Age of Empires IV: Anniversary Edition

Age of Empires IV: Anniversary Edition

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Sikamikanico 2021 年 11 月 5 日 上午 10:36
how to see player score in game?
is there a button to enable player score while in game? like aoe2? thanks
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目前顯示第 46-52 則留言,共 52
Moringa 2021 年 11 月 6 日 下午 11:06 
引用自 DMg Halt
That is the first fair point I've seen so far, and you're right, kinda. The scoreboards give the participants a general sense of the direction the game is going, which I would argue is normal for any competitive game/sport. I would then point out that the sports mentioned operate in a way where the person with the highest(or lowest in the case of golf) score is the winner. In Age of Empires games, that is not the case, but isn't a reason to get rid of it.

It's not normal for rts games. No other rts does this as far as I know. And comparing golf or soccer to aoe is pretty meaningless. Besides, your comparison doesn't make any sense. Scoreboards only indicate a win/loss percentage. You will have this with ladder in aoe4 as well. But in something like a soccer game, players don't have a calculated score based on the fatigue level, physical performance, and general strength of the combined players.

A game that's all about game sense, scouting, and mechanics should not have this feature period. You want a general sense about the direction of the game? Scout your opponent's base, check their upgrades on their units by clicking on them, check how much they mined gold mines are left on their map etc. That's a skill-based evaluation and not some points you can see on the screen.

引用自 DMg Halt
When thinking about this further, I did come up with another reason for why displaying scores(optionally) is a good thing. It can be used as a tool for the player to determine whether or not it's time to call gg or continue playing.

And that's a perfect argument against the score. You should never be able to tell from anything other than the current game state about whether you have no chance on winning or are already dominating. I made this comment earlier as well but being able to tell you did enough economy damage or whether the opponent is hiding more production / military units somewhere is really bad for the game.

Anyway, it should be clear by now that a lot of people (probably including the devs) disliked it. I'm also pretty sure the devs got feedback about this from lots of the top players. Therefore the decision is probably final and that's welcome.
Eggchin 2021 年 11 月 6 日 下午 11:13 
引用自 Moringa
引用自 DMg Halt
That is the first fair point I've seen so far, and you're right, kinda. The scoreboards give the participants a general sense of the direction the game is going, which I would argue is normal for any competitive game/sport. I would then point out that the sports mentioned operate in a way where the person with the highest(or lowest in the case of golf) score is the winner. In Age of Empires games, that is not the case, but isn't a reason to get rid of it.

It's not normal for rts games. No other rts does this as far as I know. And comparing golf or soccer to aoe is pretty meaningless. Besides, your comparison doesn't make any sense. Scoreboards only indicate a win/loss percentage. You will have this with ladder in aoe4 as well. But in something like a soccer game, players don't have a calculated score based on the fatigue level, physical performance, and general strength of the combined players.

A game that's all about game sense, scouting, and mechanics should not have this feature period. You want a general sense about the direction of the game? Scout your opponent's base, check their upgrades on their units by clicking on them, check how much they mined gold mines are left on their map etc. That's a skill-based evaluation and not some points you can see on the screen.

引用自 DMg Halt
When thinking about this further, I did come up with another reason for why displaying scores(optionally) is a good thing. It can be used as a tool for the player to determine whether or not it's time to call gg or continue playing.

And that's a perfect argument against the score. You should never be able to tell from anything other than the current game state about whether you have no chance on winning or are already dominating. I made this comment earlier as well but being able to tell you did enough economy damage or whether the opponent is hiding more production / military units somewhere is really bad for the game.

Anyway, it should be clear by now that a lot of people (probably including the devs) disliked it. I'm also pretty sure the devs got feedback about this from lots of the top players. Therefore the decision is probably final and that's welcome.
It's been in AOE for 20 years. Why stop now?
Moringa 2021 年 11 月 6 日 下午 11:22 
引用自 Eggchin
It's been in AOE for 20 years. Why stop now?

Apparently the negatives outweighed the positives and that's why it was cut. There's no reason to hold onto something just because the games before did it.
But thinking about it a little more, I agree that the score can be a fun and interesting element in FFA or big (new player) 4on4 matches where you can try to go for the one with the highest scores to keep things balanced. The only place where I really dislike the score is 1on1 or 2on2 games. Maybe the 20 years old aoe games had their focus more on casual matches between many players and the score was a little casual arcade-like remnant of the early games of video-gaming.
最後修改者:Moringa; 2021 年 11 月 6 日 下午 11:22
TheDiaper 2021 年 11 月 6 日 下午 11:44 
Btw, I dont even know why someone find showing score reasonable when there is literally a win by score condition in AOE2 1111

Win by score is kinda stupid by itself, with score being shown makes it even more stupid.
"Im ahead in score? Let me just stall."
"Let me research all techs to boost the score."
111
最後修改者:TheDiaper; 2021 年 11 月 6 日 下午 11:46
DMg Halt 2021 年 11 月 7 日 上午 2:09 
When you're in a situation with no scores and you're under a lot of pressure, there's lots of things getting destroyed, units and villagers getting killed. How exactly do you make the decision to keep playing or save everyone the time and resign? You can't make that kind of informed decision with a simple scout running around. And you also aren't able to gauge if you really are getting wrecked, or if there's another way to win.

You wouldn't be able to tell how well your allies are doing just by looking at them on the map either, you'd need a score count that sums up all of their assets to determine if they're in a position to help you out. At that point you can decide to hold out for as long as possible or call gg.

If you're looking to get rid of the scoreboard for better game immersion, that's a fair point that we're going to have to disagree on. While you're at it, for consistency, let's eliminate your ability to click on enemy units and see how much armor they have, how much HP they have remaining and the range of their units and buildings too, as well as all notifications that a player has advanced to the next age. All of that stuff has to go too if your defense is that any and all information you get about the enemy has to be from scouting.
Mettiu 2021 年 11 月 7 日 上午 2:19 
引用自 DMg Halt
This is what happens when you hire a development team that has no experience with the franchise?
1
Many-Named 2021 年 11 月 7 日 上午 2:26 
引用自 twotimesfour
we used this feature to gather info on opponent without scouting. its better off without it

There. Gone is the Medieval ticker, purists can time travel back whenever they want tho.
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張貼日期: 2021 年 11 月 5 日 上午 10:36
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