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Everything posted by BreakfastBurrito_007
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I looked at the auto-update history of windows 10 and it seems like none of the listed updates happened near to when the TLS problem started. @Norse_Harold was suggesting it could be a windows update, so perhaps there are some hidden ones not listed? Right now I am doing the "wait" method. Thanks @Stan` for taking a look at this.
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lmao I don't think being better than other players is an excuse to insult them. That being said you also launch tirades against players better than you after you intentionally sabotage your own team. It seems you have an unstoppable urge to feel superior to other players and I think this is the problem at its core. My advice would be, to quote Ol' Teddy: "speak softly and carry a big stick". In this case, the big stick is your skill, and speaking softly is your treatment of worse players. Keep in mind there are many players who adhere to this: basically everyone except a few players that the forum is about.
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I think it is important to remember that in a team game there is usually only one of these people and 7 others who are there to have a good time. The offenders are out-numbered and if we all demonstrate unity against the verbal abuse then it can help. Issues can arise when the offenders use the natural competition of two teams as a way to ensure they are not singled out as being an offender. An interesting case to think about is when an offending player refuses to unpause the game in order “win” some argument. I have only witnessed it a couple times but I think it’s outlines the difference between people who play 0ad for fun and people who take things too far.
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I think there is a difference between politeness and being a good person. Many people are polite, but very mean, and I don't think many people fail to detect the meanness behind polite language in those cases. At the same time, many nice people use rough language, it is just more common in different vernaculars. Overall I don't think censoring particular words prevents mean people from being mean. In the case of JC and Shyft, they are both bad people (racist, nazis, ect) and use rough language as part of their efforts to feel supreme. Banning their use of insults will just make them use other words to pump out hate to other players.
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Yep let us hope that the mod contributors are still willing to progress the game despite having their best work outvoted by people privileged to have both no work invested in patches and near total ignorance of the patch itself. Its a shame that people are denying this effort a chance to even be tested. A26 was a fine alpha even before the community mod, aside from the han fields bug. People must understand that there was a risk of the Athens team bonus being OP for example, but we voted for it because we wanted to try it out.
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I would like more people to have this mindset. People are saying that all the upgrades in the system being bundled together is a bad idea. I suppose the alternative is to have 23 fractions of the system all in series in the poll. If you support this way of voting for the system please state the advantages.
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That blame should go to the boring players who resist anything they don't understand. Keep in mind that to understand it all you need is to read the link that is posted and ask the author a question. That would be very twisted indeed if you got blamed. If I remember correctly the Team bonuses were almost rejected last time and have since been quite successful in terms of player feedback.
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I think the main reason you can build a cc there and not a storehouse is that cc's can be built without territory root, but storehouses can not. The pocket of territory you capture with a barracks is not "enemy" territory anymore, so cc's can be placed there, but is "un-rooted" so you can't put a storehouse.
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By far the most iffy changes are the blanket cav hp/speed decreases. There is certainly no one size fits all cavalry nerf, we can't even agree on one change to one unit: for example spearcav +1/2 pierce armor or javelin cavalry -2 pierce attack. Unit specific upgrades are exciting though, and offer their own balancing opportunities.
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to be honest decreasing the cost and build time also would give seles an advantage when it comes to diminishing farmer returns because it would be easier for them to build extra farms to spread out workers to 3/5 per farm or so. Perhaps the diminishing returns is something more players should consider even with the current game, at least I have never intentionally spread out my farmers.
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About the "either or" discussion for seleucid civ bonus, I think the farm cost and build time reduction will have more gameplay impact than the elimination of diminishing returns per farmer for seles. The diminishing returns per farmer I think would get treated as a simple food rate bonus and would not as visible or actionable in-game.
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Hmm I have heard of this happening to players such as berhudar. I am using Windows 10 home, and the weird thing is that this issue suddenly started. Since it has been constant since the onset of the problem, the frequency of me not using TLS to keep playing MP would be 100%. Obviously I shouldn't do that since I don't want my pw stolen. Do you think its worth trying to re-install 0ad and the mods?
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The main reason no one uses it is that its hard to get the troops in the right places, and also you can only garrison 8 troops up there, which means its not worth the clicks to get them up there unless you are iberians in p1. I have previously recommended adjusting the number of positions to 20 so that it can be useful, even if there is some unit overlap (god forbid).
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Melee champion cav may be non-counterable, but that does not make them OP necessarily, just frustrating to play against. Melee champ cav do not have the same damage/cost as ranged and are less survivable. A key factor of firecav/brit chariots being OP in a25 and brit chariots being OP in a26 is their ability to pay for themselves in unit kills with only very few losses. Personally I would welcome armor nerfs for consular bodyguard ( it seems they get more armor and more damage again like cs swordcav), as well as a moderate hp reduction and a damage buff for spearcav champions. As for briton chariots/firecav I think fire rate of firecav should be restored to its a25 value and briton champion chariots should have their damage reduced from 36 to 30 (still 5 more than firecav, even neglecting the firecav accuracy nerf).
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Sounds like it has potential. Do we have the coding capabilities to do this, though? I would be ok with this only if it was on a unit by unit basis (to prevent the AOE3 implementation) and I think the mechanic needs to be designed so that subsequent spear hits have less of this effect (so that the cav can eventually get away rather than being permanently stuck).
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If I understand correctly archer cav only have a small damage buff over archer infantry, while javelin cavalry get a whole +2 pierce attack. I think skirmisher cavalry should go from 18 --> 16 pierce damage because: people effectively use them as buffed skirm infantry, ignoring all the mobility benefits they have chicken rush is OP and this is javelin cavalry 95% of the time. javelin cav still beat spear cav in many situations (+ pierce armor is needed for spearcav anyway) Players who take civs such as gauls, seleucids, persians, or rome and make strong melee cav and melee cav champions always gradually mix in more and more skirm cav until they are producing almost purely skirm cav, and this is usually more effective overall than the melee/ranged mix or champions mix. In most TG's if the game is not decided after fighting in the 12-18 minute range, everyone usually tries to make javelin cavalry because for almost all civs javelin cavalry is the best available unit that is easy to produce in a standard game.
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Corrals almost useless in P1 and P2
BreakfastBurrito_007 replied to Player of 0AD's topic in Gameplay Discussion
I thought corrals were fine in a25 and there really was no need to limit cows to p3. With autoqueue, I think the challenge in corrals is getting the right ratio of horses to corrals, if you have a big enough steady state gain in cow numbers then you can actually be losing food, and on the opposite end, it can be very annoying to re-task horses onto corrals. I agree with @Dakara that the best solution probably is to mix farms and corrals so that there is at least some steady component to food income. I think there is definitely gameplay benefit to having corral food eco as a viable, but non-meta, option. On one hand you have more population efficient food eco that can fight if need be, and on the other hand it can be disrupted by sudden large expenditures of food.