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Age of Empires IV


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  • 3 weeks later...
On 20/04/2022 at 10:13 AM, wowgetoffyourcellphone said:

Pathfinding looks broken as Hell

Really? Honestly, do you really find it broken? Because I am quite surprised, the game still managed to be playable with such population and movements.

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1 hour ago, Genava55 said:

Really? Honestly, do you really find it broken? Because I am quite surprised, the game still managed to be playable with such population and movements.

has interesting ideas but incomplete.

My favorites are the torch mechanics.(fire)

Siege and the walls. In this section 0 A D has not corrected it.

It fails in other elementals such as the design of city itself.(  In this case Empires Apart is a better "AOE2 clone" than AoE IV itself.

It's only natural that they want to incorporate castle management like Stronghold Crusader 2.(They would have added more elements).

The civilizations at the launch(release of the game) were unbalanced.

It still seems inferior to the entire franchise.

I think the ones who enjoyed it the most were those who are fans of Blizzard's RTS like StarCraft 2 players.

The graphic is already personal and makes me hate the game. The zoom makes me claustrophobic.

Second, it feels incomplete and empty, the game lacks charisma.(Ironically, because so nice sound design, But they try to appeal to casual group as far as art direction.)

The biggest criticism he has on art is calling it "graphic like" and mobile game.

It's as if they wanted to be cartoony( trendy) and without becoming AOEO.

 

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  • 3 months later...
  • 3 weeks later...

@Genava55 The system aoe4 had before is laughable. The new one is an improvement, but ultimately the overall balance scheme is ruined by homing projectiles and overly strict rock-paper-scissors counters. 

People like to say that the Aoe4 civs have such great differentiation, but the reality is that most of it are gimmicky mechanics that are unique, but not special, because they have no baseline to stand out from. Aoe4 differentiation strategy seems to be inventing whole systems for each civ rather than simply adding extra properties or abilities to existing unit classes or buildings. This aspect of the game design seems to be intended for novelty rather than gameplay quality.

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3 hours ago, BreakfastBurrito_007 said:

@Genava55 The system aoe4 had before is laughable. The new one is an improvement, but ultimately the overall balance scheme is ruined by homing projectiles and overly strict rock-paper-scissors counters. 

People like to say that the Aoe4 civs have such great differentiation, but the reality is that most of it are gimmicky mechanics that are unique, but not special, because they have no baseline to stand out from. Aoe4 differentiation strategy seems to be inventing whole systems for each civ rather than simply adding extra properties or abilities to existing unit classes or buildings. This aspect of the game design seems to be intended for novelty rather than gameplay quality.

Yeah, it is prefered by casual players but disapproved by regular online players. Although an online player is the kind of person that can play on Arabia 99% of the time, so in a way you need to consider they are quite special.

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  • 2 weeks later...

honestly it is a game at the level of Empires Apart.

And empires Apart erred on the conservative side.

It has good things, the sacred sites thing makes it intense.

The late game gets boring, it shows that it is a StarCraft like  oriented to be multiplayer and medieval.

The historical part shows that they care little. There are no heresies, no holy wars, everything is family friendly. And politically correct for that reason it does not manage to be like a game with identity.

Screenshot_20221003-141931.png

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7 hours ago, Lion.Kanzen said:

sacred sites thing makes it intense.

Honestly, I really dislike the sacred sites part of the game. It feels so forced being on every map, and since the game was in part designed with this in mind, victories using the sites feel gimmicky. It takes away from the typical flow of conquest gameplay.

So much of AOE4 feels like that tho, gimmicky.

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24 minutes ago, real_tabasco_sauce said:

Honestly, I really dislike the sacred sites part of the game. It feels so forced being on every map, and since the game was in part designed with this in mind, victories using the sites feel gimmicky. It takes away from the typical flow of conquest gameplay.

So much of AOE4 feels like that tho, gimmicky.

From what I've seen, the Sacred Sites look super generic. Would be better if they were biome-based. A ruined Monastery in European maps, etc.

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The Game is very limited, very basic.

It has no imagination, it is seen that they wanted a clone of StarCraft 2.

The game mode of the sacred sites is like the one of the ruins of the first one(AOE I) but a little more complex.

Otherwise the maps would feel empty.

There are few things that I like about this game but separately.

Healers work better than in 0 A D.

With 3 healers you can already camping (turtling) a position well.

I like walls and palisades but they cannot be joined to close a position.

It only has 3 special victory modes.

All that is enjoyed in this game is the early game.

Defense is interesting but still behind Stronghold Crusader II.

Everything in this game is generic.

It feels completely empty.

There are no treasures to collect.

Resources run out fast, faster than AoE I.

I like the farming  plus the role of the palisades, That enhances the experience.

AOEO feels better than this.

 

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Sacred sites are a way to make the game winnable while each civ has some ridiculous combination of free, generated units, resource trickle types, and other kinds of unraidable eco. 
 

On the surface level it seems great that each civ has many unique features. It is easy to see that those unique mechanics are the sole basis of civ balance and design, so those unique aspects of each civ are forced and so they lose the gameplay benefit of being unique. Basically the player has no “basic” or “universal” unit or mechanic to choose while playing.
 

It would be like if burgundians from aoe2 always had to get Flemish revolution as part of their win condition, or if Iberians always had to make firecav as their win condition.

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47 minutes ago, wowgetoffyourcellphone said:

From what I've seen, the Sacred Sites look super generic. Would be better if they were biome-based. A ruined Monastery in European maps, etc.

That could be done better with pilgrimage sites so typical of the Middle Ages.

https://en.m.wikipedia.org/wiki/Hermitage_(religious_retreat)

ironically most Roman Catholic practices are pagan.

https://en.m.wikipedia.org/wiki/Procession

The processions for example have a Greco-Roman origin.

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