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DarcReaver

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Posts posted by DarcReaver

  1. 50 minutes ago, Hannibal_Barca said:

    Friendly fire is disabled in 0 A.D.

    So? Then I guess you also don't need a braking pedal in your car because you never drive on hilly streets and already have a parking brake.

    Just because someone set friendlyfire = 0 it's still important to think about it. What if at some it becomes necessary to set friendlyfire = 1? OH NO THE GAME EXPLODES DAFUQ

    50 minutes ago, Hannibal_Barca said:

    I'll deduce that you weren't really paying attention neither to the posts nor to the actual game itself (of which you applied to become Gameplay Developer)

    Dat hostility ... I've read all posts in here and was astonished by the amount nonsense posted here, indeed. If this was part of a patch changelog of another game it would be called "minor bugfix: units no longer accidentally attack wildlife units unless they've been attacked by them first".

    Just fix the issue for now by lowering the sight range of units as a workaround. And after that fix the issue properly by separating target aquiring range from sight range. If the engine doesn't support that it's another core issue that needs to be fixed first and should be set on the priority list. 

    Maybe some of the devs should actually analyze and play some good RTS games and make notes about the GUI, unit behavior and sight range mechanics and then implement those in 0ad.

     

  2. On 1/19/2017 at 12:30 PM, wackyserious said:

    I'm in the process of constructing an academic text (thesis) for school and I was thinking of utilizing 0ad/Pyrogenesis to help me with my paper.

    I'm planning on generating a mod which will help preserve our local history and culture and it will be used in an experiment to see if using video games to demonstrate Historical events help in boosting the academic performance of 3rd Millennium learners.

    Is it legal to use the game in my academic paper? What are the things that I should take into consideration if I will use the game in my Thesis? Thanks!

    No, only if you pay me $$$

    • Haha 1
  3. the issue with settings is that people will treat the standard rules as "basic" game, so this won't help for competitive multiplayer I fear. Unless you make a "tourney" mode or "competitive mode" that automatically sets up certain rules.

    In theory this might work - a "fun game" mode where you can play whatever you want (unranked) and a competitive game where you set up certain rules.

    • Like 3
  4. 12 hours ago, wowgetoffyourcellphone said:

    Almost nothing he says there interests me.

    He spends 3 paragraphs arguing against gates for Christ's sake.

     

    12 hours ago, Lion.Kanzen said:

    Its the opposite to our gameplay. I'm not surprise. but @DarcReaver what you think.

    Well his arguments are pretty retarded. It's the typical eyesight of people who don't want to loose an advantage. If a game requires you to destroy/rebuild walls and you mastered this "feature" you don't want it gone. Because it's something other people cannot do aswell as you can.

    The issue with this is that this type of person does not differentiate between "good" and "bad" Actions and APM. You can get 300+ APM by just spamming right clicks. That doesn't make you a good player. Same - building and destroying walls does not define a good player. 

    The point about "random maps":

    Quote

    Real"! RANDOM MAP
    Another aspect of the game is the RandomMap.
    And thats what I like, because in Realtime strategy you can also think "strategy in real time, strategy at each moment".
    That exactly what real random map is.
    => you cannot plan your strategy before playing.

    I think he is pretty spot on on this point. This is what makes AoE games different from other RTS. It's a good feature. But his view on "it's good luck/bad luck" like poker is bad. There should be some basic balance in the map layout. If it isn't, the game is not fun. No matter if 1v1 or 4v4. The easiest way to get rid of these people is to get someone who is a better player than they are, and then abuse them for dozens of games with the @#$% they say that should stay in the game. To the point they're so pissed off that they quit or admit that they were wrong. 

    6 hours ago, Andrettin said:

    Indeed, I feel the same way. And saying that higher APM being necessary to play well is something *good* is a bit too much for me as well. The more a high APM is required by a RTS game, the less strategic it actually is, the more it becomes a fight against the interface.

    Indeed. Useless, tedious micro is cancer. Nobody needs units that are too retarded to move properly, or to destroy walls to get units through a wall. 

    5 hours ago, Lion.Kanzen said:

    But was fun, lol. is unbelievable guys like that. this why I love this project, Its  natural evolve without change era. I  don't like those kind blizzard fast strategy.

    But isn't bad see Pro playing those classic like Tatoh and theviper , but destroy the immersion.

