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Everything posted by BreakfastBurrito_007
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I think many players, myself included, have gotten used to the way the wood upgrade costs wood, as well some other less severe cases like metal and stone. I would vote for this in the community mod if some reasonable adjustments were made, although I can't think of my own recommendations. I definitely want to avoid a situation where eco upgrades are "insta-clicks" with zero opportunity cost. I would suggest starting with just the wood upgrades since the metal and stone ones don't cost that much stone.
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I think new civs can be added as they are worked on, balanced, and added from other mods. We don't strictly need new civs in my opinion, but I would welcome any creative, balanced, and fun civ to play with whenever they reach a state that is compatible with the civs that are already in 0ad. That being said I don't think we need every flavor of Greek to have their own civ in 0ad lol.
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AoE4 had Mongols as a nomadic civ, but basically all it meant was that their buildings could pack up into carts, and it was quite gimmicky. I would prefer to maintain the functionality of the cc (territory root, training) while it moves, and have it move very slowly, also other buildings should be mobile as well but faster and with a pack up pack down feature. moving cc territory would be very challenging without making some features to help make it feasible, such as a dedicated territory root building, permanently mobile storehouses and farmsteads, and/or buildings not decaying to gaia once they are out of cc territory. Nomadic society doesn't simply stop when they are on the move, so the cc should remain functional as it moves. Having a slow but still functional cc also means players need some planning and strategy while moving around the map, instead of zooming around and using the cc to snipe enemy units like in AoE4.
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I think 1v1s are less fun and less popular because the interaction of team bonuses is a good source of strategies and variability. Of course changes don't have to improve gameplay experience in only 1v1s or only tgs. I think civ and unit differentiation would help the 1v1 scene as well as tgs, for an example look no further than @real_tabasco_sauce's unit specific upgrades community mod patch that could be seen in the community mod for a27.
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@ShadowOfHassen yea a lot of people agree that the women/citizen soldiers roles could be adjusted eco wise, there is some discussion about adding a male economic unit so that citizen soldiers' economic role would be secondary. Interestingly in 1300+ multiplayer it is rare to see corral economy and farming even with 45-50 women is fairly standard, while corral food eco is more population efficient and durable it also requires more focus and is less predictable/reliable in usual 0ad games.
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Disable unit overlapping
BreakfastBurrito_007 replied to Yekaterina's topic in Game Development & Technical Discussion
0 unit overlap will cause multiple brain aneurisms from players watching their units take 5 mins to go between 2 trees. We are probably looking for a middle ground. -
when this happened with me it was 0 silhouettes ever, just to clarify. @Yekaterina and @real_tabasco_sauce ye I saw those eles lmao! Hopefully we can tweak ele values for that splash damage (maybe also max number of recipients of damage) before the official release of the alpha so we can avoid the community mod becoming a bugfix mod as it primarily served in a26. When people rely on the mod to have fun in the lobby (like in a26), it adds a lot of risk to experiments and new ideas
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Housing places in the barracks and fortresses.
BreakfastBurrito_007 replied to Sun Wukong's topic in Gameplay Discussion
Its all about whether people agree with your ideas, amazingly enough 0ad is run as a democracy in many cases, such as voting on community mod changes. If you want to gauge how much people like your idea, make a mod and put it into next community mod vote. -
Housing places in the barracks and fortresses.
BreakfastBurrito_007 replied to Sun Wukong's topic in Gameplay Discussion
I don't know why you have come to 0ad to make it into Cossacks. The whole point of finding a new game is learning to appreciate it. It seems like you have no appreciation for the game or community. You called the citizen-soldiers concept "dumb". We know it has its flaws, but we also know its gameplay benefits and we are working to improve it. Calling it "dumb" is just an insult to developers who have worked on 0ad for a long time, as well as players who have more than just a superficial understanding of the game and are always debating and discussing gameplay aspects and effects. -
Housing places in the barracks and fortresses.
BreakfastBurrito_007 replied to Sun Wukong's topic in Gameplay Discussion
There is deprecation inherent in removing population value from houses. People who understand the game well can pretty easily forsee the negative gameplay effects of barracks giving 10 or even 5 population space. -
Housing places in the barracks and fortresses.
