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real_tabasco_sauce

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Posts posted by real_tabasco_sauce

  1. @guerringuerrin this is the gitlab page for the community mod. https://gitlab.com/0ad/0ad-community-mod-a26/-/tree/main/community-mod?ref_type=heads Feel free to make your own fork and submit a merge request.

    However, I think the scope of the community mod is really just to modify gameplay aspects. This is why all the simulation files are there, but the gui section is basically empty.

    That being said, I think it is fine to have a tidy patch notes section, especially since the mod is to be a long term project. If you can submit a merge request, I could edit the contents when the next release comes out.

    • Like 1
  2. perhaps. We will have to see.

    I would have a couple of concerns with letting the default arrows be random. I think a lot of people might not realize these consequences:

    First, if non-random arrows are stronger as deemed by many players, then it could be seen as beneficial to be constantly targeting single units with buildings, which would be a pretty sub-optimal scenario. In addition, we might have to balance buildings both in their capacity to target random units (how they are currently balanced) and in their capacity to target single units (what makes them strong in 26.6).

    My last point is more on appearance: I don't like the idea of completely changing the way the arrows function upon a click. It just would look and feel clunky and possibly counterintuitive. (Opinion if you can't tell :D)

    I am certain that the issues a lot of people have with defaulting to the closest unit are really just balance concerns and can be addressed by modifying building arrow count (default and max arrows) and damage. However, if everyone agrees that what @wowgetoffyourcellphone suggests is the best way forward, I would begrudgingly concede.

    • Like 1
  3. @Nobbi thanks for the suggestion on changing damage on phase ups. This is also something I have been considering for addressing the issues with building arrows at the moment. I think most would say the arrows are too strong when fully garrisoned and it leads to too much turtling at the moment. You can really see this in p1 when enough units garrisoned can be overly punishing of any attempts to rush.

    I get that part, but are you saying cavalry archers/ camel archers are too strong now?

    • Like 1
  4. What are ppl thinking for the elephants? I the situation is that they do two things not quite well enough: destroying buildings and attacking units. I think we could either boost their attack damage (either vs buildings or splash, maybe both) OR increase their survivability.

    I think I mentioned this in another poll, but I am sure this would be fairly easy to agree on.

  5. Yes @chrstgtr melee has always been strong vs ranged units, but crucial difference is that before melee was strong because of its armor. Instead of killing the ranged units it’s just that they would take a long time to die.

    Then there was a ton of time for the ranged player to retreat.

    now, the difference is the melee units still die in a similar time, but can actually get kills. The issue is perhaps that they do this too fast.

    i think a lot of players are not retreating their ranged units because they are used to the ranged units not dying so fast.

    but yes I think for sure we should either remove armor bonus or damage bonus from melee rank ups.

    • Like 1
  6. 52 minutes ago, Vantha said:

    If anyone has a suggestions, for example on how to cramp the many buttons into the small space in the left panel, definitely let me know.

    I wonder if you could use the in game icons for these buttons instead of text? It might look good to instead use the top right area for each category's entries.

    • Like 1
  7. I figured I would assemble some of the ideas I have come up with/seen in the multiplayer lobby.

    Issues with building arrows:

    • CC has too many arrows/too much firepower, especially for village phase. Its basically a fort with less hp.
    • Sentry towers are overused, especially for denying wood lines early on.
    • Turtling is more prevalent, making it more difficult to push with or without siege.

    change options for building arrows (there is a lot of them, so some subset of these would be good):

    • Decrease CC "max arrows" currently this number is 23, which is 1 less than for fortresses.
    • Decrease CC range from 60 meters to 55 or 50 meters.
    • Decrease sentry tower base range by 10 meters to 50m.
    • Increase sentry tower cost by 25 stone. (change upgrade cost to defense tower too)
    • All buildings with arrows: Decrease pierce damage or fire rate, increase default arrows.
      • The idea here is to make garrisoning less impactful for building effectiveness, keeping the un-garrisoned performance the same. Currently a tower with 5 garrisoned units does 6x the damage of the empty tower.
    • back to random arrows except when focused.