    True, those purists are cancer for games. If you follow their opinion you'll alienate 99% of the community. This is probably someone who never played some other game and didn't evolve further at all. It's the same type of people who only play the most basic, unpatched version of a game, because they think that balance changes are unnecessary, because "it makes the game more hard" ... Which is retarded. AOE 1 Rise of Rome is Chariot archer spam in 99% of the time with assyrians. If MS/FE had put in the vanilla game stats I'm 100% sure the community would be even more dead than the one from Dawn of War 3 or Age of Mythology.

    AoE DE at least has some nice tool rushing options, and it's possible to use other civs than just Assyrians. I have decent sucess with Greeks and Sumerians in 1v1 for example. 

    Considering that on the 1st day of "open beta" in AoE there were like 40 rooms open at the same time. The 2nd day there only were like 15 open. This shows that many people try it out but obviously they dislike somehting about the game - maybe the balance, maybe the gameplay, and maybe the controls. A lot of people expect certain "quality of life" changes to a modern game.

    • Like 2
    • Thanks 1
  5. On 1/29/2018 at 6:39 AM, wowgetoffyourcellphone said:

    I'd much rather the town bell be kept in for mods at least. ;) In DE I got rid of the citizen-soldier concept and have dedicated economic units now, so the town bell is useful here.

    Sure, nothing wrong with that.

    @Lion.Kanzen like this, yes. like I said multiple times, noone needs another Age game with AoE DE, AoE 2 HD, AoE 2 DE on the way.

  6. Yes. The town bell in AoE 2 is in because the game's economy units are very important to keep alive. Villagers are slow moving and resource gathering is slow and it's hard to boom. Loosing a couple of villagers can be gg at any time.

    In AoE I you have easier time to expand the economy, especially from bronze onwards because TCs are easy to build and wheel villagers work very fast. Also it's easy to redeploy villagers because of their speed.

    Since it's much easier to boom in 0 AD (faster villager creation, villagers from houses etc.) and loosing vills does not matter that much I sort of question why the game has an easy mode defense mechanism.

  7. Nah don't get me wrong. I know that 0 ad has stuff ingame that is not part of AoE, but once again - we had multiple discussions in the past about the overall gameplay, and that copying stuff from another game without having a "clue" about its impact is bad. And town bell mechanics, among others, should be made part of a discussion if it's necessary.

    • Like 1
  8. 21 hours ago, av93 said:

     

    Let me ask again about pathfinding, specially when the melee units target new enemies... it is working well?

    BTW, seems that the balance changes are better than the UPATCH. Forgotten Empires have a good balance ad design ideas, and know how to keep the AoE spirit, sadly they had work with a game that was bad ported and didn't had either a good programming team, or a good budget. I just hope that AoE1 DE would be a success that works, and then I will have faith again in the Definitive Editions, fixing the Aoe2 HD mess. (I think that they eventually will remake also AoM, if everything works)

    Aoe4, it's just another thing, seeing Relic and their DoW3 mess (Didn't play, but I read that wasn't a bad game, but it didn't reach the expectations)

    Melee will still try to walk around other units if you right click on a certain enemy, but a-move is possible now aswell, so it's better. It's still much better than AoE II HD again. The balance changes seem to be influenced by Upatch, but they go a bit farther.

    • Like 1
  9. 8 hours ago, Lion.Kanzen said:

    Yes is more for competitive and fast gameplay. ande the defenses are lees decisive. its less turtle without castles or garrison units.

    The mêlée animation still same? as the spoiler. the counters still  almost same? they fixed the chariot archer rush? they aren't implemented dedicated servers?

      Reveal hidden contents

    :

     

    Yes, combat system is the same, but they seem to have changed attackspeeds to match animations. Units have movement type tags ("fast", "slow") and same with their attackspeeds.
    Chariot Archer rush is fixed, because they reworked civ bonuses. Assyrian archers no longer fire 40% fastert. Now they shoot 25% faster and villagers move 10% faster instead of like 40%. So the main faction that spammed Chariot Archers is no longer OP. Choson swordsmen line gets cumulative hitpoint bonuses (like +15/20/35 or smth) for short/broad/long swords instead of +80 HP for Legions only. Greek get cheaper hoplites and higher speed on them etc.

    About animations: yes they're the same still. 

    Why would you need dedicated servers for an RTS? 

     

    • Thanks 1
  10. 1 hour ago, Lion.Kanzen said:

    The most impressive department is sound , giving more sense and "realistic" (Hollywood-esque) battles. but I'm not sure some animations. and effects.

    The effects look cartoonish, but it's not too bad. But I think those are placeholders. Overall it "feels" good - it's fun to play, looks nice, has very fluid gameplay and less 1 type of únit spam compared to normal aoe (Which is chariot archer spam 99% of the time). I'm sure I'll stick to it for quite a while, got me hooked. Which hasn't happened with RTS in a long time.

