Jump to content

Dakara

Community Members
  • Posts

    364
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Dakara

  1. On 19/09/2021 at 8:16 PM, ChronA said:

    You guys can scoff all you like, but based on what I'm seeing and reading I'd lay even money that AoE4 is going to be a game that dictates the expectations and mindshare of 0 AD for the next 5-10 years.

    Let's talk about the good things they are doing:

    • The game runs smoothly in a performant, modern, 3D engine with serviceable graphics that will almost certainly improve over time thanks to patches and modding.
    • The gameplay we've seen preserves most of the complexity of AoE2's timeless systems, while also adopting a much more asymmetric roster of civilization designs. (Some of these new civilization concepts might significantly expand the design space of historical RTS.)
    • It explores some interesting micro-gameplay concepts. History RTS tends to fixate on projectile dodging and kiting, which are high skill floor and low ceiling, so having a high profile game try to showcase something else is good.
    • AoE4 has faster matches and tech progression than a lot of games in its space. Military buildup is also fast and action looks like it will start early. This is a nice concession to the reality that the people who grew up with this genre are now adults under a lot of time pressure. Non-rush games don't need to take 50-60 minutes to resolve.
    • The game is doing some really interesting things with contextual doodads around buildings.
    • It is releasing in a finished (or nearly finished) state on October 28, 2021.

    This is all amazing in my book. I'm not sure good enough to usurp AoE2's e-sports throne. It might not even be enough to prevent it falling into semi-obscurity like the other entries in the Age series. But for 0 AD it will do one thing that is tremendously important: demonstrate that it is possible to make a high quality, modern re-adaptation of the AoE2 design philosophy. AoE4 is (in all the ways that matter to a broad audience) what 0 AD is supposed to be. It's the promise this project was sold to us with, and it's coming to you in a few weeks from the hands of a bunch Microsoft MBAs who are more interested in this quarter's profits than making great games.

    This stings to anyone who believes in FOSS, but the answer is not to nurse our insecurities. It's time to start taking notes. What works and what doesn't? What should 0 AD copy and what can it improve on? Can Wildfire use any of their design research to break out of its multi-decadal development pace? These are important questions, because if AoE4 is good (or even just pretty good) 0 AD will have to change its sales pitch to remain relevant. "Sort of like AoE4, but antiquity, and you get what you pay for" will not cut it--particularly if mod support is coming.

    AOE 4 is @#$% don't try convince us. there is nothing innovative to copy

     

  2. 1 hour ago, borg- said:

    Maybe giving the same farm rate to soldiers will solve the problem.

    When I'm harassed by cav rushes who want to stop me from harvesting food. Sometimes I don't have the choice to place a few spears in my fields otherwise the development is completely slower. Borg's idea could be good, why not a technology in the farm with a small cost of research and a rather long time like 40 seconds. In order to keep the spam woman out of the fields and the risk involved.

    What makes cavs strong is also their extra life. We can reduce a little the life gap between cav and infantery. For example 160 to 140 hp and 100 to 90 hp. 

     

  3. A25 look good, i would like the melee unit to bther each other more. 

    Metal is good, can have a lot of possibility of gameplay now but i fear of spamming champ easy control all ennemy building. Why not put attack capture of champ same as units no champion ?

    I would like if unit have more hp like 20% or reduce attack speed of all units or something for fights for long

    For A26 please a new type of shieldless melee infantery unit that would break down shield melee unit easily

    Agree with chrstgtr too 

    the old biomes still exist or the name to just change ?

    Now it's less easy to defend and that's a good thing, but I liked it when the games got stuck, it forced players to find weak points and find strategies, but often lacked metal.

    I still don't like that the stable is separate from the barracks, useless and boring.

     

     

     

  4. On 27/07/2021 at 1:16 PM, Yekaterina said:

    You have a point. In my opinion OP civs also depend on your playstyle and strategies. Most people think that Macedonians are trash and Mauryans are OP, but for me it is the exact opposite; I can do better with Macedonians than Mauryans, even given the civ bonuses. The reason is I love the combination of pikemen plus javelineers and I don't particularly like manoeuvring archers.

    Right !

     

  5. Hello

    Differentiate the two names seem necessary.

    Removing these units from the mauryas I am against. They are ok. Giving choice is important, it's not just a competitive game.

    I like having common units a small number of civilizations. (archer champ = kushite, athens for example)

    Just to give identity to civilizations we can imagine this but it might take a little nerve to compensate for this buff:

    a small utility function :Modify the poison to make it a slowing poison (50% speed) instead of a damage poison (currently this makes the unit stronger than the equivalents of other civilizations in terms of damage). 

    For the moment nothing prevents the creation of champion archers because they are widely used at Athens.

    Sword champ is not use for the moment but maybe they can be used later in orther alpha.

