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Philip the Swaggerless

Balancing Advisors
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Posts posted by Philip the Swaggerless

  1. 5 hours ago, smiley said:

    Its honestly extremely weird, for me at least, that people care so much about such useless little details. Why is your ego so tied to this game that you cannot seem to digest the fact when a seemingly new player turned out to be better than you thought. Its not a big deal. 

    Seems like this is a non-problem being hyped up because certain people are too much offended when losing to a mysterious nickname.

    I like how online chess operates, somehow they don't need you to stick to one account for the pool to remain fair for everybody else.

    I lost to deathwing (whom I trust is a new player) this weekend, and while it is embarrassing to have played this game for years and lose to someone who just started , I am happy deathwing plays and hope he stays around.  So I will say you're assessment is generally inaccurate.

    It's the frustration of trying to have good games and knowing that you didn't because someone deliberately and deceitfully threw off the balancing process. 

    Like your chess contrast, if we had hundreds of players on 0ad at each skill level with a reliable rating system it wouldn't matter.  It would be easy to get fair, competitive games. The best way to get competitive games right now in our small community is... to not have experienced players pretend to be  beginners.

    • Like 1
  2. 48 minutes ago, Dizaka said:

    Then there wouldn't be a problem.  I've played games multiple times where it starts off as a 4v1 and I get defeated but my team wins either way because I'm target #1.  Very frustrating for things like that to happen.  It also happens when playing vs other players.  You know Yekatrina, Letsweaveabook, etc are good players and should be targetted early on.  Same applies for PistolPete, Palaigos, PhillipTheSwaggerless, Rauls (esp Rauls), Ricsand, Borg (this one definitely) etc.

    It's weird but game matches are prone griefing.  But the griefing isn't intentional.  Instead, it is just player strategy.  However, the player strategy is coming from knowledge gleaned outside of the game and especially in team games.

     

    I think it would be a cool feature to have enemy civs not disclosed as an option so people need to scout it out.

    But my friend but I gotta say if you're not Borg,  Feldfeld, or Valihrant it is delusional to think you need to smurf to avoid targeting. 

    Since carth merc cav are known to be OP anyone who is playing as them should expect to be targeted for a rush. It is carth merc cav being targeted moreso than any player.  Some hosts even ban carth. 

     

  3. I don't like smurfing.  It may not be trolling exactly, but it is at least cousin of the troll.  It is unnecessary and exploits the other players.

    People play at different times and not the same time every day so not everyone recognizes a smurf after the smurf has played a couple games.

    Saying that there are other balance issues in the alpha is irrelevant to a person concealing their identity or level and ruining the balance.  "There are already balance problems, so let's make balance worse by hiding our level" ?

    Whenever you ask an unknown their level they either don't say it or say something inaccurate like "1300".

    If a person lost their password or something and makes a second account they can straight-forwardly tell people who they are and balance can be achieved.

    Adding to the list:

    1. You can pretend to be noob and ruin a TG

    2. You can ruin your opponents rating. Playing half the time on a smurf account also prevents your rating from getting what it needs to be. The points that your main account should have gained, are not awarded. Thus your rating is kept artificially low. Smurfing might be as bad as quitting rated games.

    3. As Yekaterina pointed out, it creates "paranoia."  I think Yekaterina made it seem like it is the fault of the non-smurfs for being paranoid, but it is not.  When people are deliberately deceiving you, you become less trusting.

     

     

    • Like 4
  4. I think a regicide mode where:

    1: you select the hero, and

    2: the hero's attack, defense, and health scaled up based on phase level

    would be nice. 

    For example, for an infantry hero's hp: 250 in p1, 500 in p2, 1000 in p3.

    The heroes are way too strong for the early game.  But if heroes were defenseless like the kings in age of empires I think it would be too scary to try to utilize their combat bonuses.

     

    This idea of scalable hero stats might also be useful in non-regicide games modes if development ever goes the route of making certain heroes available before p3.

    • Like 2
  5. 2 hours ago, alre said:

    the ptole nerf seems eccessive though.

    Excessive compared to what? (Shhh don't say Romans or Iberians)

    I belong to the Let'swaveabook school of thought - that team bonuses should be "nice to have but not decisive."

    2 hours ago, alre said:

    the persian bonus idea seems fun, but is problematic as it's no use in 1v1 games. if team boni only affected allies like in A23, this wouldn't be a problem.

    Well, I'm not suggesting this replace the existing team bonus, so it won't hurt the Persians. Is it against the rules to have this bonus and also keep the existing trade bonus?  (Which also doesn't really help in 1v1 lol.)

