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the-x

Balancing Advisors
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Posts posted by the-x

  1. Well :D 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 -
     

    Just now, the-x said:

    Well :D 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, WJ & Vinme in my eyes a lot better than just - x - 
     

     

  2. On 26/01/2022 at 5:28 PM, LetswaveaBook said:

    If you aske me: here are three problems:

    1. players can only use the area inside their territory, which is a small portion of the map.

    2. p2 lacks awesomeness. Only mercenary play seems to be a good alternative to staying in p1 longer.

    3. There is to little relevant specialization of units.

    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 :-)

  3. On 14/01/2022 at 3:52 PM, BreakfastBurrito_007 said:

    @the-x I agree that this is an extremely important topic that goes beyond alpha to alpha balancing.

    I think there are three general categories where improvements will do the best to make the game more fun:

    • civ diversity/ uniqueness 
    • creative and powerful team bonuses (for example britons current team bonus is -25% hero cost and train time)
    • battle mechanics (right now is very simple: melee die, then ranged die)

     

    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

    • Like 1
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  4. 21 hours ago, alre said:

    it's not only that. the fact that territory expansion is so expensive makes the game meta dwindle between turtling and aggro, because you basically only have your starting base anyway. no other strategies are viable.

    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

    • Like 1
  5. 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

  6. 1 hour ago, chrstgtr said:

    We just disagree. Nothing you said makes sense to me in my experience or observations. 

    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)

     

  7. 1 hour ago, Yekaterina said:

    When you get bored playing the same strategy over and over again, invent another one!

    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

     

    and make it possible to interact in early Phase with stone paper scissor in the beginning and not only cav.

    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

  8. 1 minute ago, the-x said:

     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

     

    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

  9.  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

     

    • Like 2
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  10. 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?

  11.   

    12 hours ago, cl2488 said:

    This is a new record! It would be nice if you can upload your replay to show us how you achieve it. I will put you and your time in the leaderboard if you post your replay. Would you consider posting your replay with commentary on your Youtube channel? It is remarkable to achieve 100 pop in 7:19.

     

    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 ;-)

  12. 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.

    • Confused 2
  13. 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.

    • Like 1
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  14. 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

  15. On 28/10/2021 at 11:50 PM, Huffman3829 said:

     

    2: Surrender Function

    This is less of a priority and more of a trivial feature for me, but it would be great to have it. In Ancient Warfare, most Battles ended either in Surrender or Retreat, with very little losses in battle. 

    For what I had in mind for the game, when units are in battle, (only units in battle, it would be weird if you pressed S and all your units Surrender to the nearest enemy) pressing S will cause them to change color to the attacking unit's color. They will no longer carry weapons, (Dropping them? Enemies stripping them of their Weapons? Disappearing Weapons?) and will be controlled by the enemy Civ. They will pretty much be slaves and gather resources, or build.

    Very realistic and interesting function: When lets say it is more than 6:1 they automatically change colour.

    On 28/10/2021 at 11:50 PM, Huffman3829 said:

    3: More Health Per Unit

    As keeping with the subject, lower casualties in battle, I think all units should have a little more health. Not something drastic, like hundreds of points, but maybe 10-25% more health for all units. Maybe that does sound a bit drastic, but it wasn't supposed to be an absolute.

    Very good Idea, longer battles, not so stressful, less clicking

    On 28/10/2021 at 11:50 PM, Huffman3829 said:

    4: Citizen-Soldier Variety

    I believe this is needed, for most Ancient armies consisted of not usually one kind of unit, but since most had a Militia, many kinds of Soldiers. In the Bronze and Iron Age, weapons most commonly used were Spears, Axes, Halberds, Daggers, Dirks, Bows and Arrows, Swords, Wooden Clubs, and Mallets. I’m not asking to have all of these weapons, but some more variety seems good.

    Conclusion:

    Thank you for reading. These are just some things I wanted you to add, and just some suggestions. What I would like the most out of these is the Retreat Function, where it would be easier to cut losses, and make battle more realistic. Any thoughts on this?

    Maybe more scissor paper - or more different units, not the same - balance HP and attack and ,... for every Civ individually.

  16. On 02/09/2018 at 2:53 PM, Nescio said:

    Yes, 0 A.D.'s GUI is designed to be 1024×768. I also have a 3840×2160 screen and I'm using

    gui.scale = 1.875

    because I prefer to be able to play the game at half a screen; if you want the GUI to be exactly 3840 pixels wide, set it to 3.75; you'd probably want a lower value, though.

    The location of your configuration file depends on your operation system (see https://trac.wildfiregames.com/wiki/GameDataPaths ); on mine (Fedora 28) it's `~/.config/0ad/config/user.cfg`

     

    This is not the first time someone asked. Perhaps a FAQ page should be made. Or add the ability to set the `gui.scale` in game under options.

    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)

  17. 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.

  18. On 27/08/2021 at 2:03 PM, Feldfeld said:

    This mod adds the map "Mainland balanced" for a25. (https://code.wildfiregames.com/D4232)

    Thanks @badosu for fulfilling the community's interest in balanced maps by providing a nice bunch of balanced maps for a23 and a24

    Currently, only the starting food surrounding players is modified. Also, straggler berries are not modified yet (which can lead to imbalances). And the biome only slightly affects the total amount of food, and it currently doesn't affect the berry/hunt ratio, this is something I will change later.

    I also removed the jungle biome, until it gets fixed, so you can pick random biome now.

    Alpine Mountains is also included (https://code.wildfiregames.com/D2830

    )

    Feel free to comment how you feel about current generation's gameplay, also you can suggest other maps that you would like to see balanced, which I might add if I'm not too lazy.

    Download here:
    feldmap.pyromod
    feldmap.zip
    Edit: for unknown reasons, I get an error uploading the zip file. Use pyromod instead

    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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