    Also I like that most people play it on "fast" instead of "very fast", so it's a nice mixture of micro and macro. Plus it's less campy than AoE II, since you can't protect your villagers so easily. This makes the game more like Starcraft/Warcraft, which is pretty cool. Putting pressure on the enemy, re-establish the base, and loosing vills isn't so bad in AoE because you get more resources overall.

    7 hours ago, av93 said:

     

    What about pathfinding and stability?

    Stability is pretty excellent, much MUCH better than Steam AoE II, actually I didnt expect that, esp. since it's only a beta. Even with yellow connections.

    • Like 1
  11. this topic in a nutshell:

    59e3938b84ffc_boardroom0ad.jpg.6386431b62b99dc4a7de909890cfb391.jpg

     

    Independant of that I'd like to add that the combat system is lacking. There should be more damage types/armourtypes available to create more differences between unit types. This could also be achieved by using armour/penetration values.

    • Like 1
    • Haha 1
  12. 8 minutes ago, Grugnas said:

    actually this strategy is overkill and OP in early game and counterable by siege towers in late game. an elephant could destroy your siege towers tho.

    The point is that towers with their distance restriction and low damage ( or cavalry with high hp if you like) can't prevent cavalry raids which is lame and let cavalry monopolize the whole game in any phase and state.

    Well it isn't really beneficial to start discussing whether this is OP or not. I do believe you - the issue is pretty simple: having mobile harassment earlygame in a game like this is a large advantage and result of sloppy/bad faction design and another example why a proper gameplay dev (team) is needed since the team doesn't understand how the game mechanics of RTS games work/why and which mechanics are fun and rewarding for player's experience. I just took these games as a very random example of how boring, strategically unattractive, repetitive and unrewarding the tech demo is in multiplayer (I just typed in 0 ad multiplayer games on youtube and age of empires II multiplayer and took some random games from page 1 which were no single player 'let's play' videos to prove my point).

    If I'd play more than like 5 of these games I'd immediately ditch it and play something else because it sucks (just like I did with Age of Empires 1 after playing against those weird vietnamese players). And this is not because of bad balance, but because it simply sucks to have no variety of choices. Which leads back to lack of a proper game design.

  13. Dude this doesn't matter that you can post game expamples of Pros beating other pros on Arabia or another map.

    Because AoE offers more POSSIBLE strategies because of a better game design and more VIABLE strategies because of better balance. Also the game usually does not end with a Flush in AoE but instead with more tactical choices depending on the civ matchup AFTER the rush, which consists of adding multiple additional units, researching unit lines to counter enemy unit lines (like getting champions/halbs against people going cavalry upgrades) or getting trash units + archers, or mobile harassment forces (like woadies, Boyars or whatever) or getting siege to counter mass trash or getting monks to convert powerful enemy units or whatever. This isn't present in 0 AD because IT ISN'T EXISTANT.

    Because the game design is unfinished, incoherent and unbalanced and there are only a couple POSSIBLE strategies and only a few VIABLE strategies, which limits both singleplayer and multiplayer. Just accept it instead of arguing against it.

  14. 5 minutes ago, Servo said:

    Sergiudragoon has low skill level and there are good MP games for A22. 

    Yes the suspense in this game is killing me literally. Especially the strategical choice of building a clump of cavalry units and sending it over to the enemy after booming for like 15 minutes. AoE II is nowhere near this strategical finesse with all its unit line upgrades, different military building paths and overall tech trees, and stuff like dark age rushing, feudal scout rush or archer flsuhing etc.

    This one aswell. 100 camel archers are really much better gameplay than AoE II.

     

    • Haha 1
  15. 2 minutes ago, Feldfeld said:

    Well, i'd like to see why it isn't nearly comparable to a "real" age of empires 2.

    AoE2 has some kind of rushes : tower rush, dark rush, feodal rush, but 0ad too (cav rush, fanatic rush, that can come at different phase). And for AoE, build order is strictly defined with few changes that can come in actual game unlike 0ad.

    for AoE2 gaining map control by building castle is comparable to building CC, then protect a ressource by towering or building fortress near it. also, one way to expanding to gain a ressource in 0ad is to build many buildings to gain territory.

    And in imperial Age, it is about spamming the right mix of units.

     

     

    Okay then compare this:

    to this

    It's pretty self explanatory why 0 ad is inferior to Age II by miles.

