good post lads
agree that eco upgrades are too expensive, and if you make them affordable fast TC becomes way stronger - and therefore TC should be limited to building upon castle age.
also culverins are OP
good post lads
agree that eco upgrades are too expensive, and if you make them affordable fast TC becomes way stronger - and therefore TC should be limited to building upon castle age.
also culverins are OP
Ya Chinese felt way better in closed beta when they had +2 extra vills. Without it they seem extremely slow.
Also surprised the zhuge nu didnt receive a buff since it was mediocre last beta.
I also still disagree 1 TC all in with archers can beat 2 TC boom. It canât at least vs an english player
You are right and thatâs because the english privilege in this game is unreal atm.
I find it a bit strange people still think horsemen are weak and need a buff. Horsemen literally are the safest and best opening for literally every civ pretty much because it gives you map control and counters longbow. Horsemen are literally insane and mobility is king in this game right now.
Personally I feel horsemen serve an important role in the feudal early game and are overall in a good spot. They can deal with early archer aggression early on but if youâre going heavy into horsemen VS 2 TC boom youâre not gonna have a good time.
- Tower and keep upgrades should not cost gold - stone + wood/food
Can you elaborate please?
Completely disagree with this.
Civ â England
- HuT â wayyyyyy too OP
Completly agree with this.
Yes, Great Idea.
Yes! Horseman need to be tankier or have an ability to dodge arrows otherwise their bonus damage to archers is completely useless.
No. I love units that can shoot-move like mangudai. Please donât change this.
YES. Controling army feels so bad compared to in sc and its largely because of this
I do think playing for map control is a very important part of age of empires, but find myself almost always going for cav even with civs thatâs supposed to be infantry civs, because the mobility is so important and I feel their civ bonuses for infantry cant make up for that
+100 for the command bar/ wireframe!
Allows better control of units and splitting off small groups
Allows for better harass and defence for players
I totally agree, I am sure that almost all the players who came from StarCraft 2 will agree.
I would like more options for control and multitasking
While I always appreciate players providing their own feedback, I really hope the devs allow the meta to develop a bit before jumping to the whims of 5 players that have barely played the game, and who in NO way represent the broader Age of Empires community. Iâm an average-skilled AoE player, and I personally donât agree with > 50% of the balance-related changes suggested. I enjoy actually exploring a gameâs quirks before jumping to conclusions. Also, balance for a top-level player is very different from balance for an average-level player. For example, I think the short build time for houses is a God-sent. Getting housed is the worst, and itâs not a fun mechanic. Also, removing shoot-move from Mangudai would strip them from everything that makes them special and cool (and historically accurate, for that matter). Balance can always be done by adjusting cost or stats. Donât remove awesome mechanics in the name of balance; add awesome mechanics in spite of balance, and then balance with numbers afterwards.
However, I do agree with a lot of the criticism around unit control. I hate that assigning units to a new control group doesnât remove them from their old group. I have no idea how to split a large group into several smaller ones. And I want the ability to add, remove, or isolate individual units from my selection. As the OP pointed out, every other RTS has this. If itâs possible in AoE4, I either donât know how, or maybe itâs not working as easily as intended.
I hope the devs take each suggestion very carefully. I really do not want AoE 4 to turn into SC2.5.
For example, If I have to unit steal and divide all of my units in a second, it will not only made it hard for me as a player to pull the move but it will kill the immersion of the game. I really do not want to get arthritis in my hands for playing a game.
The game is fun as it is. It just needs a couple of tweaks.
Iâm a mediocre player and do not consider my opinions about balance to be relevant in any way. If I find one civ better than another, itâs usually fixed by me improving my gameplay than looking for the game to change. I consider balance the sole province of elite players.
Thank you for the comprehensive feedback. It sounds like, regardless of oneâs game play preferences, that many of the quality of life features we have become accustomed to from AoE 2 and 3 are missing. Seems unlikely all of these could be added in a month.
Comments on the feedback from a competitive beta player who is good at RTS in general.
To give developers a balanced perspective.
