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By BreakfastBurrito_007 · Posted
Indeed we consistently see that "old" games which feature skill expression become e-sports because you can get infinitely better at the game without being perfect. The satisfaction with learning and improving and outplaying are also what makes games fun aside from just being competitive. Many modern games try to remove these "difficult" mechanics and the result is boring gameplay where the only distinguishing factors are simply choosing the stronger option whether thats a gun in a fps game or a civilization in an rts game. That is why aoe2 performs better than aoe3 aoe4 and AoM retold. Games 20 years ago were designed to be fun in order to succeed in sales. Now they are designed to have a marketing induced mass appeal for a short time, and sell skins in-game. For this its important that a player can feel like they are "good" at the game within a week or so of buying it (skill-based matchmaking also contributes to this). So removing any sort of mechanic with skill expression boosts sales. It seems like some people just want a modern slop game that they can play while yawning and watching movies on other monitors. -
By seregadushka · Posted
No need to invent anything ! No distribution between buildings. I've already heard this argument. Don't invent a problem where it doesn't exist. There is nothing complicated. The main queue allocator is a timer in the computer. Of the 2 buildings, there is always one that was vacated 1 millisecond earlier. This is enough to understand who is going to give the new resource to. If you come up with a new algorithm, it will take another couple of thousand players. If they go to compare other games, "What about others with Auto-Queue? " they may not come back. Barracks: I can put swordsmen in one room and horses in the other to quickly collect resources. There is 1 km between the barracks. I don't need a new algorithm to decide for me which barracks to raise whom. Elementary timer allocation. My request to the developers is : var btnAQ = getGUIObjectByName("autoQueueButton"); btnAQ.onPress = () => { g_AutoQueue = !g_AutoQueue; this.caption = g_AutoQueue ? "AQ: ON" : "AQ: OFF"; this.sprite = g_AutoQueue ? "ModernButtonActive" : "OldDustyButton"; }; It's all. -
By guerringuerrin · Posted
Perhaps you should ask yourself why thousands of people are still playing Age of Empires II or StarCraft II in the international competitive scene and haven’t left despite having to make thousands of clicks. Anyway, I see you’re a clever guy who came here to explain to all of us how stupid we are, appealing to analogies and “smart” comments, while you can’t even beat Petra Bot, which must be one of the dumbest RTS AIs out there. -
By AlexHerbert · Posted
Bro, I understand that new players who don't know how to play want some help with auto-training, I personally used it at the very beginning. But if you are an experienced player it feels lazy. If players want the game to play by itself, it’s also possible to just watch replays, spec games or put AIs to fight each other and enjoy the show. -
By guerringuerrin · Posted
I think car analogies don’t work very well for discussing RTS design. But even if we were to accept it as a valid comparison rather than a false analogy, I’ll explain why I still think it doesn’t hold: The Model T today is mostly a collector’s item and is no longer part of the modern car's market. By contrast, StarCraft: Brood War still has active professional tournaments, specially in South Korea. And the same unit-training mechanics are still present in modern competitive RTS titles like StarCraft II and the Age of Empires series, which continue to run esports tournaments with significant prize pools. So this isn’t just a case of defending an obsolete design. These mechanics are still part of the competitive RTS ecosystem today. However, I’m still not entirely sure what we are actually discussing here: whether the goal is simply to add an option so that the vanilla auto-queue pauses until enough resources are available, or whether the intention is to introduce a highly automated system like the smart training from the ModernGUI mod. In that system, production not only resumes automatically when resources become available, but the game also determines the batch sizes based on the available resources and distributes the training across all eligible buildings through the training panel provided by the mod. Because those are two very different things.
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