BreakfastBurrito_007 replied to Sun Wukong's topic in Gameplay Discussion
This would diminish the value of civ specific housing bonuses, such as Ptols, Celts, Carthaginians, especially in early game where a barracks is made very soon. We don't need to have any more economic value to the barracks (its already the most valuable eco building). We have had a discussion before about adding a male economic unit that would make CS infantry's economic role more secondary, which would add value to cc's, decrease the eco value of barracks, and differentiate booming from military buildup. -
War crimes - default settings in 0AD
BreakfastBurrito_007 replied to Gurken Khan's topic in Gameplay Discussion
I am sorry but it is not getting any clearer for me. Either way, the default settings should not change since they are reset when mods are changed, so a lot of games will need to be rehosted when people realize they have non-violent game settings. -
War crimes - default settings in 0AD
BreakfastBurrito_007 replied to Gurken Khan's topic in Gameplay Discussion
Hmm, then are people saying that its unethical to have war crimes included in videogames? Sorry I just read your original post as basically the same idea. especially this part: At this point I'm a bit confused about what you meant in the first post, but I think war crimes can be in 0ad or frankly any game as long as they aren't glorified or justified in a good versus evil or us versus them lens. -
War crimes - default settings in 0AD
BreakfastBurrito_007 replied to Gurken Khan's topic in Gameplay Discussion
People have had this idea that videogames cause violence for as long as videogames have existed. People with normal cognitive function are able to distinguish between the objectives and victory conditions of a game, regardless of how they are achieved, and real life, traumatic violence. I don't think this is worth our time to be honest, especially not any developer's time. -
Automation as powerful as auto-sniping would be a cheat if not everyone had it. If everyone had it, it would break the game. There is a community mod effort re-balance melee and ranged units such that sniping is much less advantageous (while also making melee units more fun to play with). It may still be useful at times, but other micro methods will become much more influential by contrast.
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Better elephants, better mercenaries, interesting eco and military boost potential with pyramids. Anything a civ is good at can be thought of as a bonus, it is up to the player whether, but also to what extent to use or take advantage of these bonuses. These are all complicated choices that evolve during gameplay. Clicking "The Governor" and then proceeding with the game affected by that choice is a one-click decision that carries little gameplay value. I agree that there needs to be move strategic depth to the game, but I consider shifting bonuses into a decision tree to be dumbing down the gameplay. @real_tabasco_sauce's unit specific upgrades are an attempt to give the players more options for how much they want to dedicate to a unit composition, as well as options for improving specific areas of performance of units.
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use this to prioritize killing enemy ranged units. This is known as sniping, and I think it uses left click instead of right. Due to the way melee and ranged units are balanced, this is the best micro to do during a fight.
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I think player controlled and player executed strategies are what make AoE 2 so successful compared to other AoEs. I don't want to be picking and choosing from a menu, rather I want to make the dishes myself!
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What is MICRO? How can you learn to do it?
BreakfastBurrito_007 replied to Gyokko上弦's topic in General Discussion
in a26 sniping beats any other kind of micro by a huge margin. There is simply nothing else that will give you as much value per click as sniping. A step by step for how to snipe can be seen at the discussion below. I hope that with unit roles, balance, and other gameplay changes, sniping will have a less critical role in battles and other micro techniques will come forward. -
Sniping: targeting ranged units in order to maximize the effective damage of your units. select all your ranged units hold alt, or option (for mac) attack click rapidly, clicking units that you want to prioritize (enemy ranged units) with each click, the number of units you have in your selection will go down by 1. This is because each click tasks one unit from your selected group to that task. When you run out of units in your selected group, repeat steps 1-4. In a26, this will cause you to win every single even fight due to the way melee and ranged units are balanced. This will be more impactful when pikemen are involved. Keep in mind different ranges of ranged units Don't be afraid to snipe with selections as large as 100-150 ranged units, just click super fast in step 3 and you will be in a great position. I hope that in future community mod releases and alphas that sniping becomes inferior to other micro forms and that we can move away from the "meatsheild meta" that causes this tip to be so valuable.
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Horses garrisoning in barracks and infantry garrisoning in stables isn’t illogical, but I feel somewhat indifferent about the gameplay effect. As for horses in towers: op towers would be easily captured by horses who could then garrison to deny resources in an enemy base.
