t think one should read a guide and watch some videos for it, and, yet again, there’s a warning in the game itself), but apparently on Very Easy people are getting rushed. This should not happen, there’s a clear gap between that level and Sandbox, and not because the AI is smart, but because it makes rushes, and this is the core of the problem with the easy levels, which might be trivial for you and I, and for many others, but I don’t want to lose sight of those who have some RTS experience and have their expectations on what those difficulty levels should actually mean. Most of the rest of your answer is just dismissing their experience, do negative responses cancel their opinions? Do positive reviews brush off those who are frustrated? Is it not fast-paced for some, even when for others that’s a conditional thing? I don’t care about those who have a positive experience, good for them, that’s a non-issue, I worry about those who seem to be left behind. I got those links in 5 minutes, I could keep going and you know it, so let’s not waste time on ignoring an issue that’s there.   I don’t necessarily say it is deliberate, it could well be accidental, which could be because this is a game made mostly by gamers that like the genre so much (this is, being quite experienced in it) that are willing to volunteer to code to make it. There’s a lot of knowledge about gameplay and balance, but this, seems to me, has shifted game too much to their preferences. I feel a “corporate” game tries to take more into account casuals and total beginners, because selling it really matters for them. So, I think there’s tension between what experienced RTS players want, and growing the game, for which I think is vital to consider what casuals and total beginners can actually do without delving into guides and videos, which, unsurprisingly, they are not going to do, they just want to play a game as they have played others. My proposal is just a cosmetic thing, how the game is presented out of the box, given that I think there’s plenty of evidence many are getting frustrated (which, again, doesn’t contradict that many are not, as I know is the case). The 0.8x speed idea is also mostly cosmetic, so I’m not sure why it would be so terrible (and with upgradeable Achievements one would be motivating people to play with Competitive Presets, which is the concept that wraps up everything), although I wonder if it would make infantry and cavalry speed difference more relevant (particularly if cavalry is made a bit faster, but these are unrelated gameplay discussions). For all I care, batch training could be made more advantageous, and there could be techs improving this even more, to replenish late armies faster, my worry is what happens in the early game (early for newbies! that's not 5 mins, that could be at least 20 mins), particularly on the easier difficulty levels. I never coded in JavaScript, but have done it in many other languages. As I mentioned somewhere else, I don’t like to do PRs, at least for now, because I don’t like to overload what’s already there, and, contrary to what you might think, I don’t want to try to impose my ideas, but to discuss first and see if there’s agreement on if there’s some merit to them.
    • For germans, I was wondering if we could explore the inverse of what the game used to do with with the "hellenes" faction. That is choosing a civ being Cimbri and others and phase 1 is specific with maybe some bonii techs and phase2 and 3 (and 4 for de) are common for civs that eventually unified.
    • @Frederick_1 Thanks for sharing these replays! I’ve uploaded them to the Replay Pallas. The other tournament replays I was able to recover are MacWolf vs 20R_Seb, and those are uploaded as well.
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