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Ein Übersetzungsproblem melden
look at all these lumber camps
https://imgur.com/a/P6LAKGB
I really hate this series of changes they made nerfing civs like the french and mongol on late game stone. There should be a way to keep booming during late game for each civ, instead of forcing sudden death. ♥♥♥♥ people whining that games are too long, just play when you have time. 1h30 is plenty for a long game to finish. I'd rather aim for quality games than quantity through meta slaving.
This makes sense when you consider how games like AOE are really played. They aren't wave tower defense games. You're meant to be harassing and preventing the large armies from ever being built in the first place.
Brother every AOE game plays the same way. MOBA had nothing to do with the rules of AOE. There are SO many games that are like what you're describing. If this game had a shred of realism I wouldn't bother playing it. There are so many 4x or massive war games in a historical theme. I'm just interested in a decent multiplayer experience that takes under 30 minutes.
When Ensemble (the devs of AoE 1-3 and AoM) developed AoE 1, they played tons of Warcraft 1 and 2 in house and thus wanted AoE 1 to be a fast paced MP oriented game. This carried over to 2, Myth and 3. AoE 4 is no different here.
I never liked warcraft3 because of its gameplay flaws. i'm all for heroes combat in pvp, but I find moba maps to be killing my brain neuron by neuron with their simplicity. This is transpiring in AoE4 going for tiny maps meta. We could have a lot bigger maps, and a lot more meaningful expansion and map control aspects to the game without changing what it is today other than units speed and building sizes also. In fact a lot of people complained that the buildings are too small and non immersive. This is another issue transpiring from Starcraft series where buildings are sci-fi and only exist to serve a purpose rather than feel like base building in the artistic sense of appreciation, a sense that historical based lore like AoE could very well develop more into to get more of their own identity in comparison to other RTS games. It is a common critique in today's world to hear that RTS genre whined off and nearly died because the genre failed to evolve and adapt to a wider audience. Not everyone wants to be a math nerd min maxer to win games. Some people want to grow strong through creative, real time adaptative strategy. It's the whole 3 teachings mindset so since we have shaolin monks the least would be to allow a gameplay that fits their background vibe. And it would benefit the whole community really to open up more competitively viable playstyles based on smart map control development rather than knowing how to be first to steamroll the other. That doesn't in essence mean games HAVE to be longer. It just means rebalancing what needs rebalancing. In the end, good changes only happen after good decisions. Being reasonable is how you achieve balance, not being an extreme defender of one specific meta ;) Y'all are just gold or plats and higher fearing that the work you put in computing numbers isn't wasted lol.
A lot of your ideas seem like they fit better into more dynamic RTS games like Dune: Spice Wars and not the resource/combat focused ones like AOE. I understand everything you're saying and I don't mind unique games but I'm glad AOE is just simple and to the point.
So far, the AI is retarded at its best. And the worst AI in whole AOE franchise...