  16. 4 minutes ago, borg- said:

    I agree that the design limits us a lot. Not being able to build in neutral territory / enemy is a great waste for me, I think that constructions like towers, castles and barracks should be allowed, at least in neutral territory, I remember to have talked about this some time ago. Another important point is the lack of balance, I think that improved it, would open up some more possibilities. The lack of counter system, this really limits a lot. And lastly, players have to start playing other maps, not just continent. This limits us to equal games at all times, but for this we need an amount of (competitive) maps that have a good balance.

    Yes. But now think about the following:

    You have a very low limit for POSSIBLE strategies in 0 AD because the design is weak.
    You have even less VIABLE strategies becausethe bad unit balance.

    But now if you invest dozens/hundreds of hours to get the current game design balanced you still end up with a very low amount of POSSIBLE strategies.

    This makes me question: why would this be worth the effort? Why not make the game design good first and then balance the good game design to get a good game experience?

    • Like 1
  17. 3 minutes ago, Hannibal_Barca said:

    Doesn't justify anything

    It's the wording that makes you sound like an arrogant thug

    Well I admit I was a bit harsh. However, reading these posts "prove me" "give me exact points" "you don't know stuff I know it better" kind of posts seriously start to annoy me on these forums. Especially from people who have no clue and experience with game making in the first place. It's repeating stuff again and again and again and again and again without any benefit for anyone.

    • Like 2
  18.  

    12 minutes ago, Hannibal_Barca said:

    1) You are rude and thus not fit for the Gameplay Developer post that you applied for. No regard for others that don't share your views.

    2) You have not contributed anything in code, you just shout around for changes and don't DO or suggest any yourself

    3) You have not created a mod to showcase YOUR idea of this game. Go ahead with the "its a waste of time because the core game(which is broken) gets all the attention" line but it shows you are not willing to contribute anything just being rude on Forums.

     

    He directly asked me to show my points. And since I've already written down a massive essay and contributed the stuff he can just go ahead and read those topics to get on the same level of knowledge as me. I simply don't want to waste my time to keep repeating and repeating my points.

    And no, I didn't showcase my idea ingame because 1) gameplay/engine features are missing, 2) mods are getting no attention  (look at DE, which is levels ahead in terms of proper game design than v0AD gameplay)  and 3) I have other projects to work on which are way more useful than discussing with game design rookies, or some ignorant/incompetent coders about issues they don't seem to understand.

    10 minutes ago, Feldfeld said:

    I'm okay with the strategical choices you said for the start of the game, this is about it.

    However, there is more of it middle and late game. I'll give a few examples here :

    In 1v1, p2 you can choose to early expand to grab territory (ressource monopolizing). This is useful in very late game if you need metal or if ennemy starts to be out of wood. However, its disadvantage is that for quite some time your opponent will have a batter economy and more population, so it could be bad.

    Another one (used by borg only as far as i know ...) is to advance p2 then p3 quickly while it is actually a rushing game and that the player doing so wont be able to spam lategame unit for quite some time. One explanation i found was the HP bonus for fighting units, another one i read was that it was about bluffing (opponent may wonder if the player has actually a good eco ...), or it could be to be able to build siege unit quickly.

    About 4v4 : more players so more possibility, some i can remember is (for open map like mainland) : take the center quickly for the ressources, and being able to strike an ennemy from all sides (an army take time to walk after all !). You can invest into trade, you can try to raid trade. Early 4v4 game, pocket players (those who are close to ally only) may decide to rush in order to help their nearby ally against his direct opponent. Or not to do so and boom for late game.

    This is not even considering what strategies other maps can offer.

    Also, this talk was about conquest mode. In FFA, for some reasons, there are a lot of ways of playing...

    Well yes, you have a COUPLE of options. However, this isn't nearly comparable to a "real" Age of Empires 2, a Starcraft game or any other game that is played by a larger community in competition. Also see this, as I'm trying to explain my point:

    13 minutes ago, borg- said:

    Sure, but what's the point here? Does lack of strategies exist because of lack of balance, or is lack of balance due to lack of strategies?

    A lack of POSSIBLE strategies is a result of bad game design. A lack of balance results in a lack of VIABLE strategies. This is a major difference.

    Against AI in AoE 1 you can spam short sword soldiers and still be able win. Or play with the units you want. Or walling your city, go iron age with like 30 pop and then spam elephants as first military unit. But in MP you will get destroyed by cav archers 9/10 times.

    However, 0 AD doesn't offer you more than 4 basic units, like a couple of siege weapons and a few weapon techs.

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