    :)

     

     

    • Like 1
  6. 2 hours ago, Freagarach said:

    Why not a few turret points and the rest garrison slots? Or only ranged units on deck?

    You means several point of garnison ? can be good yes

    to see in practice not to do too much micro management

    • Like 2
  7. Hello,

    We need to make the naval games more interesting and fair.

    Easy balance and more fun naval. 

    Several adjustments together :

    1-Ships no longer fire arrows without garnison. Force people to garnison some guys with adjustement 2. Less spam boat.

    2-Max 5 arrows but boost garnison(now it 10 units). It a nerf of boat dammage but more dommage to orther ships to compensate(maybe damage multiplier only vs boat? X2 or X3 let's see? ). This is to help the noobs who do not know sea battles, it is so unfair for newbies they have no chance of winning a sea battle and reduce the dammage against units on land.The boat should not be a castle that moves on the water.

    3-We cheat on the hitbox of boats, reduce it. For an artificially better maneuver and less annoying. Easier to garrison troops as well.

    @Yekaterinawhat do you think about this easy proposition? 

    --------------------------------------------------------------------------------------------------------------------------------------------------

    For later with more development. Not easy to implement cuz it creates 'usable land" or by defaut a garnison system like stone wall.

    Change the naval battle system. this is an unusual idea.

    A trained military ship does not belong to you, it is an object. You can only control it if you assign a crew to it (1 units is enough for playability). All player can assign crew. So if your crew die, orther player can come control the ship if he want (or just control ship then sabotage the boat (delete)). The boat once emptied of its crew belongs to no one.                                                                                                                                                                                                                                                                                    Anyone can take control of it, it is a terrain object in the service of the crew. Would give an interesting axis if the "boarding" and "spurs" were to appear one day.

    The ships serve only as a carrier if not more than 1 crew member (the unit that allows you to have control of the boat). The units are garrisoned like garnison on a wall, they can attack if they are ranged units. Siege weapons included. 

     If you want to go further it would be good to be able to move your units on the deck of the boat. If two boats are stuck we right click on the boat so that the units pass.

    In this way it would be necessary that the boats could not be destroyed only by flaming arrows, rocks, deliberate suppression of the crew (sabotage) or iberian boats. Single shots would do absolutely no damage to ships. If you want to destroy the boat you will have to stick to the other boat and ungarnison (or right click to move according to the system used) on the boat in question. The ideal would be to be able to move your units on the deck of the boat.
    To be able to make boats in shipyards on land and then push them to the sea.

    Image you can make a bridge cuz 2 or 3 ships stucked..can be fun.

    :)
     


     

    • Thanks 1
  8. Hello,

    I think reset the elo it useless because we don't have a really a competive system but we can make something for stimulate people to play more game 1 vs 1 rated.

    All know ranking system entice people play more often. Clean the ladder all alpha can be good. About 50% of people are inactive for the moment, It is not a question of punishing them, to identify their level on their return it could be good to enter on their profile their old rating, as a achievement.

    2 ideas :

    Soft reset. 

    All player > 1600 reset to 1600 (About 200 players ? )

    Inactive leader will be at 1600 so the 100 best active player will be take their place and inactive good people will be 1600 so it ok. 

    All player > 1400 reset to 1400

    All player > 1201 reset to 1201

    All player <1200 or unrank to unrank

     

    Why not in the profil pin up the elo before the reset (just for know approximative level and if this people are old or new player)

     

    Reduce the gain of point againt < 1200 or beginner (how do it??). With 3 wins we can rush 1400 rating. 

     

    New system

    Add to ranking system, a grade system with a limited number people by grade. This will create competition for a better rank. All season all reset to 1200 rating. With a new profil system we can identity good player even with reset rating.

    Just for example, just random idea of name. 

    Emperor : 1 spot

    King : 5 spot

    Lord : 15 spot

    TTTTT : 50 spot

    XXXXX :125 spot

    YYYYY :200 spot

    IIIIIIIIII : 500 spot

    Soldat : 800 spot

     

    All ending alpha, we pip up in profil the rank :

    A26 : Lord

    A27:  King 

    A28 : Lord 

    In the future we could imagine a logo accompanying the rank in current alpha. 

     

     

    A soft reset

     

    Pourquoi carrement pas supprimer ce système de cote en le remplaca

     

    • Like 2
  9. 2 hours ago, chrstgtr said:

    I don't see any need for this. There is already an incentive to build more local drop sites to limit shuttling distance. Likewise, you can just research basket techs to carry more res. I also don't see why it unit speed matters--if a player makes all of one unit type then that unit type should be rushable. A properly built eco will address all the problems you describe, and if a player doesn't do it then they will have a worse eco. 

    To me, all this does is necessarily take out strategy in what units are trained, what buildings are built, and what techs are researched. 

    yes i don't see issue me too

×
×
  • Create New...