    • Like 1
  6. Make it so that giving tribute to another player is taxed.  15-20% or whatever number we agree upon.  This means that when you donate 100 res to a teammate, only 80-85 of it ends up in the recipient's stockpile.  I think this will improve team gameplay.  Sometimes you rush a player but end up behind because you slow your own eco and their teammates just give them resources.  Also, I've seen a devastating strategy where players boosted their carth teammate to phase 2 and then fed him metal for mercs, lol.)  This will mitigate these effects.  There can be a tech in the market that discounts or removes tribute fees. 

    Related Ptol Nerf:

    Get rid of the food trickle team bonus, and instead give them an innate farming civ bonus.  Somewhere between 10% - 20% faster farming rate, or whatever number is agreed upon.  Then, give Ptol another civ bonus - No tribute fee for donating food.  They can still be the breadbasket but the bonus will not be OP from 0:00 game time.

    Related Persian Buff:

    Give Persians a civ bonus where they immediately receive into their stockpile all or a percentage of the tribute fees assessed to their team.  (Maybe exclude what the Persian player donates to others so they don't effectively have free tribute?)

    • Like 3
  7. 7 minutes ago, LetswaveaBook said:

    There is indeed a large variety in usefulness of team bonuses and it might be justifiable to say that they all need to be useful. However how useful?

    The civ-only bonus does not to be extremely strong if team bonuses would fall in the category "nice to have, but not decisive", such as the mauryan team bonus... So I think the team bonus of the mauryas is a better design. 

    I think I am inclined to agree with you.  

    I don't like that I find myself choosing a civ based on whether or not our team has any of the op team bonuses.

  8. 11 hours ago, Player of 0AD said:

    Yes

    A civ-only bonus that is strong enough to make the civ a competitive choice in a team game against other civs whose bonuses benefit up to 4 players... would have to be a very strong bonus.

    One would expect a bonus of that level to be OP in 1v1 games.

    Not that perfect balance will ever be achieved, some things will always be situational. 

  9. On 18/12/2021 at 5:10 AM, Player of 0AD said:

    I also think that the bonus is ok. If a civ has a weak bonus (especially Athenians), then the civ should be buffed. For example Athenians could get 1 free wood per second.

    Are you suggesting an additional civ-only bonus be given to civilizations that have weak team bonuses?  I don't like that idea. 

    Or are you suggesting that their team bonus should be replaced by a more powerful team bonus? 

  10. 22 hours ago, alre said:

    all eco heroes are pretty lame I think.

    What makes eco heroes (xerxes and the gaul guy) weak is that by the time you're ready to use them, it's time for all your citizen soldiers to go to war.  In competitive games the only way they would be a good choice is if you got them in regicide.

    I actually think the maury guy is cool though

    • Like 2
  11. 11 hours ago, LetswaveaBook said:

    I play ptol regualry and I think farms are not discounted and cost 100 wood.

    Sorry, I must have seen the farmstead and mistook it for the farm.  You are correct, farms cost 100 wood.  I have edited my previous post to reflect that.

  12. 5 hours ago, LetswaveaBook said:

    I think timing is a key thing you are forgetting. Having extra resources at the start is different from having them late-game as being able to invest the resources early gives some return on investment.

    The wood bonus also helps you from the very start.   When the game starts you immediately build a house,  a lumber yard,  and a farmstead.  Instant free 110 wood.  10-pop-house civs all get housed at 20 pop if they get the berry upgrade.  The ptol player has no such problem and can build houses using 1 worker for maximum efficiency.   Extra wood means earlier woodcutting upgrade, earlier barracks, earlier soldier affordability.

    I'm not saying the food upgrade isn't good;  it's great.  The same player also gets a tremendous wood discount. 

    • Like 2
  13. On 15/10/2021 at 4:52 PM, Yekaterina said:

     

    1. Cheap buildings -> saves wood -> faster boom. 

    6. Food trickle 

    I used to think the food trickle was why it's so easy to boom with Ptol.  Then I realized the tremendous wood bonus they get.  Just think about how much free resources they get in P1.

    • Houses cost 45 wood instead of 75, a savings of 30 wood per house.  - You start the game with 20 pop space.  Lets say you click up to p2 around minute 9 and have about 130 pop.
      • 110 pop = 22 houses, which means 660 free wood. 
    • Resource drop-sites cost 60 wood instead of 100, a savings of 40 wood per drop site.  Let's say you make 4-6 drop-sites. (1 mineral mine, 1 farmstead, 2 - 4 lumber yards)
      • Making 4-6 drop-sites saves 160-240 wood.

