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https://forums.ageofempires.com/t/i-couldnt-take-it-anymore-and-i-went-to-play-aoe-2/183641

it is broken ...

___

The post

BeetleRock203671

3d

Hi.

 

Hi, I could no longer play this game.

This game is about 70 percent complete.

Today’s patch broke the game even more … replays still don’t work.

It’s crazy overall that we paid 60 euros …

 

The graphics hurt my eyes … so childish that I’m sick of it …

I hope someone makes a proper RTS strategy …

 

Hooray for AoE 2 it’s a gem in RTS.

 

Try to go back to AoE 2 and you will see the beauty … the details, the animations, the arrows of the trajectory. arrows do not hit and much more

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https://forums.ageofempires.com/t/what-did-you-do/184007

 

More complaints.

------

I was a beta tester. over the course of the beta a whole bunch of quality of life improvements were suggested. I just played a match in the release copy and cross referenced it with everything i could remember being talked about on the beta forums:

 

chinese official still counts as an idle villager

chinese dynasty ui element still too close to center of screen

hover over on dropdowns still broken (biomes)

still cannot shift click complex orders such as grab the deer and then drop it off (i assume you cant shift click grab then deposit a relic still either)

still cannot map controls to mouse buttons

no new hotkey commands that people were asking for (select all TC or select all barracks for example)

still cannot rebuild a wall turret if a tower is too close

farmers still dont peel off when building a group of farms

still no global build queue

right click with villagers on objects near other objects still iffy but maybe better

wall turrets in FoW fixed

What did the devs even do between beta and release? and for that matter what was that mongol fix, really? The most disappointing thing about this game isn’t even that the beta testers got ignored and so it came out without the quality of its predecessors, its that it fractured the community around a truly great game (2DE) and everyone is just fighting now; myself included apparently

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the zoom is non-existent both out and in.

I like that scouts whistle when they see an enemy unit.

There are almost no unit classes, the variety is poor.

The scouts are women, it is assumed that in the Middle Ages women had no rights, that began to be reached until the Protestant Reformation and the French Revolution.

Some technologies have interesting names. But they want to give you the idea that there was environmentalism at that time.

The game is lagging in 4v4.

The tutorial is boring and full of restrictions.

 

It has biomes like 0 A.D.

Outposts receive individual upgrades The towers are only built on the walls, it is difficult to distinguish the cavalry units.

You can't tell a barrack from an archery range.

I hardly tested it much for the performance, which with inferior graphics is horrible compared to 0A.D or even many RTs from 2001-2005.

Graphically it is lower than AoM. Not just that AoE III.

Houses burn with nothing, destroy a city with 10 can be done in 10 minutes.

I can't control the military units, the micro is a nightmare, it's worse than in StarCraft even less control.

Almost everything is as generic as AoE 2. 

you quickly create everything except units.

Picked up fast but runs out as fast as it went.

Most warehouse-type resource buildings cost next to nothing. The collection of animals is slow. Different from the entire saga.

The game does not exceed 6.5 / 10 is very limited, I saw previous games in the series and others with more action and ideas.

The basic units are no more than pikemen, archers, spear cavalry, then the next class are swordman and crossbowmen.

Skimishers and their cavalry version are missing.

I'll try it later, but I got bored, it doesn't have sandbox mode.

I couldn't test the entire era III and UV because of the lag.

The alerts are excessive and stressful, the scout screaming every time he sees the enemy.

The walls are enviable. I like palisades too.

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3 hours ago, Lion.Kanzen said:

I like that scouts whistle when they see an enemy unit.

3 hours ago, Lion.Kanzen said:

The alerts are excessive and stressful, the scout screaming every time he sees the enemy.

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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23 minutes ago, wowgetoffyourcellphone said:

 

Lmao

the second time without lag it was quieter, but boring. I'm going to see if I can handle a third game.

 

The first time everything draws attention.

Every time the units screamed I was alert. I always liked the sound but knowing that the scouts whistle and scream every time there is a unit is good mechanics.

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8 hours ago, Lion.Kanzen said:

It gives a feeling that everything is crowded. From the buildings and the grill, to the interface icons, it quickly becomes claustrophobic.

From youtube videos I have watched, it seems the maps absolutely fill with buildings by the late-game, making it feel super claustrophobic. It seems players have a hard time finding open battlefields where they can maneuver or scout.

