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auron2401

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Posts posted by auron2401

  1. Queuing more than two batches in a go is a mistake either way.

    I understand that "wasted time is wasted" (my philosophy, thief!) But sometimes, Time is of the essence, you need 20 spearmen NOW, and then you need to train the last 80, because 20 will hold off the enemy cav rush.

    It's situational, don't just say "ITS A BAD THING DON'T DO IT EVER EVER", generally i agree with you, but i find that a small batch before a big batch if i need troops IMMEDIATELY is good.

    Just saying. :D

    • Like 1
  2. Would have to cost a lot more than just 1000 food, for something so benificiery.

    Maybe: Trade agreement (sounds better)

    Cost: 3000 metals, 4000 wood, 1000 stone, 4000 food

    75% Bonus income from merchants, 125% bonus trade income from merchantmen,

    -25% Harvest rate

    Cost is basically, a "don't research me too late, buddy, or face the consequences"
    mind you, just a -25% harvest rate wouldn't deter me, if i got just 25% trade income boost, i use trade, ALOT. (almost always, in fact)

  3. Problem is, Most of your suggestions is where we had most of our problems last time. Too many overlapping counters. Swordsmen and archers are good example.

    The counter circle NEEDS to be a circle, you can't have units countering each other, it just results in broken gameplay, and weird balance issues.

    Generally it should be ranged>infantry>Cavalry>ranged

    With little variations inbetween.

    It won't work, there's too many different civs and differering units for differing civs, so factions with poor spearmen will get rekt by civs with great cavalry, so on so forth. Soft counters is the only way to make so many different factions balanced, hard counters work in games like starcraft (which, don't do it, because there's too many different units to have a great circle of balance)

    • Like 1
  4. They aren't functional though. At least not really.

    Edit: Skirmish also sort of works, it makes your units spread out on first click, but if you click again they will all head for the exact same point and sort of.. circle jerk, as they do. Poor things, all want to sit on that rock.

  5. One thing I think an argument could be made over is the severed heads on 0ad's tavern model. Caesar definitely implied that the Gauls were psychotic barbarians but we have to remember anything we learn from him about Gaul may be over exaggerated. Modern historians and archaeologists have questioned the reliability of Roman and Greek sources about their neighbors and conclude these civilizations weren't barbaric.

    You forget the meaning of barbarian

    It means "Not greek". or "Doesn't speak greek".

    So those civilisations were most certainly barbaric. :)

    Maybe the gaul tribes with greek contact (the ones who lived in provence in particular, forget their names)

    Weren't "Barbarians", but i think my point is made. lol.

  6. Some Feature Suggestions

    Enable Buildings like Storehouses and farmhouses to be built in neutral territory.

    Maybe for balance, making them build 50% faster would be okay.

    Allow soldiers to build, Acting as a half-way solution between citizen-soldiers and normal RTS Soldiers.

  7. Oh Dear. Here we go again. New guy with entitlement issues.

    Guess i'll try to answer some of your

    We face 3 big branch problems, regarding game's structure. I wrote them in importance order.

    1) Code inefficieny: Serious LAG when many objects/orders ingame that makes +4 players matches unplayable -> most common complaint from lobby/ingame chatting.

    2) Ingame mechanics: Main aspects of game. We could point these issues: Auto-Aim with ranged cavalry (only available for AI Petra), and Farming system (new idea needed).

    3) Bad balance: Numeric relationship between elements (an element is a unit, a house, a technology, etc.. every single thing with a portrait/icon is an ingame element).

    I have many ideas, but 1 thing that discourages me... is not knowing how is composed the developer/testing crew.

    ->Developers: Which skilled active players you take notes from? Who are the main testers that adresses what is good/wrong with (2) and (3)?

    Sometimes, a single high skilled competitive player that takes notes from everyone, is better than a bunch of disoriented opinions here (which many topics give the impression).

    It's like you read balance topics... and everyone wants to impose his point of view. Most of their POV's are really good I admit, but very variated which could lead to dozens of 0 AD prototypes (mods).

    So what 0 AD Development Crew is lacking referring my points (2) and (3), is a person with Leadership (open-minded and able to handle bunch of opinions) and Experience (knowledge coming from long life true competitive gaming). It could be a duo or trio of these sort of persons, but no more... No real need of more.

    SO yeah, I'm questioning the organization of the crew... because I see in Alpha 17... 17! that there are still very basic balance mistakes that should have been noticed and fixed right immediatly by a simple keen tester. If these "balance flaws" have passed unseen to these days... I doubt about the reception my constructive critics will receive.

    It has discouraged me to read about "scythe's surprise balance" in another thread. Is that the way the general game's BALANCE is handled in this promising game?

    I don't know how good player scythe is... because from my past experiences in other games forums... the strongest player has the strongest perspective.

    It's like... hmm... IF i suggest a good solution to something... What answer can I expect from the "balance responsible", that gave and still retains ridiculously high costs to useless technologies?

    Did scythe then tweak a few units "here and there", but deliberately overlooked technologies costs? :closedeyes:

    Feels like 0 AD mostly grows in technical aspects, but cannot reach an holistic equilibrium because lacks of persons with wide balance perspective (which believe me, is not a minor Ability).

    Sorry if anyone gets touched with my words, specially scythe. :acute:

    PS: Why I wrote this here? Because I understood what Organix meant... beyond his suggestions... I felt similar when reading his first impressions.

    Code inefficiency is being worked on. It's been said many times before: This game is In seriously early alpha, and being worked on by part time community members. Please Don't act all high and mighty about this issue, unless you intend to assist with it.

    ---

    What's wrong with the in-game mechanics? I mean, a part from a lack of consistency (I.e build-times + recruitment-times are on different wavelengths) There isn't any big problem... What's wrong with farming?

    Bad balance is a side effect of trying new things, I'll also throw the alpha card in, and not that many competitive players to help with balance card into the mix.

    "Scythes surprise balance changes"... Good god don't even get me started. If Several months is too sudden, Development will take.. hundreds of years just to get the balance right without people going "WHY DID YOU CHANGE SO MUCH SO FAST".

    If you want to have some influence on balance changes, download the SVN and give some constructive advices.

    ----

    Please at the very least Download alpha 16 and compare the two, before you make comments on the changes themselves. Technologies are VERY DIFFERENT.

    Before: They were Useless Technologies which were coined together, EG: +2 pop per house, or +25 health to your ladies. Now they are: Expensive, (and NOT USELESS) But you can get every tech.

    makes more sense this way.

    You seem to have made no effort to research, but all the effort to complain.

    Go home, you're drunk.

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