    So besides the food trickle of 1 food per second, which up to 9 minutes would have given you 540 food (9 x 60), YOU GET A TOTAL OF 820 - 900 FREE WOOD IN P1!  Compare that to the Iberian bonus.  Suppose you made 50 women and the rest skirmishers up to 130 pop in P1.  You start with 9 pop including 4 women, so you produce 46 women to get 55 pop, and 75 skirmishers to make 130 total pop:

    • At the cost of 45 food 45 wood, a savings of 5 food and 5 wood per skirmisher, making 75 skirmishers would mean getting 375 food and 375 wood for free in P1.
      • In a 1v1 game the Ptol eco bonuses are way better, especially considering it is unrealistic for a player to make only skirmishers.  The skirmisher bonus becomes more relevant as the game goes on because once all your houses and farms are built you don't have to make more.
      • In a team game, assuming your teammates also make skirmishers, the skirmisher team bonus seems like an overall better bonus that the Ptol food trickle, especially as the game goes on.

    CONCLUSION:  The Ptol wood bonus is extremely huge in the early game, bigger than the food trickle, and allows the Ptol player to boom like no other.

     

     

    • Like 1
  14. I just paged through this balancing discussion subgroup. While there are many interesting topics. Some of them are quite large changes.  Civ-reworks, even.  I do not knock anyone for bringing up these topics and they certainly have a place,  but it makes me appreciate the original post more.

    Here's what I envision might be good for this balancing forum: 

    1.  A "Concise List" thread should be created and pinned after players have had a good amount of time to battle-test each alpha.  The agreed-upon issues, which I will refer to as Balance Items, should be updated in the original post as bullet points.

    How can we determine what issues make the list? An issue that has received consensus for being sufficiently OP or UP based on existing posts can be proposed as a reply in the "Concise List" thread.  I think it is important that the proposed solutions NOT take place in the Concise List thread.   It will add clutter, and a balanced solution for the issue may not be clear until the full (-ish) concise list is established.

    2. Once the Concise List is established,  there can be a pinned thread for each Balance Item from the Concise List where people can discuss solutions. The original post for each pinned Balance Item thread should be updated with the top suggestions from its discussion.

    3.  After there has been time for discussion of each balance item, a "Conclusions" pinned thread can be introduced with containing the Concise List bullet points with each respective solutions from each balance item thread.   People can reply to this thread if they believe that the solution for one Balance Item will cause or solve problems for another Balance Item, or other aspect of the game.  If there is consensus that a solution will mess too many things up, it should be re-discussed in its own Balance Item thread, and also noted as unresolved in the original post of the Conclusions thread. (Maybe there a better name for the thread than Conclusions,  lol)

    I think this format might give us some direction. 

    • Like 1
  15. 23 hours ago, LetswaveaBook said:

    The idea of the balancing forum is that balance is being discussed, but often topics are inconclusive.

    If we want to contribute something as a group, we need to tackle this issue. Any suggestions on how to approach this issue and start having a constructive conversation?

    My suggestion would be to create a concise list of balance issue would be extremely helpful for that. Concise mean that it only lists the issues and does not diverge from listing the issues and the one who considers it an issue, so no further explaination. Then we could see what issues are consider most problematic.

    I think the concise list is a good starting point.  This is because balancing means not just fixing an OP or UP issue,  but fixing it in such a way that it is balanced with the rest of the game play.  A concise list will make it easier to get the whole picture.

    I suggest that the original post of the concise list topic be updated with bullet points of the agreed upon gameplay issues that need balancing. 

    • Like 1
    • Thanks 1
  16. On 19/11/2021 at 10:02 AM, LetswaveaBook said:

    I was thinking about giving the unit the similar potential as the Briton chariot against most units, with the fire cav retaining a specialty against siege and buildings.

    I also ran tests with the chariot, which gets beaten by cataphract(8hp remaining) and the roman consular body gaurd also defeats it(22 HP remaining). 

    1. My favorite solution is to make the Iberian champ attack + fire damage equal Briton chariot attack.

    2. So the cataphract, which is supposed to be an anti-cavalry unit, does worse against the chariot than than the consular bodyguard?  This is not good my friends. Sword cav may need to have 1 less pierce armor or something.

    • Like 2
    • Thanks 2
  17. On 15/09/2021 at 5:12 AM, bb_ said:

    Given the lobby changes to hide your IP from the lobby, we might be able to trisect which lobby user is malicious (and then act upon that). For the host who experiences a DDOS, please attach your mainlog.html to this thread (see https://trac.wildfiregames.com/wiki/GameDataPaths for where to find it). Make sure you to save the mainlog before you start 0ad again, since it will be overwritten. In that file all connection attempts are present, see the lines of the form

    XmppClient: Recieved request for connection data from {username}

    If one can change their IP address before the game, we have even more information (since the malicious user might store the IP to use later).

    Hello.  I was DDOS'd while hosting a game this afternoon.  Is it helpful if I just attach the mainlog file right here?  Or should I send to a developer directly?  I opened it up and can see the received request stuff but I don't know how to interpret the all the information there.  I have saved a copy of it in a separate folder so it will not be overwritten.

    • Thanks 1
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