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Balancing Advisors
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Everything posted by the-x

  1. Well those lists are always offending some other player - maybe bot a good idea? In this list, only remember the following players winning in 1v1 v me: 1.borg eae 1.Feld 1.Vali here 5.Stock 7.Boudica 8. Decger 9.Jofursloft Honourable mentions x. weaerdJokes x. Rauls x. Vinme x. LetsWaveaNub Jofur, LetsWave & Vinme in my eyes a lot better than - x -
  2. So it would be great if all the people developing really take all of theese thoughts serious and hopefully add mechanics that players keep to the game in the long term fun
  3. Yes - especially the point with territory or different units is something that can bring so much more - in the future / long term excitement When players start to interact with each other and not just have the same build up :-)
  4. As we see more and more Players switching to other games, which is completely understandable, if there is no long term fun or real deepend in the game it is Necessary that we not just talk about but that the relevant developers really start to make concepts and evolve Ideas
  5. Yes, there might be some more strategical decisions; Territory Expansion should become a real strategical thing - not everything is everywhere and doesnt de facto matter -> it misses deep of the game and that will affect long term fun
  6. An interestin Idea to solve this may be in Phase I that we add 1 Unit and all those behave in the way a>b>c so that it really makes a difference what players choose and depending your choice you may lead a more defensive game or trying to tech up faster. Another Idea: Since CC Radiusses dont become ever the border except for building the one fortress AND very late in P3 - we need to have more interaction with land, with spaces, now maps are to big, ressources are save and one player has to leave completely his own base if he wants to attack the other base -> these are important issues in gameplay we need better Ideas or players will sooner or later give up 0ad
  7. Exactly --> The main problem with theese changes is that it makes the game even more technically and less strategically. Since 0ad is A Strategy Game and we play 0ad mainly because of intelligent mechanics and: decisions what we need is a far better balance with differences and real differences between the tribes (--> long term fun keeps player)
  8. Thats a nice Idea :-) but since i want to optimize there are only two strategys that make sence: The Cav rush or the full Boom Good point. Actually they can interact but cav is very easy to escape, does the most damage and hurts your eco the least, so people use it the most. --> Yes, it might be an Idea to have at leat 3 - A - B - C Units you choose on at the start and already have an interesting counter system
  9. What you also see here is, that the only real challenge i see atm is the linear rise in building houses at the right time with the right amount of citizens and as soon as possible building more barracs so my ressources are low as possible and lineary to pop rising. I wish more Interaction, more different Strategies with the other rush, the cav the same, just clicking and reaction time and these 2 are the only effective strategies which is too less, especially there is no counter that f.e. A > B > C
  10. The most important Issue we should all be working on is the Long Term Fun of 0ad. I see it inmyself, we might all come to the point where we see we actually optimized every tactic or every playstile and every game seems the same. At leat there are actually 2 , mostly balanced , stratgies - I rush with Cav - I boom (and that of course with ptol) and get as soon as i am in II massive units out and surprise my enemy the moment he has invested in III where i won against almost every player like chrstgr, dakeyras and a lot more What we need is more combinations, more general strategies and more tactics. We can try to find Ideas which might help that - Every Civ becomes it individualizes units -- 2 or 3 more special unique units -- Balance all the Units for every Civ individually, for example since ptol have many advantages there I units might be a bit more expensive or less attack damage - Random Unit cap which makes it more necessary for some player to rush and dont play every game the same I would really favor to do more in balancing and unique units. The same way they are mathematically and logic at the moment but more difference between civs - really do we need more differences between the units and make it possible to interact in early Phase with stone paper scissor in the beginning and not only cav. Who is interested in more Content can comment my Videos where you see all the strategies but only the otimal (the 2 optimal) Strategies in the last games
  11. Yes, back to a23 seems no solution... Maybe if we have great balancing skill advisors we can try to balance units interdependent of the civilization, which means the costs and hitpoints are in every civ exactly the same, there is soo much deep and long term motivation if we balance the units, what do you think about the Idea?