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2 minutes ago, BreakfastBurrito_007 said:

From youtube videos I have watched, it seems the maps absolutely fill with buildings by the late-game, making it feel super claustrophobic. It seems players have a hard time finding open battlefields where they can maneuver or scout.

in multiplayer yes.

The early is different from the previous AOEs, similar to AoE III.

The most impressive are the defensesz in imperial everything is destruction.

 

The buildings are weak, I like how balanced the conventional siege engines are. With a couple of spearmen you burn siege units (with torches)

I like cities that are closed, it is very easy to close cities in AOE IV.

The walls are the best of the game.

I don't like the economy, it run out fast. It's hard to make a good booming.

I like how fire works in this game.

0A.D has that mechanic in diapers (is too early stage).

Scouts are interesting yelling/whistling and bringing sheep like magnets.

Some factions units are not binary, they literally have a girl's voice.

Scouts are women with at least some factions.

Landmarks are generic.

The pings are used to give orders to the allied AI.

Certain maps are very laggy.

The AI makes the game entertaining with its attacks, but it's like it doesn't want to beat you.

Music is normal.

Some factions can hide in the woods, others cannot.

The gold mines are all the same and the stone mines as well.

It has the mechanics of units like archers entering melee combat.

The maps are interesting, but very few.

There are very interesting buildings, but nothing new in the franchise and the Mongols work like our Xiongnu.

The lack of zoom must be for the performance.

You can only rotate (pan) the camera , so you can't make a tilt movement.

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55 minutes ago, Lion.Kanzen said:

Some factions units are not binary, they literally have a girl's voice.

Ahahaha I chuckled at this! Omg this is so unnecessary lol 

58 minutes ago, Lion.Kanzen said:

Some factions can hide in the woods, others cannot.

This is quite a bummer :( I was hoping it could become a real mechanic. There's a game, Praetorian where is a well developed mechanic and something that could work awesomely in 0ad 

 

1 hour ago, Lion.Kanzen said:

I like how balanced the conventional siege engines are. With a couple of spearmen you burn siege units

Ah, this is very interesting! I always thought there was something strange in siege mechanic in 0ad also because how sturdy is siege. Maybe by making it more fragile it would avoid those typical ram-only invasions to finish the game. Mmmh interesting new perspective here! 

It seems that you're starting to enjoy it a little! That's great! :)

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25 minutes ago, Radiotraining said:

Ahahaha I chuckled at this! Omg this is so unnecessary lol 

This is quite a bummer :( I was hoping it could become a real mechanic. There's a game, Praetorian where is a well developed mechanic and something that could work awesomely in 0ad 

 

Ah, this is very interesting! I always thought there was something strange in siege mechanic in 0ad also because how sturdy is siege. Maybe by making it more fragile it would avoid those typical ram-only invasions to finish the game. Mmmh interesting new perspective here! 

It seems that you're starting to enjoy it a little! That's great! :)

mere sauce does not make pizza.

I see the positive, but it is still far behind.

 

26 minutes ago, Radiotraining said:

This is quite a bummer :( I was hoping it could become a real mechanic. There's a game, Praetorian where is a well developed mechanic and something that could work awesomely in 0ad 

Something is planned, we just have to see what is viable 

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27 minutes ago, Radiotraining said:

Ahahaha I chuckled at this! Omg this is so unnecessary lol 

Woke politics, It does not surprise me.

In the tutorial they talked about refugees, I imagine the Poles and their struggle on the border.

 

Instead of using that propaganda, I would call them Settlers or explorer. One more sense of grab land.Braver and less compassionate.(in the sense it's a pity).

I like the unity of the explorer concept.

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Features

Activated unit abilities (this is ok)

Asymmetric civilization design (expected)

Automatically generated paths and roads ( indifferent)

Grid-based building placement (ok,good for turtling)

Fire mechanic for wood building destruction (the best of the game)

Landmark buildings for Age advancement ( ok but meh)

Silent Forest ambushes (ok)

Stone walls immune to non-siege attacks(meh)

Unit combat and movement on walls (the best)

Unit line of sight (LOS) and movement limited by obstructions (e.g. forests)(ok)

Unlimited unit selection cap(ok)

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On 18/11/2021 at 9:22 PM, Lion.Kanzen said:

image.png.2ad67b842dba9027d9509f7daa4fb454.png

the whole weight of the game is due to its videos. the game is a huge documentary, even of civilizations that are not yet in the game.

these are the basic game units or classes.

image.png.0df67fb7dbe7037b2de20f7a3341bd10.png

I'll see if I can make a graphic or such but for 0 A.D.

 

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