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chrstgtr

Balancing Advisors
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Everything posted by chrstgtr

  1. Thanks—appreciate it For what it’s worth, I think the bot is good because it explains why things happen.
  2. How do you suppose we learned that it was triggered by "wtf"? And, why would you say the bot's erroneous reaction was correct? This is simply an instance where there is an over-broad net being cast, which is why I reported it.
  3. @Dizaka literally just wrote "wtf == will to fight." I don't know how it is "obvious" that that isn't meant to mean will to fight--it is literally spelled out.
  4. Sure. How is that organic, though? I don't think it is. That would be an excuse for other behavior.
  5. Hard to understand how "wtf == will to fight" gets interpreted as "what the f*ck" Either way, it's pretty clear that this will lead to a lot of false hits
  6. GenieBot is muting people for saying wtf, which is a common abbreviation for will to fight.
  7. Sure. Set it at a constant, though. If dancing is bad (I agree, it is) then set it at a level than makes dancing ineffective. You shouldn’t have to do an upgrade to get rid of something that shouldn’t exist. Velocity is otherwise a proxy for accuracy (I.e., spread), which has its own, more direct variable. I think that’s what @real_tabasco_sauce was really aiming for too FWIW, dancing has been largely eliminated through a series of changes in recent alphas. Imo, that’s one of the best things that came out of a24. Edit: I know you’re not advocating here one way or the other, Stan. But I just want to clarify for everyone else
  8. No votes the last few days. And unless there is a surge of votes, the results won’t change. I think we have what we have and might as well start testing
  9. I think I voted for it, but I fear we are slipping into just making them spears. I don't have any good suggestions here. Maybe increasing attack range, like your 23 unit upgrade patch, would keep them differentiated and then you could decrease armor or something too to keep them from being OP
  10. No one reasonable will be upset with you. You did/are doing a great job. Assuming this all gets implemented into a27, there will be several new changes--maybe more than a24--and we did it without adding a new civ. That is a huge accomplishment. On this note, thanks to @wraitii and @Stan` for creating this project--I think it's been a huge success and one that makes a27 much more likely to succeed even though a27 will likely include a large number of changes. Thanks, @real_tabasco_sauce and everyone else who participated here
  11. What was the criteria we used last time? I thought it was a super majority or at least a majority of all votes cast. Lots of people pick the third option as a "I like some but not all choice." At a minimum, I don't think something that skids by on a 40%, 35%, 35% votes should get in.
  12. Yeah, I think everything implemented so far has wide favor.
  13. The mod is great. It allows for quicker improvements that players want. I'm just saying that, at least for a26, the mod represents a large portion of all regular users and therefore has replaced vanilla as the 'true' a26. I would love to see it back for a27.
  14. I don't know. You tell me--is a patch of 22 upgrades still good? A patch of 21? 20? 19? . . . A patch with 1 upgrade?
  15. But my question was why do all need to be implemented at once? A pickle can make you reject the whole burger if you are allergic. I just don't see why all have to be implemented at once. Units will eventually get to the upgrades, though. If a unit become OP after upgrades it is still OP.
  16. We can call it "experimental" all we want, but for all intents and purposes--it is the current alpha. The vanilla version of a26 does not function, if for no other reason, because of the Han farming issue and as a result most regular players exclusively play the mod. The mod will also likely be a27. And, again, a single OP unit can ruin gameplay. For example, in a22, a common rule was the no one was allowed to make cav or bolt shooters. In a24, no one made anything but archers and OP defensive structures made games extremely long and enjoyable. Those are two alphas where a single OP unit was sufficient to ruin gameplay. We should not brush off just a few potentially OP units. I have other issues besides the specific ones I named, but the ones I named provide a general preview. That is also true if you add just one tech--it becomes part of the tech tree. Each of these can standalone. What requires all 23 to be implemented at once?
  17. Sometimes I can't tell if you are just an excellent troll. Regardless, you lost your title of most toxic. Step up your game
  18. A single unit can ruin gameplay. I prefer a game with 2 balanced units instead of a game with 3 unit options but only 1 is built because it is OP. This isn't true. You have to decide which to techs to get, the order to get them, and when to get them. Unless you are playing death match settings, it is a game of limited resources. I very rarely get all the techs and I doubt I have every played a game where everyone got all the techs. I like these too. I would like to see some more tech options like this. I don't think this is truly a whole system instead of a compilation of several individual things that could be individually implemented. I identified a 3 instances where I believe the proposal would be too strong. ------ I am not trying to say there aren't good ideas. I am trying to say that I don't like the package as a whole. But I would welcome some aspects of these. There have been a lot of people with grand overhaul visions and everyone who has tried to do it has created greater imbalances than they started out with. I don't think anyone should assume they are better than anyone has proven to be. I like when the health bonus was only for specific civs. If it is kept for all civs then there should be a trade off.
  19. (1) It's a complicated system with 23 new techs. (2) It basically tries to rebalance everything all at once, which will inevitably create greater imbalances. (3) It contains some specific things I find concerning. For example, jav cav have a massive buff. Their spread (accuracy) improves a massive amount and their prepare time also is almost cut in half. Similarly, a massive buff is available for sword cav, which can get +10% health and +1 pierce armor. Additionally, a massive buff is available for archer cav, which get 1.15x dmg pierce dmg and 1.25x projectile speed, which increase accuracy (but does so indirectly). Taken together, the three best units, which many people already think are OP, all receive really, really large buffs. These buffs are also better than comparable inf buffs (e.g., archer cav get 1.25 dps plus increased accuracy but inf slings only get about 1.1x more dps). Likewise, projectile speeds are modified for several units and these modifications are inconsistent (1.5x speed for inf archers but 1.25x for cav archers and 30 for inf jav). Changing projectile speeds was a big part of the problem in a24. Honestly, I see no reason to ever change them because the same result can be accomplished in other more direct ways and their change isn't transparent to players.
  20. Yeah, that's why I say, if these fail to gain support--as they appear headed to, I would see if a narrower/more targeted patch would gain support.
  21. No, these are just the spelled out things. I would nerf all melee cav health. I don't have a big problem with jav cav health. Champ melee cav is a huge problem. I think speed is an issue, which is the way I would try to nerf jav and archer cav. I'm just trying to tell you how I think you could get wider acceptance on the cav issue, which is I think you could get a consensus on certain cav needing to be nerfed, but the current package as a whole is too divisive to gain large acceptance.
  22. I think you need to split the health proposal. It has too much going on. For example, I don't want to nerf skirm cav health, but I do want to nerf melee champ cav. There's a decent number but no one uses the ones that exist. But, yes, it is an area of potential--we just haven't seen anything for it that widely appeals
  23. I don't see a voting option. Maybe it is because I already voted? Maybe reset the poll so people can revote on the new stuff.
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