Jump to content

Balancing ideas poll (Community mod)


Atrik
 Share

Balancing suggestions (Available in current or past community mods)  

10 members have voted

  1. 1. Cheaper But Weaker Walls

    • Strongly Approve
    • Approve
    • Neutral
    • Disapprove
    • Strongly Disapprove
  2. 2. Free and Instant Stone Mining for Carth

    • Strongly Approve
    • Approve
    • Neutral
    • Disapprove
    • Strongly Disapprove
      0
  3. 3. Numidian cavalry +10% speed for Carth

    • Strongly Approve
    • Approve
    • Neutral
    • Disapprove
    • Strongly Disapprove
      0
  4. 4. Changes to Carth Embassies and Mercenaries

    • Strongly Approve
    • Approve
    • Neutral
    • Disapprove
    • Strongly Disapprove
      0
  5. 5. Metal Discount (but increased food) for gaul mercs Technology for Carth

    • Strongly Approve
    • Approve
    • Neutral
    • Disapprove
      0
    • Strongly Disapprove
  6. 6. Buff Fort Accuracy

    • Strongly Approve
    • Approve
    • Neutral
      0
    • Disapprove
      0
    • Strongly Disapprove
  7. 7. Elephants +1 pierce armor, +0.5m splash range

    • Strongly Approve
    • Approve
    • Neutral
    • Disapprove
    • Strongly Disapprove
  8. 8. Longswords increased splash damage, decreased direct damage

    • Strongly Approve
    • Approve
    • Neutral
    • Disapprove
    • Strongly Disapprove
  9. 9. Changes to Maiden for Mauryas

    • Strongly Approve
    • Approve
    • Neutral
    • Disapprove
      0
    • Strongly Disapprove
  10. 10. Han Minister rework

    • Strongly Approve
    • Approve
    • Neutral
    • Disapprove
      0
    • Strongly Disapprove
      0
  11. 11. Give Civilians small Capture Rate (For defending buildings)

    • Strongly Approve
    • Approve
    • Neutral
    • Disapprove
    • Strongly Disapprove
      0
  12. 12. Increase Capture Regeneration Rate of Structures

    • Strongly Approve
    • Approve
    • Neutral
    • Disapprove
    • Strongly Disapprove


Recommended Posts

:excl: Disclaimer Doing this poll on my own initiative. I didn't consult @real_tabasco_sauce about it but I believe that it would be at least interesting to have votes on balancing ideas that are probably going to be introduced in a28; or even maybe, it could be default of how balancing changes are introduced (like it was for the first version of com mod a26).

Ideally votes should be only submitted after testing and building a good opinion on the changes through community mod.

PR links for more infos:
Cheaper Wall
Han Ministers rework
Carth Techs, Bonus and Unit rework
Fort Accuracy
Nerf Capture
Elephants and Longswords tweak
Mauryas Maiden rework

Edited by Atrik
  • Like 2
Link to comment
Share on other sites

3 hours ago, Atrik said:

it could be default of how balancing changes are introduced (like it was for the first version of com mod a26).

Under that approach, managing discussions and polls took almost as much time as writing the changes. I think its generally more time-efficient to deliver changes to the community mod and see what sticks.

  • Like 1
Link to comment
Share on other sites

1 hour ago, real_tabasco_sauce said:

managing discussions and polls took almost as much time as writing the changes. I think its generally more time-efficient to deliver changes to the community mod and see what sticks.

Likely to be much more time managing the discussions. The goal isn't to make it easier to write changes (tweaking templates isn't really hard-work to begin with, and require minimal technical skills too, anyone could do it), more like to try to leverage the wisdom of the masses/the community to validate or not balancing ideas.

Having theses polls would open discussions framed around existing PRs (and available in com mod possibly to be tested); avoid oversights, or validate changes you suggests. If all these changes just go from com mod to next release what's the point of calling them "tested". At time of writing, all changes seems to be approved, so if ever some would complain later, you would at least be able to point to the poll and say they were voted in, and players complaining should have contributed to the debate then.