    Issues with melee rebalance:

    • melee units balloon in strength when ranked up.
    • fights are too quick, units die too quickly.
    • anti-cavalry bonus damage is too strong.
    • Buildings are 12% stronger vs hack.
    • dogs are op.
    • Rams and siege too easy to kill with melee (already been an issue pre-26.6)

    Change options for melee rebalance:

    • Remove armor or damage bonus for melee infantry rank ups.
    • Increase melee experience to rank up to match ranged units: (100 -> 125 xp for infantry).
    • Add 5% or 10% hp to all units
    • Slightly reduce anti-cavalry bonus, maybe just for spear cavalry.
    • Use +4 hack armor instead of +5 hack armor for buildings.
    • Reduce dog hp (armor is already 1,1) or reduce dog damage
    • Siege +1 or +2 hack armor.

    Other issues and solutions:

    • Elephants are not very useful. Not good enough vs buildings to make their purchase worthwhile.
      • Increase in direct crush, maybe also slight increase in splash attack.
    • Iphicrates is OP
      • Port a27 iphicrates nerf to community mod: range aura, +2 armor instead of +3.
    • Catapult splash damage is negligible:
      • Increase splash damage OR increase splash radius.
    • Like 2
  8. It is true that it was a bold move, and I realize the mod is dividing the multiplayer lobby to some extent. It has been a year and a half since the last release, and with the meta being so static and dependent on 'sniping', I knew a bold move was needed to thoroughly test these changes if they are to be committed. If I had not added it to the community mod, the changes would either have been abandoned out of fear of imbalance or minimally tested and committed with imbalances. With this bold move, we now have the opportunity to extensively playtest changes and make improvements or remove stuff.

    I could have instead made a separate mod for smaller scale testing, but I know exactly how that goes, and I know it doesn't work: 5 to 15 players would download and install, barely manage to organize a handful of matches. In that case you either get no idea of the balance and how things are effected, or you get an under sampled set of results, which is often worse.

    I get that some ppl are unhappy, but I know that this will be an improvement in the long run.

    • Like 1
  9. ok I just tried the following to reproduce:

    1v1 as seleucids, go phase 3, build two sentry towers, garrison sentry towers, garrison cc. Take player 2, train units, capture a tower, garrison, leave tower range. Take player 1, recapture tower, kill enemy occupants.

    I could not reproduce the issue. @axi what mods were u using? Did you ever click the cc to attack the tower while it was in the hands of your enemy, or did the cc select that target on its own when no other units were nearby?

     

  10. 6 hours ago, chrstgtr said:

    It was. Buildings are at once stronger (kills units earlier) and weaker (takes longer to kill all units).  That functionality is something that will always be a problem.

    I don't think this is true. I think it is much more desirable to have building arrows that have a constant effect over units in range, rather the being completely diluted across many units and then suddenly massacring an army once they are very low hp. I would bet players coming from other games would be confused that 0ad building arrows are random.

    I agree that it is currently a problem because of how many arrows are available from the fully garrisoned CC for example even in p1, but I am sure that some balancing can greatly improve the issues.

  11. 0.9^5 = 0.59 ~ 40% less damage.

    59% of 150% (melee damage buff) = 88% so overall it takes roughly 12 percent slower to kill a building. Looks like I was wrong.

    Can you prove "70%"? @Player of 0AD

    Rams only got +4 hack armor so they technically should be 98% of the original damage at least according to the same math. But players have noticed that rams go down very quickly. maybe this is a by-product of the other changes?

    • Like 2
  12. yes, it should be impossible. in the case where the tower is recaptured by @axi, the cc will try shooting at it and fail because it is not an enemy building. After failing, it will be removed from the both the player controlled targeting queue as well as the list of available targets.

    It could be that I have misunderstood @axi tho.

  13. @Player of 0AD the reason the chanakya hero was changed is because it is very awkward to have a hero with two bonuses that are mutually exclusive. You could not heal AND get the discount bonus, so after only seeing the healing properties in games, I decided the change was necessary. idk about you, but I have never seen the hero garrisoned except to try and heal up.

  14. @Player of 0AD

    your second voting point here is incorrect. 5 armor corresponds to 40% less damage, which means units that deal hack damage have a net +10% strength vs buildings.

    Please reserve your judgments until the gameplay effects are well understood! I saw players complaining that archer cavalry were dealing more damage to women, this is simply the opposite of the case. I think the differences have simply pushed many players out of their comfort zone. Yes, maybe you don't like it as is, but this is experimental, and it is done with the long term growth of 0 A.D. gameplay in mind.

    So please give suggestions over the next couple of weeks and I will update it one way or another.

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