alre
Balancing Advisors-
Posts
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Everything posted by alre
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How? You can barely notice it happens by digging into the statistics, and those are not even complete, because units and buildings have fire resistance, which is hidden and there is no way to tell how good it is. Besides, this mechanic gives to an arbitrary unit, alone in the game, as it was the only one in history to use fire, the ability to do considerable damage to any other unit and building, without exception (that I know of) or defense. How is all this fun?
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I'm confused now. Seriously though, why did you buy the game if you were clearly so unhappy of the news about it?
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there is not. and even if there is, it's irrelevant.
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I must insist that meters and seconds have no real meaning in the game settings. All soldiers models are about 4m tall. Also speed is clearly not meant to be realistic, starting from training and building times, to walk speed and attack times. It's all about making the game play in the desired way.
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there is general consensus that both iberian cav champions, and iberians in general are OP.
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Maurays are too weak and Spartans are too strong against Maurays
alre replied to UltraMan's topic in Gameplay Discussion
so true! -
I think this 'aggressive vs defensive strats' balance works mostly fine, it's not very even, but it's a good recipe all in all. also, the game already offers other long term booming strategies, as with corrals and trading. these are both kind of a in a weird place now, but they do what booming does, which is temporarily hamper your chances of standing a fight, in exchange for a better economical position later. training soldiers in barracks is another investment in future. it seems to me that it's quite difficult anyway to balance these different strategies, because even if attacking and defending are balanced, which is still not the case, booming if unopposed could turn to be a permanent advantage too difficult to take away.
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all this sounds too complicate. I'll play the part of @Player of 0AD this time: don't change anything (except for slaves, slaves mining makes sense). in 0 AD is quite difficult to raid wood, and I guess it's ok, you have the rest of the economy to raid. If you destroy all your enemy's woodcutters, that's a major battle. In 0 AD forests have a strategic importance as places where armies are stationed chopping trees.
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The Halt command (H key) - does anyone use it?
alre replied to mysticjim's topic in General Discussion
same here. I used to use the h button more often (for fights), but then I got used to attack-move instead. I also sometimes have the same problem as @Player of 0AD, maybe I should restore my old habit. -
basically it's the same as a siege tower. If those can be balanced, this can too.
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Challenge to reach 100 pop in the shortest time
alre replied to cl2488's topic in Gameplay Discussion
I also tried again and my best time is still over 8 min without hunt -
Challenge to reach 100 pop in the shortest time
alre replied to cl2488's topic in Gameplay Discussion
that's interesting though, with or without hunt? no challenge can be a perfect proxy for the game itself anyway. -
true, but AOE4 will probably get to a truly stable release within a year or so (not counting balance tweaks and further civs to be added as DLCs), unlike 0AD.
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using any computer to host a match is pretty straightforward using the game lobby. I don't know if the AI is only ran there though, or rather in all players' computers.
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they are just not active anymore. their rating is not updated either.
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also cavalry moves pretty slow. strange. no @#$%
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Challenge to reach 100 pop in the shortest time
alre replied to cl2488's topic in Gameplay Discussion
I'm so pissed because I had one try and managed to make 8:15 with everyone trained fully (touched 100 pop at 7:29), but it didn't store the replay. EDIT: oh wait, I found it, for some reason it was in the MP replays. 2021-11-14_0001.zip -
Mercenary cavalry: The Macedonian case.
alre replied to LetswaveaBook's topic in Gameplay Discussion
I like the combination of these two ideas, sadly, they would need very big changes to the engine. not that big I think. tweaking the values for sword and spear cav is sufficient, easy peasy. Anyway, mercenary cost should be fixed. Unit overlapping also could be reduced. -
Mercenary cavalry: The Macedonian case.
alre replied to LetswaveaBook's topic in Gameplay Discussion
I named skirmishers. for the damage archers make, it wouldn't make much of a difference anyways. -
Mercenary cavalry: The Macedonian case.
alre replied to LetswaveaBook's topic in Gameplay Discussion
why would a unit have its attack lowered when in a close fight? right now skirmishers deal a higher damage than spearmen. -
they just didn't consider it a priority. for how AoE4 is designed visually, unit variations seem unnecessary to me. you don't have unit variations in chess websites either, and no one complains.
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[BUG] Wrong units selection upon drawing a selection rectangle
alre replied to Purgator_'s topic in Bug reports
makes sense. new or uninformed players have formations enabled by default, and don't know about the to-be-set keystroke that makes it possible to select units as it's always been instead of including all the other units in each formation involved. -
Soft Battalions [General Thread]
alre replied to Lion.Kanzen's topic in Game Development & Technical Discussion
@Freagarach how further battallions are going to be implemented? current changes, for what I remember seeing, were only motivated by supposed micromanagement advantages, is there anything more to it? -
Actually, it seems pretty bad to me, it reminds me of aoe1 when there were small to big flames sticked on top of damaged buildings with no apparent relation to the structure behind.
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this actually sounds like a very good program. the end result is not the logical conclusion of such premises. quite the opposite I would say. It seems to me like the marketing guys took all the decisions and the players/gamers had no part in it, except maybe for the brainstorming. for instance the limited zoom out was not decided in favour of either the competitive players or the casual ones, it pissed out everyone. same goes with the GUI: visually appealing at first, but impractical and poorly designed overall.