HuT
Bugs
Buildings
Town Centre should be able to be retargeted. Ram allins are probably unstoppable due to how the TC currently functions. [If this is true, good catch ]
Tower and keep upgrades should not cost gold - stone + wood/food [ nope. if the upgrade includes a weapon emplacement, it should cost gold. ]
The repair building cost should only consider the resources used to construct a particular building in the first place when considering repair cost â keeps require wood + stone to repair when they only cost stone to construct [ Repair mechanics are not really clear at this point. Valid point made but neutral on this. At least it doesnât cost food ]
Building LOS is pretty bad, including the Outpost. Town Watch upgrade perhaps? Alternatively increase the outpost line of sight as you age up. [ Having such an upgrade option would be nice, fully agree ]
Farms feel too expensive for every civ ⊠wall of text. [ No they are not too expensive. Farms are INFINTE and do NOT need to be reseededâŠbig bonus here compared to AOE2. You are supposed to transition to a farm economy as your hunt/sheep/berries run out. And might I add it has 50 pierce armour. It should stay as it is. ]
Palisades should be cheaper. The initial 15 wood for starting a wall should be removed too. If the game is going to be about securing all the food sources before adding farms then walls are necessary to prevent cav raids from just endlessly ruining you. Also possible Mongols should be allowed to construct palisades at least for this reason.) [Fully Agreed]
iaguz - Houses should not be built by more than one villager and the Chinese building speed bonus should not apply to houses. When a player attempts to train a unit and lacks the supply then it shouldnât start training until supply is available. The game is far too lenient to players who get supply blocked, players should be more impacted by missing their house timings. [ You got to be joking here. Something wrong with your so called competitive mentality. What does your so called enforced house timing add to the game?? ]
(HuT) â disagree with guz regarding houses being built with more than 1 vil, however housing is definitely very lenient in this game, so would prefer a longer build time on houses. [People can still get easily housed mid-game, with this leniency. Another point of consideration not exactly related to yr point. If your houses are being razed down, you are doubly penalized in being pop capped + not being to rebuild houses quickly and unable to mount a miiltary defence. ]
Civ â Chinese
Civ â Holy Roman Empire
HuT â prelate is S tier eco bonus but I struggle to see how this civ will play out on release. Infantry sucks in general since they canât raid compared to cav and they can be kited by Archers. Probably gets overrun in Castle by Knights. Landsknechts are too weak. [ Landsknetchts are glass cannon with 17/20(elite) Melee attack. Their hp could be buffed slightly, or a significant cost reduction to make it worthwhile to use]
Seither- the prelate eco buff and the relic castle landmark feel insanely strong. I think the factions biggest downfall is its speciality (infantry) just arenât as good as going knights and mangonels. They can still do it and with a mighty fine eco i just think abased ones are better at that style. It probably didnât help that the maa heavy hitting upgrade was bugged? [The MAA +6 bonus to heavy tech is huge, making it cost efficient to use MAAs against knights, having exactly half the attack of a typical knight in such a battle.)
PandaBearMe- To me, this is clearly the 2nd best civ in stress test. I think the prelate is an insane econ bonus, as well as having a turbo repair ability to hold on longer than you normal makes HRE a relatively strong defensive civ in the early game. Mid game ends up feeling won or lost based on relics which is very HRE esque. Units like Landskenchts feel kind of underwhelming. Ultimately I ended up just using uniquely upgraded MAA as a meat shield in place of what would have been my lancers. I think MAA are a better/cheaper meat shield than lancers, but with the obvious drawback of harass compared to a lancer. I ultimately end up playing a slow ball of death inching across the map with MAA+siege+prelates. It feels relatively strong, but all in all HRE feels strategically uninspiring compared to a civ like Abbasid. [Excellent comments. Agreed on your slow deathball and using MAA as a meat shield. Also as they are the half the price of a knight, you can do twice the siege damage when attacking an enemy base. That is another way of looking at it.]
Hotkeys / Unit Control
Allow control group stealing [yes]
Allow wireframe/command bar selection and deselection of units [yes]
Technologies
Upgrades across the board are too expensive, especially economy upgrades. (HuT - Level 1 eco upgrades are in an awkward spot â would like to see how games would play out with eco upgrades costing only food + wood initially.) (iaguz- eco upgrades costing gold is fine, imo, but they all cost far too much, especially in Age IV. The increased cost of Age IV landmarks should be counterbalanced with significantly cheaper upgrades, particularly the university ones.) [Devs can look into different costs for the various upgrades]
Dock upgrades besides fishing are either hit or miss â something like 2 extra armor as an upgrade is incredibly useless when Castle Age ships do 50 or 100 damage a shot [Naval warfare/techs in general should be reworked totally]
Higher damage units need to receive more damage per upgrade level to make them worth it [depends on the internal balancing tables devs are using]
Perhaps a +1 range upgrade for foot archers in Castle Age? They fall off hard in CA so would prolong their usefulness a bit [NO! They already have 100% accuracy. Can be considered if accuracy is dropped.]
