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=[TASK]= The Pantheon of Marcus Agrippa
Genava55 replied to wowgetoffyourcellphone's topic in Official tasks
By Augustus, I assume you mean Gaius Octavius the first emperor? Then why asking for a later version of the pantheon when it has been reconstructed by Hadrian ? - Today
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Altaenjo joined the community
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=[TASK]= The Pantheon of Marcus Agrippa
nifa replied to wowgetoffyourcellphone's topic in Official tasks
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As casual player, I have to say that the game doesn't *necessarily* lack anything: visuals are really beautiful and keep improving each release and overall is a solid, reliable game that I like exactly because it stay true to the pure rts formula. Which is rare nowadays. But at the same time, if we are to improve something, I would also agree that the game tend to stale in the lategame part, because of lack of "extra" techs or elements that keeps playing engaging after reaching the final stage. I think Burrito is really onto something when he mentiones "dopamine effect" that comes with feeling of accomplishment. Probably this is an element that can elevate the game feel overall. What AOE did really well, was marking each phase with great visual improvements. You really have a sense of accomplishment after each stage, especially in how buildings looked. Something missing a little in 0ad. But this is all easier said than done: making new skin/buildings for each stage requires a massive effort from art department, extra disc space in the final download and lot of time to develop. However is an element to consider. With units would be the same, but I think even small cues, such as naming a more experienced soldier into "élite" or whatever synonym, could add this sense of improvement, like going from basic Hastati 》 Royal Hastati 》 Élite Hastati or something like that, to mark a difference between each improvement, could add to the experience of progression. Just a simple idea. I used to play a game as kid, Imperium by Haemimont Games. There was also unit experience there and a visual cue was their shield and armours would turn more and more gold the higher up they went. Maybe a simple visual element like that could also work without re-making every single unit? Just another simple idea. All of these are not "necessary" changes, but tweaking on this idea of progression can improve the game experience to the late stage. About battalions. While they may be interesting, I'm not sure is the only way to go. I really like the current concept of "soft battalions" that form naturally if you click a group of units, while keeping each unit singular. Maybe the same concept can be "hardened" with a specific button to merge a group of units into a battalion and eventually disband them. But the reason I'm not completely a fan is because I used to play also another game that combined this with rts: Praetorians. And the whole battalion thing, while being cool to play, it also bored me quite quickly, because it lacked another concept that is "human immersion". Big group of units quickly feel like mere cannon fodder and there's something a little special about starting with few units, or make them survive from an enemy or make them "grow" etc.. is a feeling of classic rts that may be worth keeping, while adding other improvements. I hope I could give some constructive opinions. As I said, is only a perception from a casual player. The game is already fun and cool to play
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You could run the game with -conf=rendererbackend:vulkan
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Amazing screenshots! It’s really inspiring to see how much creativity players put into building beautiful and detailed cities in 0 A.D. The attention to architecture, layout, and overall visual storytelling shows how far the game has come and how much passion the community has. Keep them coming!
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arthroscopysurgerymumbai joined the community
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A Legendary Tournament Is Coming… or at Least a Funny One
Classic-Burger replied to AlexHerbert's topic in General Discussion
Is it just me, or do these people above have bot-like names? -
It sounds ambitious, it would be interesting...it would be less frenetic and more deliberate. Like a less developed Total War. I agree that the game should take the risk of ceasing to be an AoE clone.While still being an RTS. Real Time Tactical. There have never been many games that combine base building and tactical battles. In fact, almost none. Manor Lords...But it's a city building with RTT.
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robertlerry joined the community
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hariieesunza joined the community
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What do you think 0 A.D. lacks?
wowgetoffyourcellphone replied to Deicide4u's topic in General Discussion
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- Yesterday
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The dopamine circuit and progress. Video games emulate life. In life you gain happiness and dopamine from making progress. The brain of the competitor is different from most of people. That's why mobile gaming can be addictive. The feeling of accomplishment. An RTS is a step-by-step progression path. The game has mechanics but there's no sense of progress. There is no PvE at the start of the game. Overcoming nature and the environment is the first part of each game. The promise of these is to be a small and humble village until aspiring to be an empire. If the reward is easy to get, it's not fun. That's why it's important to nerf the economy of 0AD. You need a variety of modes and things that give that feeling of effort and novelty.
