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chrstgtr
Balancing Advisors-
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Everything posted by chrstgtr
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Batch Training (The Good, The Bad and The Ugly)
chrstgtr replied to Micfild's topic in Gameplay Discussion
I'm not sure I understand. Does this mean that each unit/batch effectively take .2 seconds longer when made with auto queue compared to when it is manually done? -
[Feature Request] Rally point on storehouse lets worker start working
chrstgtr replied to seeh's topic in General Discussion
I'm aware it's different. But that difference is worse because you aren't actually controlling where they go/controlling your eco. Early game it it particularly problematic with women going onto mines. -
[Feature Request] Rally point on storehouse lets worker start working
chrstgtr replied to seeh's topic in General Discussion
FYI You can basically already do this by setting the rally point on the res itself. Setting it to a storehouse would be more inexact(I.e. should the unit go to the stone, metal or wood that is close to the storehouse) -
Diversifying Champions
chrstgtr replied to Thorfinn the Shallow Minded's topic in Gameplay Discussion
Most 1v1 matches I’ve played in that are competitive for more than 15 minutes featured champs. For me it’s been TGs that are too frantic to wait to build champs -
Diversifying Champions
chrstgtr replied to Thorfinn the Shallow Minded's topic in Gameplay Discussion
Yeah, this would require a big champ balance overhaul, but that’s ok IMO. Esp since initial reports from a25 seem to indicate that CS balance is good (I.e. nearing a potential final state). In terms of balancing, in some places, it might be easier to keep with we have (ie standardized champ units that are basically just stronger CS) and introduce all new units with these types of special characteristics. So for something like Sparta we could do as you suggest and then bring back a standardized sword champ or skirm champ. There are some civs that basically already do this (i.e. fire cav for iber is totally unique while Iber’s sword other sword champ is the standardized Doing something like what you describe above would bring back some of the civ differentiation/unique civ play that was lost in a24 and would also introduce some unit differentiation that people have (rightly) complained about without needing to totally restart balancing -
Diversifying Champions
chrstgtr replied to Thorfinn the Shallow Minded's topic in Gameplay Discussion
I like most of these. Balancing gets tough. But this makes them closer to somewhere between a hero and a CS instead of just being a stronger CS. -
Dancing - Lowering heroes' health / adding headshot damage
chrstgtr replied to Jofursloft's topic in Gameplay Discussion
Having 50 archers shoot and repeatedly miss is obviously a big loss of offensive power. That is why there is "a lot" of incentive to organize your troops better to ensure that 50 units aren't doing a duplicative job. With that said, my critique applies mostly to non-hero units. The main problem I see with applying a max number of attackers to heros (which again do most of the dancing) is that this will limit players' ability to snipe heros, which is often a big strategy in regicide games. In this balance, I could go either way. -
Dancing - Lowering heroes' health / adding headshot damage
chrstgtr replied to Jofursloft's topic in Gameplay Discussion
Setting a max number of attackers takes out a lot of strategy/micro in the game since it takes away a lot of the incentive to position your armies when attacking. An alternative solution that would have less unintended consequences would be to just make heros' turn rates even slower than they are now since dancing abuse tends to only really occur with heros. Also please note that heros' turn rates did not change from a24 to a25. Nonetheless, I have not seen this happen much, so I am inclined to just leave things as they are until it becomes a pervasive problem like it once was. -
Read OP post--it explicitly attributed the problem to int'l trade bonus. @Gurken Khan Here: There is a market somewhere on the map. Why should it matter if I own the market or my ally owns the market if the benefit is tied to distance. Put another way, if an American company is importing a natural resource from a country in Africa why should the amount extracted increase if the extractor is American or African? The amount extracted is the same. The only thing is how is the benefit split up. If the American company has to pay the African country then obviously the amount of income will be less.
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But why give a bonus? It is already beneficial to trade over long distances. Just split the fixed amt of res. The abstraction causes a problem, and the abstraction itself doesn't really make sense. So why keep it?
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There is no need for an abstraction. Trading from far away places is beneficial. Usually trading with a far away place means international, but not necessarily. Given a fixed distance, trading amongst yourself should be more beneficial than trading with someone else bc then you don't have to share the fixed trade. Trading between different countries over a certain distance doesn't magically make it more profitable than trading over that same distance amongst yourself.
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Trade only generate so much income--the amount of food/wood/stone/metal that was actually being carried by traders from one location to another. If you are trading with a seperate party instead of one of your own colonies then the income is being shared with the other party. Thus, the total income you capture is less. For example, let's say Rome traded 100 metal with Carth. Carth would would some portion of that metal in order to facilitate the trade. If, however, Rome captured Carth or built a Roman colony right next to Carth where they could access the metal then Rome wouldn't have to share the trade income and could keep it all to themselves. The "domestically available" bit isn't relevant because income is determined by distance (i.e., where the market is). The international bonus is on top of whatever trade income the route would naturally give, which just doesn't make sense. In other words, trading with a specific trading market shouldn't magically create additional trade income just because it is owned by someone else. If anything, that someone else would want a portion of the trade income bc they are facilitating the trade as a middleman.
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Could also just get rid of international bonus. It doesn't really make sense--why should overall trade income increase when there is a middle man? It makes more sense that long distance trade would be most profitable when a player vertically integrates (i.e., when they build a CC far away and build a trade post there).
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Bigger issue would be houses/pop cap. I think I have seen it only happen a few times before, and in those games the player was unable to help their teammates in any way except for a relatively large force of leveled up healers. Because all players at this point were unable to sustain large armies keeping men alive was very important, which made 20ish leveled up healers very potent. Edit: My point is: a player shouldn't be defeated when they can still be helpful to a team The only benefit to not requiring healers to be killed (or for that matter any other unit) is that it makes it easier for players to "officially" win when it is already obvious who has already won.
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Agreed...formation dancing (changing formations quickly) has needed work for awhile...with that said, I won't believe the posted comment until I see it executed against a good player.
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Archer damage wasn't changed. The accuracy wasn't nerfed much either. Archers were vulnerable in a24 but other factors like slow train times, slow movement speed, and op defensive structures made archers seem better than they actually were in open fights. Archers will win in lots of range only fights, but if melee ever gets to them they will be shredded. The key will be making diverse armies to take adv of higher dps range units while still being able to use melee to cut through range units' weak armour. I agree. These should be at least (partially) coming back in a26.
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Sunday 19 CET A25 - Teamgame for testing balance !?
chrstgtr replied to MarcusAureliu#s's topic in Announcements / News
Already have other plans, otherwise I would've been interested. Have fun.