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번역 관련 문제 보고
No, you do not need to hold shift and click again for them to build. You only need to click again for the next 2 houses (which you need to do even if holding shift). 3 clicks total either way and 1 less shift. THERE ARE NO EXTRA CLICKS OR EXTRA TIME.
I listed a bunch of in game examples of "reasons" it should not be that way.
From my previous post:
"What if your vill is building a house then a couple seconds later you decide you want a 2nd house, or realise you do not have a blacksmith? or decide you need another barracks? And you want that villager to do those things when it is done with the house? You select him while building and shift click the orders. Or you just want him to go back to mining gold after he builds? You shift click the command to him. A villager is fixing a wall and then you want him to garrison in the tower there after he is done? Again shift click.... the enemy comes before he finishes fixing the wall and you want to garrison right away(or even just run away and chop wood or something)? you can click instead of shift clicking.
My favourite example of something I do all the time is when you have villagers mining gold or stone, you can select them and shift click them to build a mining camp at another resource spot or even just go chop wood when the mine runs out. Makes sure you do not run out of resources and saves a lot of idle time when you have a lot of villagers on a resource and are busy in a big push late in the game."
I could list more example of "literal" reasons if you really want.
If shift clicking interrupts/stops what your villager is currently doing, how would you queue an order for him to do something without stopping his current task?
Removing the option to decide between queuing an order and having it followed instantly is not adding a feature to the game, it is subtraction.
and not to be rude but I am assuming you don't play at a very high level online. If you're doing 300 APM, and you are being attacked and you need to build a bunch of houses, when you give the order to build those houses, you give all those orders as almost one fluid motion like a pianist hitting piano keys, and you're doing it very quickly. In other games you are 100% positive your houses are going to be built because you see their outline, as soon as the outline is down workers are going to go build them, there is a visual indication, but with AoE4's system there is no visual indicator if by mistake you accidently pressed the shift key pressing it a milisecond too early. So the only way to very quickly visualy be sure you don't make a mistake is to do an extra click to get workers off of resources and then shift click, this is why I say it requires an extra click.
Having your guys run out of gold on a gold mine is realistically not a big concern to anyone because it 1. doesn't happen that often throughout the course of a match compared to building buildings, and 2. you will immediately know from the idle worker alert in the bottom left.
Accidently not building a key building because you presssed shift a milisecond too early while zooming around at around 300 APM is a far great detriment and concern than having your guys hop off of gold a bit faster.
Okay, "pressed shift a milisecond too early" is something I can agree with you on.
Some of this points I can agree with (random civ, assign hotkeys better, game pause, flags for waypoints - btw. they will patch this) and I would add stuff like a better UI and better stats overview for your win/loss percentage with each civ. The rest is just totally subjective and not necessarily an auto include just because other games in the same genre do it. It's like saying starcraft had medivecs, why don't we have medivecs in aoe4?
Seriously a lot of your points would just completely change the game balance (zooming out, upgrade walls, trader roads) and other things are choices the devs did on purpose (no auto scout, tc can't target units). I don't see why you would think it's the holy law of rts games to have all the features you mentioned. It seems more those are features YOU wanted. Other people didn't want them so now what?
https://www.youtube.com/watch?v=RFRFovFHCzY
It's a very wierd 2006 RTS, it's also dirt cheap on steam if you want to get some nostalgia. I think it's a whole two Euros.
Oh and the Original SoundTrack is amazing.
https://www.youtube.com/watch?v=M8ymD8Czrwo
I reckon it would be incredibly useful in AO4 aswell, altough Age Of Empires being a very purist RTS and not really being into making something automated to get that little bit of extra micro out the game might get in the way of implementing that.
We got tactical nukes in AOE4 already, you just have to play with the Rus and use their demolition ships that can level entire armies and oneshot 12 tier 3 combat ships in formation ith a single detonation.
-Hahahahah. For now!!! Next week no more tactical nukes!
Praise be! I'm really looking forward to the patch next week.
Especially the Zhuge-Nu price reduction, as a China main. I wonder if you're going to stop at 100 resources from the current 120 or if you're going to test making it REALLY competitive with something like 90 or even 80. It could even hold up in imperial once you get the Spirit Way and becomes even cheaper.
As a sidenote, is it just me or does the fact the dynasty display moving to the side in the future is more or less an accurate rapresentation of the current Chinese play, 100% ignoring dynasties since they're too expensive for what they offer? It did get a chuckle out of me.
Op makes EXCELLENT points and anyone trying to brush them off is obviously smoking the bad stuff. Seriously this game is made by potatoes FOR potatoes.
Come on, where are you all? come Stan for your lame game. come tell us how it's going to be fixed in 6 months for the low price of USD$34 for the next 'expansion' that is in reality actually just the rest of the game.
/sad