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The entire game, in general, also depends on all the pieces of the mechanics. If you don't see the game as a whole, there's a problem. I mean as a whole, a single thing.
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Generally yes. But in this case, there is already an open issue tracking this: https://gitea.wildfiregames.com/0ad/0ad/issues/8328
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I totally agree with that. But when a fight drags on for long enough, you sometimes find yourself in a position where you should have used Traders.
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So true. I see no incentive to utilize them.
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That is more up to the map makers more than the game itself. Maybe some maps should be realistic in how resources are placed, instead of babying the player with all resources right up front.
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The achievement is not given to you by AI, it is given to you by the process, not by your opponent.
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You start slowly, with only trees; you can't see the stone and the gold. The situation with berries and animals is different on different maps. While you start with CS and a scout unit in 0AD.
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Another minor issue with the AppImage is that when you try to connect to a local game and it doesn't work, the game doesn't exit the Connecting to a game window. You can always click 'Cancel' and try again. Should I create an issue for that on Gitea? Is that description enough?
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You haven't understood me. The features greatly dilute the purpose; for example, destroying buildings isn't difficult, defending is much harder in this game. They include features but don't include technologies to make The difficulty curve did not progress any slower. It means you don't feel progress because you're already given many unlockable options, so there's no sense of progress or anything like that. The best way to understand how dopamine works is through real-life achievements, such as passing exams and eventually completing a course or class, subject. Compare the steps you take to achieve a good civilization in AoE II. You start almost blind without seeing the environment, meanwhile in 0AD you start with all the resources around the civic center similar to StarCraft but with Citizen soldiers. Your villagers have almost no LoS in AoE2 and exploration is difficult. Details like that.
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Thanks for the replies. If still necessary after what will be written below, please let me know what info you need exactly. Paru from repository (version a27.1-5.1, by the way), it says in the link that "Most data created during the game (such as replays, screenshots, and savegames) is stored in ~/.local/share/0ad/", however there are simply 3 empty folders there currently, namely mods, saves and screenshots, no idea where the executable file should be placed. KDE Plasma version 6.5.3, sdl, if this is what is asked for: And no, no multiple monitors. This seems to about describe it, and I am on Wayland, so I need to change Rendered backend from OpenGL to Vulkan? Silly as may be, how would I do that? Do I still need X11, because if so, I think I need to install it additionally? Thanks.
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Building capture is actually one of the best features, I kinda miss the days when I had to force my army to raze buildings rather than capture them... Yeah, trade is almost useless, and healing is simply to weak and slow to have any affect on gameplay or tactics. The AI shouldn't be harder, but there should be more AI to choose from. Petra should be the starting point, then there should be harder ones, like TrojanBot and AlexanderBot (who would be the most offensive). At the moment, there are just some difficulty settings for the bot, and then three tactical choices for it: Offensive, Defensive, and Balanced. There should be more, like Harrasing (launch tiny raids on your workers), Ambush (hide troops in forests and choke points that ambush you as you walk by), Horde (train armies of weaker soldiers and swarm you), and Turtle (build almost exclusively walls and towers until VERY late game, when it attacks).
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On the contrary, I would say that 0 A.D. has too many features. Building capture being the prime suspect. While some features, like trade and healing, are under-utilized. This stems from the core gameplay loop being a unit spamfest in the first 8-10 minutes of each match. And it's almost always the same two types of units. Not sure about the difficulty, the current AI is very weak once you get the mechanics right.
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That would be an interesting idea. However, it doesn't really make since that the farmer just being near a building should repair it, since he is just standing there. However, what if idle workers (defined that way because their last order was to build, gather, or repair) automagically would start repairing buildings?
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The game has very few features, so you don't feel any progression. The lack of progress seems to be linked to having only three phases and very few technologies; the early game is snowballing. The game needs more hardware capping with its progression. Progress is felt exponentially. The brain has more ephemeral dopamine rewards. Playing a game becomes routine due to the scarcity of new things to do or the difficulty of achieving a goal to win.
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Looks to be https://gitlab.archlinux.org/archlinux/packaging/packages/0ad/-/issues/3
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