  12. Yes ;-))) i am trying to optimize every single step. The 7:19 was my first at all try :-) so i know there is room upwards. I will test some new Ideas this weekend. I can say that there are a full lot of small things in timing to do. I will upload the replay but actually I first want to challenge some top player in 1v1 cause i know that theese small things in the start might change a lot in pro 1v1 start - it might even be 10+ seconds the first minutes can be improved. not milliseconds ;-)
  13. Yes, it is interesting ; -) and gives a lot more decisiions and long term fun for players, to decide when do i stop to train Hoplites? Actually it changes nothing, only that unite get more expensive over time and as i proposed players should choose which unit train system they want for the game / 1v1
  14. 7:19 Improved the start of ValihrAnt: - Correct number of builders at berry - Correct recruiting in City Centre - Correct number of builders for houses at the start and in the 30-100 phase, escpecially the start, 30-50 - wood upgrade I timing - i never build a farm with 5 cit or make them Shift+ clicked There are no bonusses or extras used, but at the moment i will not upload that replay cause it shows a lot of mathematics especially in the start or all the correct numbers when it comes to optimizing.
  15. How can we get even more interested and varyfing Games in 0ad? In the past week there have been some 1v1 where Valihrant, me or Letswaveabook won a game by only building pike. This is leading to very fast optimums, which arent wished in the sence of good 1v1 or interesting and entertaining games. The best Idea to choose (without rebalancing units) is in my ominion to let the costs rise exponentially, prob with the factor Cost (Unit) = 50 * 1,005^n --> whereas 50 is the cost for example 50 food, 50 wood. The next unit will cost the same, then 51 and then slowly rising. if you train f.e. 20 units you might consider to swap to the new, unnused unit. This way new units and rising to new ages I - II i-III going to the next age becomes also a ressource itself. There should be a mode where you can turn this off to play in standard.
  16. I have a Vision that 0ad can become popular in 1v1 Gaming a) there must be more interaction between the players. Especially in Phase I and Phase II. b) Radius of barracs and towers to enlarge territory can be expanded, so that on small or medium maps it is possible to interact via tower, fortresses with the enemy and the territorial aspect becomes important. You see it if you play tiny map 1v1 - it can be epic with lot of potential c) More Individual Choices There can be different units, higher scissor rock paper potential and stronger defense in the beginning to let a game flow More balancing units and more individual: For example rome cav speed bonus, iber cost bonus, sparta hp and defense bonus, ptol range (and little speed bonus), carth high attack versus inf and a lot of ideas like that d) larger buttons, ready for 4k and more hotkeys (easier control) - not the extreme klicking (aps) wins, but stretegical decisions
  17. Maybe more scissor paper - or more different units, not the same - balance HP and attack and ,... for every Civ individually.
  18. The Idea of capuring seems very interesting --> I see questions as which the workers, do they need to return to base or how can i do with them. But: I like the idea a lot and it could be implemented in different areas, not only capturing workers, maybe as an additional mod?
  19. Maybe we can make this standard. Most people today use HD or 4k when they play 0ad, so 1024×768 seems a bit old fashioned. Buttons are incredibly small and its always a pain to click on them. They really should be enlarged (Priority)
  20. I am looking for epic replays - a lot of action in the game - you do not know who wins - entertaining - interesting strategies You can post your replays here and also comment on it - the best replays are to be casted
  21. For our Replays I propose a score in: - Economic strengh - Military strengh They can be two numbers >100 that show the strengh in both parts, it will make also casts more interesting so that new interested players can see with one view more early interest in the game. However i also propose that there is a button where you can turn those score points off, for players choose individually. For the game itself, i propose that before you start the game there is a button where players can choose the same way and activate our regular replay points ingame. It is highly interesting for learning or for trying new strategies in 1v1.
  22. Any case I will be playing and also can try to make a lot of Casts all around the Tournament in the Style like: It might be efficient to activate many player as well as new players interested
  23. Interestingly 2 are already of 0ad ---which gives high response to the strategies & analysis of epic 0ad 1v1 games:
  24. Can someone check the mod "feldmap" cause its not actual / not working today (both ways: pyromod and zip). If it works can you send me the mod folder?
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