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Everything posted by BreakfastBurrito_007
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https://trac.wildfiregames.com/changeset/23895/ Idk but it might be this one... it took me a long time to find it. It does not give any justification, but maybe I am looking at the wrong thing. Archers being the longest range unit makes them the fastest infantry because they dont have to travel as far to "reach" the enemy. I care less about why it was introduced/implemented and more about why there is hesitancy to revert these ranged infantry walk-speed values to a23.
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Why are people hesitant to re-introduce ranged unit speed differences? when all ranged units were given the same speed, this made archers the most maneuverable unit in the game besides cavalry. If they need to go somewhere, and do damage, archers will have the shortest timespan to do that out of any infantry unit. This is a problem because it enables them to turtle with spread-out defenses over a wide area and effectively lock down the map, making it hard to move anywhere but back and forth along your defenses.
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what do we do with the defenses of phase 1?
BreakfastBurrito_007 replied to Lion.Kanzen's topic in Gameplay Discussion
This is what I am talking about for longitudinal spread damage, I am wondering wether this could also apply to next layer immediately behind the palisades (ones within a certain distance). One other thing that might serve to limit the effectiveness of palisade spam is reduced archer move speed, since in a24 archers can run to defend every corner of a huge area of turtled territory faster than an attacking army can flank to undefended spots. Reducing archer run speed will mean that palisades and walls will be less effective over ludicrous lengths. -
what do we do with the defenses of phase 1?
BreakfastBurrito_007 replied to Lion.Kanzen's topic in Gameplay Discussion
@Yekaterina I think some form of damage spread from layer to layer and along the length of a section of wall is a good way to address both of these things: wall spam and small fragments With damage spread, multiple layers would be more effective, but each additional layer effectively gives you less total hitpoints. This means that rams and elephants will accelerate across and along wall segments, meaning that quantity of wall placement does not equal quality (such as shorter segments, using chokepoints, and existing defenses). small scattered remnants of palisades do not have any positive effect on gameplay, they do not reward skill, action, or risk taking. They only cause frustration, and are another reason why palisades contribute to turtling and hesitancy to attack. -
what do we do with the defenses of phase 1?
BreakfastBurrito_007 replied to Lion.Kanzen's topic in Gameplay Discussion
Looking at images of such palisade walls, I get the impression that it would not take many strikes from a ram to take them down. Also, wood has leasst strength in shear with respect to the grain. This is the situation of 0ad palisades. If there are no horizontal stabilizers to keep the vertical logs in position then 2 things happen: the absence of one log allows surrounding logs to move more, creating more instability the impact of a ram is not distributed, meaning only one or two pieces of wood takes the whole load of the ram strike. This is enough to justify halving the crush armor of palisades, A ram should probably be able to breach it in 2 strikes. This discussion of historical accuracy and engineering limitations is pretty pointless for these palisades as they are just art-pieces for a game mechanism. We should free ourselves from this thinking, and let us make the palisade walls perform a logical, fun, and varied function in 0ad based off of a gameplay point of view. lets ask these questions: How much do we want small fragments of un-destroyed palisades to just sit and clutter the map and cause bad pathfinding? How effective should spamming multiple layers of palisades be in multiplying the strength of the overall barricade? How does it affect gameplay movement, fluidity, and decisions? I think the answers to these questions can be found in area damage, cost, and build time. -
I have played some cavalry games in a24. I noticed that they work very well against archers with some spears, provided your numbers are more like 30 cav 50 archers. Spearcav are great versus archers, but their main issue is that only the front bunch of spearcav can fight at the same time, for this it is helpful to have at least some javelin cav to bring the damage. I think spears and pikes are good counters vs cav in a24, and dont need buffing or nerfing with respect to cav. Spears and pikes are not a "prevent all" to cav, but require considerable effort to work around. I think implementing cavalry acceleration like I have described in that topic would be a good way to make cavalry more than just high health high speed versions of infantry, and trickier and more risky to use. As for archers, I think "archery tradition" should not apply to cavalry-archers and should make archers more susceptible to smaller groups of cavalry.
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what do we do with the defenses of phase 1?
BreakfastBurrito_007 replied to Lion.Kanzen's topic in Gameplay Discussion
+ Area damage to walls (and maybe light structures: house walls) + a little build time + a little cost This sounds good to me. I am thinking palisades will be good to help thwart p2 aggression and p3 nuisance raiding. But will not do much to prevent a full scale attack. -
what do we do with the defenses of phase 1?
