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  3. I'd like to applaud @real_tabasco_sauce for the moderation of this opinion, and endorse it as my own view. Ultimately the non-random systems seems like it will have better implications for gameplay. However its balance implications are so convoluted and far reaching that trying to implement it all at once into a larger incremental-rebalance mod is just going to scramble all the other balance goals. However, this idea of having an adjustable number or proportion of arrows, per actor, be non-random sounds very promising to me. I think it should be discussed further. I imagine the implementation would be tunable on a per-unit-class basis through unit templates. That might be your solution to the balance problems. You could walk the proportion up for each building, just until it starts to cause problems, and then wait until a compensatory adjustment can be found before going further, without ever breaking the overall balance (if it were done very cleverly). This would eventually let you transition entirely to non-random if you wanted, or find a happy middle where the gameplay objectives of non-random are achieved, but some random aiming is still present with its own beneficial effects on balance and presentation.
  4. Today
  5. first, units select palpable targets from the preferred class enemy units within range, then minimum distance is used for the final choice.
  6. It is not just a matter of realisme but effectiveness as well . As a player who play every week for a while now with a mosty havely agressive oriented playstyle i noticed that the arrows focus targeting of defensive buildings is not that effective against all kinds of rush , on papers they should be better against rush because of number of arrows and 1 unit target only but in reality it is worse for obvious reasons like arrows are in stream per 4 seconds which can be dodged easier than before with cavalry and that the max number of arrows is actually like 40% less . Beacsue of that a decent army of melée can actually sit under cc for minutes , same thing for towers and forts . i understand the reason for it to be a stream not all at a time arrows + the less max number of arrows is to avoid arrows miss all at once and avoid over kill so for that i think the best way would be to keep it random targeting as it used to before with possibilty of manually targeting 1 units when player wishes with also augmenting the number of maximum arrows and lowering to stream time to a number to be figured and tested .
  7. I'm not sure but IIRC units have preferences with regards to their target e.g. the Elephant class.
  8. thx for the breach .. nah, you are just all a bunch of haters -> It just confirms you are resentful to my charisma
  9. Also valid as a gameplay argument. I'd like my fortress to damage multiple units at a time and I even find it strange some people don't want that. That may be possible in theory but in practice I didn't really feel that much. In AoE2 even towers can kill multiple units at a time. That could be an interesting thing, but if every arrow goes for that unit then the player probably won't have the time to react before the unit dies. Also, having distinguishable arrow volleys would help with that (not saying that's not the case right now, I didn't play recently enough to remember)
  10. Yesterday
  11. I don't think this addresses any of the underlying concerns with buildings' strength in early or late game. It is the same system just watered down and it will have the same effect as decreasing arrow damage, which has already proved undesirable.
  12. I was thinking something like this would be an elegant way to achieve this effect:
  13. you know its my believe that those who are not shy to insult others in a personal way below even the lowest standards for decency should not cry when someone is satirically mocking them back for their arrogant attitude in the game
  14. Oh I agree with no political discussion, people have their own opinions, and usually it turns nasty (which is why it gets banned) but that other thing was nasty too. A little bit of joking is ok if it's in good faith. (Like the borg drink joke) but that other thing seemed a bit mean spirited.
  15. "Someone(s)" on the mod team generally dislike any political discussion. They've also silently killed the "Political Smalltalk" thread, although I don't think there ever was a need for a moderator intervention nor any breach of forum rules.
  16. I think I'm going to have to agree, how come mentioning covid is wrong, but making fun of a player isn't?
  17. What if instead of a building focusing on only one person, it focuses on a few like 2 or 3?
  18. Pr for ruins: https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/146
  19. So is it a realism argument? Missed arrows damage nearby units. To be fair, the accuracy pretty effectively accomplishes this, especially for forts. Also, the natural movement of units often spreads damage over a handful of units, as the "closest unit" changes often. If the player notices this (not easy, to be fair) keeping that unit in motion will dramatically improve its survival and even decrease the effectiveness of the building arrows. So there is ideally a nice back and forth should a player use the manual targeting like this. I suppose a max number of attackers value could be used sort of like something @wowgetoffyourcellphone proposed a while ago. IMO this approach is heavy-handed. One idea I brough up on overkill discussions was this: add a new range query for determining the closest unit with a flexible degree of rounding. In these large scale battles mentioned by @Feldfeld, what is currently "the closest unit" could be 2 to 5 units, or maybe more. @Stan` is there already some sort of tiebreaking mechanism when two targets are exactly the same distance?
  20. if you think that some cherry-picked games out of 1000's is an empirical proof ... (well i won't even try to answer this) I would rather say that a dedicated channel confirms my fame (haters gonna hate) Let alone, the guy who posted that lost maybe 20-40 1v1 with me Also, its funny how such post, that goes against rules of the forum, is tolerated my Stan whilst me trying to establish the truth on the scamdemic for the best of humanity is received by censorship (once again , haters gonna hate)
  21. 1* join 1v1 game 2* ask for rated 3* wait the game is launched 4* ALT+F4 5*
  22. This is a very interesting and intriguing mod, I couldn't pass it by. I wish I could play with Petra. Or will such an opportunity still be provided?
  23. In 1v1 rated games it is a typical behavior that when the host is about to loose, he/she closes the game so his/her rank is not downgraded. A simple solution I see to this problem is to just consider the non-host player as the winner when the connection to the server is lost. I am aware that the connection could break because of technical issues, but I would say that if you are hosting a game it is your responsibility to have a decent connection. Also, I believe that >95 % of the times that there is a server disconnection in 1v1 rated games is because the host is loosing the match, and not because of technical reasons. I know there is this "ratings and offense disputes thread" in the forum, but this does not prevent this from happening, as we see in practice.
  24. If we cut off the ability for winning players to flare, then we should do the same for players without any teammates to see the flares.
  25. Yep. Either a ratio, or a max of two or something. I think arrows can still miss and hit something else, which is probably the reason of the lags @maroder noticed when there are many enemies.
  26. Imo that would be an improvement but I still also would like to see deviation with arrows being able to hurt a different unit than the target, not sure if that's possible without hurting performance
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