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Also if you don't kill animals it will be extremely hard since your chickens and deer give the fastest food and building farms costs lots of wood and is slower in gathering. The boars are happy to be killed in this game otherwise they dissappear in the void which is far worse.
Seen it with Pokemon, time limits implemented on match duration and even move selection to get faster rounds. You ever see a venue manager SWEAT over the brutal durability I can shove into a problem's face until they surrender and have all afternoon to do so? I have.
Seen it in every other RTS I've played. The entire game becomes centralized around fast match turnaround times because I guess it keeps a Tik-Tok addicted audience engaged and retained better and they're worth more than the dying breed of people with even a modicum of patience.
Turtling is a doomed tactic anyway, you will never be able to dominate the map because you can only build so many fortresses, so if you win your opponent was just worse than you to begin with.
you know I could just maliciously apply this statement to a 12 minute rush, thus, rushing is a "doomed tactic".
Rushing is not being precisely targeted for total obsolescence - defensive play and turtling are. Rushing is good for eSports. Turtling is not.
The tactic is not "doomed" because it's fundamentally unfair, unbalanced, or over-centralized. The tactic is "doomed" because the devs have made a deliberate, obvious, and possibly even pressured decision to kill it on purpose.
Rushing has to be properly executed, while it might seem cheesy, it's the quickest win-or-lose scenario - if you fail to win in a rush, you're pretty much done for.
Turtling is nothing but a stall, the worst waste of time, easy to counter but time consuming for both parties involved, hence my sentence which you quoted out of context. If your opponent loses by throwing his army against your fortresses cluster, or because he couldn't / wouldn't take the rest of the map left unprotected, then you could most likely have beaten him by age 3 saving both yourself and your opponent a fair bit of time.
Stalling, defensive gameplay, and turtling, all in general terms, have been and are currently being phased out by developers and game series, not because of non-viability, but because of eSports rapid-iteration and turnover.
You can speculate that a turtle / stall / etc could win faster but is "wasting time" for whatever reason. The observable reality of it, however, is that a lot of different game series and genres so very often "nerf" defensive strategies as they progress, and iteration times of matches substantially decreases. Pokemon's Video Game Championships (VGC) have a long history of this, and I have personal experience with it. The Yu-Gi-Oh and Magic the Gathering tournaments, same thing: time and turn limits imposed to quicken iteration and round times. Many major MMO series, DPS "power creep" is on purpose, many boss fights have mechanics that directly or indirectly impose hard time limits to discourage hours-long stall kills and such.
Crippling the damage output of Towers (which were already medicore) is very clearly not an attempt to balance or correct an over-centralization, nor to balance or correct a strategy with an unhealthy win rate.
Pokemon simulators like Smogon's "Pokemon Showdown!" have collected enormous amounts of data that pretty strongly indicates the average user prefers three ~5 minute matches over one ~15 minute match. AoM is not as fast paced of course but both AoM and AoE show an enormous bias for a 14-22 minute benchmark for game durations, aiming for 3-4 matches in one hour as opposed to 1-2 matches in one hour.
It's the same general attention and patience deficit that has optimized YouTube and podcast durations downwards for most audiences. The mere existence and outrageous popularity of Tik-Tok again shows, creates, and sustains the attention and patience deficit.
It's not that turtling is non-viable, OP, top meta, or anything else: it's that most people are literally not getting enough dopamine out of it and thus it needs to be minimized to retain audiences and engagement. Its basically a punishing strategy against mass brain damage.
Nobody makes a tower wall and goes AFK. Pre-nerf as Norse I'd have Herdir tower drop right behind a push to have some support, LOS, and deny resources if there wasn't a Cavalry problem, etc.
As is, there's no reason to build a tower aside from static LOS and even that hardly justifies the resources or build time even for Norse who don't need to waste Gatherer time.
Towers aren't even a factor or deterrent against a rush. Take AoE2 for example, a tower drop by your lumber absolutely will save them against spearman, scouts, or skirms to prevent resource chokes. Doesn't stop much else, but it is a reasonable defense against things like feudal raids. AoM I can't think of anything except Ravens that are deterred.
AoE2 Palisades, it just blocks Spears, Skirms, and Monks and are so trash tier that people prefer to use Houses as walls despite the clear dangers that having your pop cap crashed can have.
Castle, it takes a pair of Rams or other dedicated units to actually take it on AoE2. AoM, Fortress buildings are something you can squash with just about anything that deals Crush damage and a handful of your general purpose units or cavalry. It's actually not much more of a raid stopper than an AOE2 Guard Tower despite the large resource difference >_>
Its not like we can drop Heavy Scorps into a choke on Jotunheim either.
So to repeat myself for the third time, Tower nerf was obviously not done to balance or correct an over-centralization or lopsided win rate. It was done to forcibly discourage defensive play and limits your raid defense to, quite literally, having an equal or better raid at the same time frame.
Turtling is being killed across genres across the board from card games to RPGs to MMOs to RTS games because its "boring". It doesn't provide enough dopamine. It isn't an exciting spectacle that fits into a less than 30 minute timeframe. It's not that it's a bad strategy or playstyle: it's a bad product, and gets killed as a bad product.