Link to comment
Share on other sites

On theses changes I only know about the changes to structures (The rest I haven't tested enough or have enough elements to form an strong opinion):

  • Cheap Walls, Palisades especially spammed*, are very annoying for the game-play in current context. They just make pathfinder bug (I know it's not a bug, but a feature of the gates, but it feels like a pathfinder bug); when they are a lot of them, even breached, they kinda take too much visual space; most players don't like stalled games... Basically more walls = more frustrations. I'll rather have them actually strong, and hope for a feature to make them easier to snap with other buildings or even terrain.
    *In your PR you say that since they are weaker, they will be spammed less, but that's unlikely to be the case, cheaper but weaker incentivize spam, not  the opposite.
  • Fort Accuracy; defenses are already super strong this alpha, especially forts, increasing their ability to kill single units like hero doesn't make sens to me.
  • Capture Regeneration Rate of Structures; again, defenses are already very strong currently. But if you really think some famous structures players strategically surround with defensive wheat fields needs be harder to capture, then I would rather increase capture points rather then capture regeneration. This would make capturing and defending easier to learn, because evaluating the effects of regeneration is kinda tricky. A lot of players complain that enemies always capture their structure so easily but themself can't, because they have not yet the experience of the trickiness (exponential effects) of capture regeneration.
  • Like 1
Link to comment
Share on other sites

9 minutes ago, Atrik said:

On theses changes I only know about the changes to structures (The rest I haven't tested enough or have enough elements to form an strong opinion):

  • Cheap Walls, Palisades especially spammed*, are very annoying for the game-play in current context. They just make pathfinder bug (I know it's not a bug, but a feature of the gates, but it feels like a pathfinder bug); when they are a lot of them, even breached, they kinda take too much visual space; most players don't like stalled games... Basically more walls = more frustrations. I'll rather have them actually strong, and hope for a feature to make them easier to snap with other buildings or even terrain.
    *In your PR you say that since they are weaker, they will be spammed less, but that's unlikely to be the case, cheaper but weaker incentivize spam, not  the opposite.
  • Fort Accuracy; defenses are already super strong this alpha, especially forts, increasing their ability to kill single units like hero doesn't make sens to me.
  • Capture Regeneration Rate of Structures; again, defenses are already very strong currently. But if you really think some famous structures players strategically surround with defensive wheat fields needs be harder to capture, then I would rather increase capture points rather then capture regeneration. This would make capturing and defending easier to learn, because evaluating the effects of regeneration is kinda tricky. A lot of players complain that enemies always capture their structure so easily but themself can't, because they have not yet the experience of the trickiness (exponential effects) of capture regeneration.

Strongly agree. Experienced players know that Alpha 24 was a big disappointment, because it was very turtle-focussed. Almost everyone hated it. This new community mod version is very similar.

  • Like 1
Link to comment
Share on other sites

22 minutes ago, Atrik said:
  • Cheap Walls, Palisades especially spammed*, are very annoying for the game-play in current context. They just make pathfinder bug (I know it's not a bug, but a feature of the gates, but it feels like a pathfinder bug); when they are a lot of them, even breached, they kinda take too much visual space; most players don't like stalled games... Basically more walls = more frustrations. I'll rather have them actually strong, and hope for a feature to make them easier to snap with other buildings or even terrain.
    *In your PR you say that since they are weaker, they will be spammed less, but that's unlikely to be the case, cheaper but weaker incentivize spam, not  the opposite.
  • Fort Accuracy; defenses are already super strong this alpha, especially forts, increasing their ability to kill single units like hero doesn't make sens to me.

1) Currently, walls are almost never used, at least not in any "pro" game I've watched.

2) Defenses are pathetically weak now. Towers are stupid easy to capture, and by the time you get Fortresses (which are otherwise useless now), the enemy has access to siege. And siege wrecks buildings in this game.

I support almost every change laid out here, except adding instant stone mining to Carthage and changing Longswordsmen. 

Edited by Deicide4u
  • Like 1
Link to comment
Share on other sites

The current capture situation is terrible and I'm not sure how you could argue that its fine. It was an unintended consequence of a change to the capture system from a26. Capturing a CC should be a rare move, a hail mary to try and get the ultimate defeat of your enemy, absolutely not the meta.

As for walls, palisades, I can tweak those for further improvements. I think palisade crush can go to 0, and palisade pierce armor can go a little lower too. In late game, even ranged units should contribute substantial damage to palisades, with walls being the more significant obstacle.

  • Like 1
Link to comment
Share on other sites

17 minutes ago, real_tabasco_sauce said:

The current capture situation is terrible and I'm not sure how you could argue that its fine. It was an unintended consequence of a change to the capture system from a26.

The best change with melee re-balance since I play this game, in my view.

 

19 minutes ago, real_tabasco_sauce said:

Capturing a CC should be a rare move,  hail mary to try and get the ultimate defeat of your enemy, absolutely not the meta.