BreakfastBurrito_007 replied to Lion.Kanzen's topic in Gameplay Discussion
I think the main things making rushing challenging are the slower men training times, cc extra range, and unit rotation being a bit too slow. I don’t think nerfing sentry towers is a good idea, although making them less valuable for P3 means that they still have an opportunity cost. As for palisades, they are almost never built in p1 as wood goes to: houses, upgrades, men in normal games. Many of these things are being addressed already and I think the overall effect will be fine without extra nerfs to defenses. (Think being border next to rauls) -
Thorfinn the Shallow Minded Mod
BreakfastBurrito_007 replied to Yekaterina's topic in Game Modification
Hmm. This is a much more complicated debate than the other balancing topics. It is important to point out that these changes will/can contribute to civ and strategy differentiation. -
Thorfinn the Shallow Minded Mod
BreakfastBurrito_007 replied to Yekaterina's topic in Game Modification
This is actually a super brain idea. Sparta could have a flexible champion available in all ages, This can probably help Sparta with its unit diversity problem. And make it have a potential advantage at any phase. We would need to be careful to balance the unit accurately at each phase and with each personalisation/upgrade. -
Dream of gamer ( 16 players game)
BreakfastBurrito_007 replied to Dakara's topic in Gameplay Discussion
New gamemode: Hyper pizza. -
Thorfinn the Shallow Minded Mod
BreakfastBurrito_007 replied to Yekaterina's topic in Game Modification
My main qualm with this would be pocket usage in 4v4. imagine ur a border player and ur facing equal army plus 2 rams, then suddenly 20 spartan hoplites hop out of the rams and cap ur cc. I would be very worried about how this might work in 4v4s. -
Gameplay issue: Booming = Turtling
BreakfastBurrito_007 replied to ValihrAnt's topic in Gameplay Discussion
I disagree about the source of turtling in a24. During the "boom or rush" part of the game: beginning to ~15 minutes, the primary reason not to attack would be the extended range and increased effective damage of towers and ccs, and the absolute lack of means to get more bang for your buck (p2 champs, p2 siege could be the source of this). All of this is considering the game to be balanced. Turtling is worst after 20 minutes in a24. At this stage, everyone is out of metal, no one can successfully flank or maneuver, and the map is totally built up with fortresses, towers, temples and walls. After all, barracks was just as much if not more economic in a 23, because of training times being closer to women (the other eco unit; which is only from the cc usually). In a23 rushes and booming tradeoffs were nicely balanced. -
@Dakara This reminds me of AOE 3 with shipments. I think that if mercenaries are to be expensive and only cost metal + small food, then there needs to be some options to get more metal than is logical to have mineable on the map at the start of the game. I think a combination of tax tech like @wowgetoffyourcellphone mentioned where each unit gives a trickle of metal, but works more slowly for every resource, and a storehouse tech, where double the metal can be extracted from 1 source like @Dakara said. The bonus of these upgrades is that they have drawbacks, Dakara one would be very expensive, wow idea would force a decision to dedicate to mercs (high risk). The nice thing about these upgrades is that they allow you to choose the amount you expect to be making mercs: a few for antiram, a bunch for small battles and raids, or a closer to full composition. It will be very hard to balance these upgrades and mercenaries themselves right.
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This is a good consideration, perhaps some kind of color change on the market icon is good. It should not be too easy to adjust, but then again, the most scarce resource may not be the one the player wants. The main thing I want to know is if people think this is a good gameplay mechanic that should be implemented or tested in a mod.
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This is true, and because of this now I am thinking it is better to keep expertise in war at rank 2 so that skill is needed to keep them alive to see veteran rank. I think reducing metal cost by 20 and adding 40 wood, 40 food or 30 stone to the existing costs is a great way to fix the usability/power problem for now. The mercenaries would still cost plenty of metal but would be worth the buy. I also think that 2 metal mines should be available to a player, one maybe a bit further out.
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I think they are great ideas as long as they are balanced well, and metal distribution becomes more equal. You could call the tax increase upgrade "Opulence" or maybe "Big Government". Also I think this is a good example of improving historical accuracy and expanding gameplay depth and quality simultaneously.
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@Lion.Kanzen Do you see any value to the changes to mercenaries in a24 or should the whole idea be scrapped? I quite like the prospect of having some middle tier unit available in different varieties in difference civs. As for more outlandish (still great) ideas like from @wowgetoffyourcellphone, they are less likely to be accepted by the multiplayer community and I am not sure how I feel about them myself.
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@wowgetoffyourcellphone At first I was upset reading some of this, but now I see it reflects some of the societal changes that people might associate with hiring a mercenary army. These changes could potentially be quite good added to the game. I could see varying levels of availability of these techs depending on how much of a "merc civ" the civilization is. Upon seeing this: Could be a risky choice for civs that don't have a great selection of mercs (this is ok, risky gameplay is exciting) Will be very hard to get adequately balanced as an overall tech and will need to be carefully tested and reviewed. Also, for these things to exist, we need to make the amount of metal available much more for all players as well as less variable.
