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BreakfastBurrito_007

Balancing Advisors
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Everything posted by BreakfastBurrito_007

  1. maybe change the name to "fabricator" and they will go back to normal fishing
  2. One of the main features of 0ad that serves to make civs often play very similarly is that many units are totally equal for some civs. Another issue is how simple many unit roles are (think meatshield/sniper meta). Unit specific upgrades is an attempt to differentiate unit roles and create some situational upgrade clicking as opposed to "must get" like the current military upgrades are. Unit specific upgrades could also help create more specific roles for units, depending on the situation. Considering civ balance and civ playstyles, some civs might not get all the unit specific upgrades for each of their units. This would make them maybe not "unique techs", but certainly "non-universal" techs. Consider that in Aoe2 there are many similar units (people who like games to be "cool" don't like this, hence aoe4). Japanese get every tech that is available for cav archers, meanwhile a couple other civs have access to less techs but have specific bonuses regarding cav archers. This creates differentiation in when and how cav archers are best used for that civilization. I'm not saying that we should be Aoe2, but I am saying that this is a very effective way to make "the same" units play very differently. To give an example from earlier, someone mentioned "longer pikes" (one of the unit specific upgrades). It seems like it won't have much gameplay effect, but the crucial aspect is that is has greater effect in certain situations (ie chokepoints, getting hits on cav). This is really fun compared to the plain old +armor, +damage techs.
  3. My apologies for misunderstanding the situation. Yes the AI is flawed in a number of ways, and is something that needs work. I think if you increase the AI difficulty or set it to defensive it might deal with your rams better, but I haven't tested it. Well in this case the discussion is not really about rams being too durable as indicated by the title of the thread, but about AI behavior.
  4. The most experienced players of 0ad understand balance better than anyone else, because they have gone to great lengths to learn it in order to beat other players. Usually if there is a genuine balance issue it remains most noticed/complained about by more experience players. Not a soul among the top half of 0ad players complain about rams being too durable, and since its the same game that you play all we need to do is to help you learn how to counter them. Some great options: swordsmen (garrisoned in the building rams will target) swordcav ( can be garrisoned further away) catapults some melee heros spearmen (if you have enough) women ( they deal hack damage) your own rams Hope this helps
  5. yes I can, its actually really obvious when players are using progui's autoboom feature. Choosing batch sizes, autoqueue, what unit to make are all critical repeated decisions, they are not just mouse clicks. It has been harder to investigate how autosnipe is used and by who, but there are some very obvious signs that something is happening with it in-game.
  6. The solution is obvious, you just don't like it because you use this mod. Yes this is also a macro. Albeit less egregious than yours because its simply multiplying clicks instead of managing decisions. 0ad is a free game and I don't think people are really buying mice specifically to cheat in it. My mouse costs 5 dollars from a local grocery store. Where you see a flawed game design I see a skill issue. A skill issue that you would rather eliminate than learn.
  7. The old migration seemed to have too much focus on naval battles. I think having the island in between teams will allow for more focus on the island. Moving the islands against the edge of the map seems to have increased the width of water passages for better naval gameplay while also increasing the available land for starting islands. I also like adding the woodlines instead of the massive wood treasure, since it results in a more normal game progression.
  8. Kushites and Persians and romans are the only ones off the top of my head that have non-greek voicelines.
  9. spearmen can also do ok if you have a good number of them in the right place at the right time.
  10. @guerringuerrin it seems he switched his account to CryptoCamelius for the purpose of trying out progui. I don't think he was using it before, but he had expressed interest.
  11. I think a GUI mod should just change how things look or the information that is displayed. Progui has macros that make the game easier to play. If some players have progui, it’s an unfair advantage. If everyone has progui and is accustomed to it, then we lose the production management part of 0ad and its corresponding learnable skills, resulting in a decrease in the fun of the game. Fun games are when you can’t master everything and there’s always some way to improve that rewards you with a win. If you replace a skill based facet of the game with an optimized automatic system, then there is no way to improve in that gameplay area, so it’s less fun.
  12. The main unfair advantage progui provides is reducing the necessary tasks of eco management and training. This means that a progui player can focus much more on overloading the multitasking ability of a player who has to actually manage their training and eco. I think the percent numerical advantage from progui mostly grows when you exploit it this way.
  13. That falls under the "balance accordingly" category XD
  14. To be honest, I don’t see how a strict set of standards for civ differentiation helps us. I think we need allow civ design to be creative, and then balance accordingly. If we design civs to have 1 unique tech equal in power to another civ’s, then it limits the creativity that can be applied to those techs.
  15. to be honest I think merc cav are still in a decent spot, its just now you aren't guaranteed to win the game, so the risk is way higher.
  16. my bad yea I was assuming community mod. @Emacz see the funny thing is that plenty of players would have kush in their top 5, and I tend to have the most success with seleucids. If there is one civ that I would say isn't great for most players right now its Carthaginians, however borg has played them really well recently anyway.
  17. Honestly the civ balance has been better than ever. Its not easy to come up with a top 5 since you always need to leave out strong civs.
  18. Ok, I still haven't seen or heard from my teammates on Legion X. If some other team is needing a player of around 1600-1700 then I'd be happy to fill in.
  19. don't worry, everyone gets pissed off by this @BeTe . Yea the chickens around the cc make for an interesting gameplay situation, where the booming player has a delay before he can scout, and the rushing player can move out faster. I think after 3 minutes usually players have had a chance to check out what their enemy border is doing and prepare something, but a typical chicken rush comes in well before that. One option a booming player has is to check for enemy cav with one of his ranged infantry, which isn't so bad in terms of idle time on the border. The downside to this if your enemy has cav he may notice and kill one of your units which could save you when the cav do arrive at your base. I'd like it if something was done to nerf the chicken-rush, but I'm not sure what change is needed.
  20. One other concern which is hopefully not a problem in a27 is the community mod player base separation. The community mod fixes a lot of bugs and has significantly improved gameplay as well, it is considered to be the better version of the game to play. I think allowing the community mod to experiment with features and fulfill the role of playtesting would be nice, so that the players can always fall back on the base game if the features under testing are not successful.
  21. Even if a game is not competitive its still important to have game design depth that allows players to continue to improve. Improvements in some areas are needed: civ differentiation: more to learn for each civ melee/ranged re-balance, and unit specific upgrades: more complexity to upgrade valuation and choice of unit composition. performance upgrades: games will run faster with less lag and will make it harder for a slow player to keep up with the multitasking of a fast player multiplayer oriented, strategic, balanced maps, option for fixed positions. Maps designed for gameplay with diverse focuses and different dominant strategies. From what I've heard and seen there is work underway in almost all of these categories. I don't think the future for 0ad is that bleak to be honest. Thanks to all the devs and contributors who've put in time for 0ad!
  22. The need for sniping to win an engagement in 0ad a26 doesn't come from overkill. There are numerous ways to reduce and induce overkill that aren't sniping. Sniping originates from the lack of combat value of melee units (some champions can be valuable, but not very). Hopefully @real_tabasco_sauce's melee rebalance can deprecate sniping when compared to traditional micro exampes like @Atrik mentioned. While everyone loves to hate sniping, just everyone loved to hate the meat-shield meta before it, automating it will not fix the underlying balance issues that are the root cause. Anyone remember the formation spam micro from a23? I for one really appreciate how far we've come from those days.
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