Again, in my view, CC should be a building to be defended, and not a defensive building. If you play greedy and recklessly, then you possibly get punished. It's not hard to garrison your best units in it or to plan some defenses either troops or minimum some palisades. But yes you have to do it. It's not longer enough to farm, ring the bell, then having your CC hold all by itself.

Link to comment
Share on other sites

6 minutes ago, Atrik said:

Again, in my view, CC should be a building to be defended, and not a defensive building. If you play greedy and recklessly, then you possibly get punished. It's not hard to garrison your best units in it or to plan some defenses either troops or minimum some palisades. But yes you have to do it. It's not longer enough to farm, ring the bell, then having your CC hold all by itself.

Oh I agree, but the primary means of doing this shouldn't be done by capturing it, but with siege. And to be clear, filling the CC with civilians doesn't get you the same defense you used to get with women. They basically grant you some time to get stronger units inside.

Link to comment
Share on other sites

12 minutes ago, Atrik said:

It's not hard to garrison your best units in it or to plan some defenses either troops or minimum some palisades. But yes you have to do it.

Your best units should be out on the field, defending your base. What are they doing sitting in your CC, twiddling their thumbs?

The enemy tries to capture your CC? Good, he's not attacking your units! Pelt him with arrows, surround his army, etc. 

  • Thanks 1
Link to comment
Share on other sites

14 minutes ago, Deicide4u said:

The enemy tries to capture your CC? Good, he's not attacking your units! Pelt him with arrows, surround his army, etc. 

Yes, there are more frequently capture attempts failing this alpha then when it was so much harder. That's the point, it makes it more dynamic then always going for rams just to take out a undefended civic building. 

Link to comment
Share on other sites

3 hours ago, Atrik said:

The best change with melee re-balance since I play this game, in my view.

 

Again, in my view, CC should be a building to be defended, and not a defensive building. If you play greedy and recklessly, then you possibly get punished. It's not hard to garrison your best units in it or to plan some defenses either troops or minimum some palisades. But yes you have to do it. It's not longer enough to farm, ring the bell, then having your CC hold all by itself.

There's an idea for a "CC Fortress"(late game) version, which would be an upgrade. There's something like that in AoM.

Link to comment
Share on other sites

3 hours ago, real_tabasco_sauce said:

The current capture situation is terrible and I'm not sure how you could argue that its fine. It was an unintended consequence of a change to the capture system from a26. Capturing a CC should be a rare move, a hail mary to try and get the ultimate defeat of your enemy, absolutely not the meta.

As for walls, palisades, I can tweak those for further improvements. I think palisade crush can go to 0, and palisade pierce armor can go a little lower too. In late game, even ranged units should contribute substantial damage to palisades, with walls being the more significant obstacle.

Could a piercing armor bonus be given to defenders on the wall?

Link to comment
Share on other sites

I think over time we’ve gotten used to a more easily capturable CC, and this has actually had a positive impact on the gameplay. Rams haven’t been completely discarded, tho. Maybe it could be made a bit harder than it is now, but I wouldn’t go back to the previous state. A middle ground could work better. I remember testing this adjustment some time ago, but I’d need to try it again to know if it was actually good.
Personally, I prefer that it remains necessary to use soldiers to strengthen garrisons rather than improving civilians’ capture ability. 

As for the changes to the Carthaginians, it’s hard for me to give an opinion since I don’t usually play that civ and I haven’t tested this community-mod enough to form a clear view.

What I would like to see, however, is a nerf to the fanatics so they stop being such a multipurpose unit and instead become more focused as an anti-cavalry unit. They should remain powerful but be more limited to fighting against cavalry.
Something should also be done about champion cavalry, although to be honest I’m not really sure what exactly. =)


Regarding the debate on the effectiveness of polls, I appreciate the spirit of your proposal, @Atrik. However, it’s difficult to get many players to participate in them, and the most active and experienced players usually don’t. I agree with @real_tabasco_sauce that, at the moment, using the community-mod to introduce changes and receive feedback is the most effective way to get results.

Maybe we should start hosting community-mod games on a regular basis.

  • Like 1
Link to comment
Share on other sites

2 hours ago, guerringuerrin said:

What I would like to see, however, is a nerf to the fanatics so they stop being such a multipurpose unit and instead become more focused as an anti-cavalry unit. They should remain powerful but be more limited to fighting against cavalry.
Something should also be done about champion cavalry, although to be honest I’m not really sure what exactly. =)

I think bringing their damage down a little will do the trick for fanas, probably 10% less or so.

For melee champcav, I proposed a relatively simple nerf over on the "champion cavalry improvements" discussion. I could make a quick PR too. It doesn't have to be perfect, we just need something.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...