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Hello everyone! I had an idea that would be easy to implement and might make traders a more interesting and less predictable economic unit to use. At a given point in the game, the resources available for barter in the market have different values. Most often metal is by far the most valuable, but this appears set to become less extreme in a25. In alpha 23 traders were not even considered in 95% of games due to the fast paced gameplay and need to be ready for fighting at all times. In a24 barter rates immediately slam to value metal, further disadvantaging people without metal mines. This seeks to bridge the gap and make market gameplay a big improvement on both. If traders got more resources for each pass when they were trading for the most valuable resource, this would (maybe) make some economic sense because traders would want to take more value on each trip and this would be found in the most scarce resource. For example's sake (the values can be changed) a trader gets 100 of each resource when barter rates are equal 100:82. This is the default setup when no one has bartered, I call it the equilibrium rates. If someone barters all their resources for metal, the value of metal goes way up and now each resource is 100:1 with metal (maximum disturbance), this means the trader will get 100% more metal than before. Ideally, each addition of disturbance past equilibrium rates has a smaller and smaller affect on the traders. This is so that the effect is both tangible on small to medium price fluctuations, and not insanely profitable for large price deviations. The relationship would be proportional to a curve like the example attached where the x axis is a measure of barter price disturbance for a scarce resource and y axis is profitability of the scarce resource in barter trade. I chose the curve as an example just to show the behavior Im looking for. Possible benefits of the mechanic: sometimes rewards for the risk of putting metal into traders around 15 minutes instead of upgrades or champions or siege grants flexibility in strategies requires some micromanagement/ at least paying attention to prices. lessens the problem of certain resources being overvalued. I remember some civ has a trade advantage, this could be a little trick that they are good at. Serves to counterbalance barter rates and allow them to reach equilibrium sooner. Makes market decisions much more complicated. Do I barter everything to get traders so I can use the good trade rates I created? No, because you wont have a short term army and someone with excess metal may use the barter rates you created to trade their metal for other resources to mount a huge short term attack against you. I think this mechanic would be super dope. I don't see any downsides to it that can not be eliminated by adjusting relationship values. I feel this will make trade economy less hands off and more interactive and skill based. I am excited to hear what you guys think!
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I think the idea to make mercenaries cost more metal as well as become more powerful and lose resource gathering abilities was a great idea. The important part was to make mercenaries a more unique unit class. I think a variety of changes in different amounts could be applied to make mercenaries a fun addition to the game. A mix of: Pivoting cost a little away from metal, perhaps in exchange for a 20 decrease in metal cost the unit would have 40 more food 40 more wood or 30 more stone. Making "expertise in war" go to rank 3(and maybe affect cost?) or maybe just cheaper upgrade (300 f, 100 m) to go to rank 2. Perhaps it could be a tradeoff of some kind. Making some heroes that currently are awful have a merc bonus as a stopgap until they get historical bonuses. (be careful with Carthage -35% metal cost heroes. A more complicated, but less problematic issue with a smaller total resource cost is that it makes mercenaries the cheapest option in a full trade eco game, because the gather rates of traders are the same for each resource. It is extremely rare for games to become full trade eco games anyway, so I think this is not really a problem. I think some mix of these changes could make mercenaries a great option for civs that were intended to have good mercenaries, like Ptolemies and Carthaginians.
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For me, and I think most players. (...) is my personal thoughts and suggestions The good slingers nerfed blacksmith upgrade applications. Universal siege shop all civs stables-----> (even if civ is not a super good cav civ, it is an option in certain situations) champion costs mercenaries cost idea ---> (I like the idea for mercs, but buffing the merc upgrade and adjustments to merc cost will help make them worth it) The bad stabilized gameplay "turtle" feeling in most games especially after 16-17 minutes (leads to endless games) archers OP archery tradition lost tradeoff qualities --->(maybe it should be + 20% damage and plus 10 m range but plus min range and minus HP) and free. archer eles too cheap/powerful buffed effective damage, range, and health of forts and towers. archers can kill catas and bolt shooters too easily Metal cost huge for everything, stone excess goes to powerful defenses Mercenaries cost much metal -----> (maybe move some metal cost to an asymmetric increase in food and or wood for different civs/units) size of cities because of many new buildings and stone excess and slow training----> (civ specialization/rushing --> cheaper barracks (sparta) or stable(pers) unit train times-----> (made it necessary to have 100% more barracks on average) I hope this captures many peoples most general grievances with a24, and I want to know if anyone agrees or disagrees with my suggestions! I have seen the changes being considered for a25 and I like the work going forward. Great work!
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I'm sorry that he said those things mate! I hope you get some justice.
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Sorry for taking so long to get back to you @Stan`, I successfully put 0ad on windows this afternoon, checked it out and it worked just fine. I went to install the mod, but I am having a hard time extracting it to anywhere, much less the correct location. When I use the "extract all" function it immediately says it was interrupted, and gives an unknown error, this also happens whenever I try to copy the .json file anywhere. I tried extracting it straight to desktop to see if it could be extracted at all, the error showed up, and the extracted files were there, only without the .json file. I am assuming that the installation folder is just the folder I created to install 0ad into. Do I need to extract the whole downloaded package to that install folder or just a part? Any help would be great. Apologies in advance if what I am asking is obvious.