Scouts with Professional Scouts should automatically kill the selected deer and auto drop it off at the closet TC, way too much micro involved with this tech to make it worth it [That will be nice]
UI
Final Thoughts - Metagame
TC IN FEUDAL AND BATTERING RAM RANCH
HuT â personally I think archers shouldnât be able to build any siege at all until Castle Age, although having the option of just killing someone who is being greedy is enticing. The problem is for a civ such as Abbasids who can straight up kill you for being greedy or double down and go for 1 TC more than the opponent. Infantry generally suck in all AOE games because theyâre slow, weak and cant raid so giving them all the cool siege building stuff is probably better. If the TC is able to retarget this might not even be a problem, however 2 rams still shred through a TC quick enough it still might not be possible to defend. [ A ram is 300 wood, so it is a pretty costly investment. Keeping it to castle age till u can build one, is a good idea.]
Super minor thing, but you actually could siege any siege unit already. You hold right click to force it to siege in a spot and you can put it on hold position it will not unsiege from there. Just most people dont hold right click when issuing commands. I can upload a video if needed, but it is how it works.
Why is this an issue? If you have to delay eco upgrades, this might give a different feel, but it isnât really bad.
Perhaps I should clarify my position with houses.
Currently houses take 15 seconds for one villager to build, 7.5 if Chinese. A villager takes 20 seconds to produce and most units take about 15 seconds or more. It varies quite a lot. As the mechanics currently stand, if Iâm at, say 80/80 supply I can be producing a vill and 9 supply worth of units, see the pop up warning me Iâm currently blocked and can immediately throw down a house assuming I have the simple sum of 50 wood available. By the time itâs finished, perhaps I use 3 vills cuz Iâm in a hurry, I will have lost 0 to almost 0 seconds of production time on my units. I noticed this was common in my games, I never experienced supply blocks affecting my play, was never punished for slipping on my macro rhythms and I feel like I should be punished for making mistakes like this.
Now perhaps Iâm a traditionalist but I happen to think getting supply blocked is a fundamental aspect of games like this. It sucks and it should suck because you messed up and you should have to pay for that. Currently you donât. And Iâd argue itâs crucial to have supply blocks matter as itâs part of raising the skill ceiling, which is exactly what you want if you care about this game having any kind of competitive scene. Part of what makes games like AoE2 and SC2 so great to play and watch is that the amount of stuff you have to do and think about is staggering and the desire to achieve mastery over all of this is what pushes top level players to constantly up their game and makes the whole thing exciting to watch. Whatâs so commendable about players who never experience hiccups in their production due to poor multitasking because the capacity for that to happen just isnât there?
I understand that a strict 1 vill to build a house does kinda go against the grain of how these games operate and perhaps thereâs a better solution but ultimately my point is that supply blocks should matter and currently they donât. I know this is hardly a popular position to take, nobody likes getting supply blocked, but itâs important and I feel itâs absence,
I agree with this reply. Maybe removing queue when housed might be a solution that many RTS games have already. Players already get a yellow text when theyâre about to be housed.
or maybe their entire ship line because each tier is just weaker than other civs apart from Delhiâs (they have the exact same ship line but Delhiâs fishing ships can attack, Abbyâs cannot for some reason).
From my experience I believe this is already possible? At least in the closed beta it was. Itâs just a problem because itâs actually fairly difficult to confirm whether the monk/prelate/scholar/whatever would pick the relic up before hand because itâs incredibly annoying to confirm whether the click on the relic was successfully registered or not. Sometimes the monks would just hold the relic next to the monastery instead of garrisoning it. Seems inconsistent.
Maybe not automate the entire procedure but there should be some hotkeys where you can:
At the moment itâs too hard to click certain things (felled trees, sheep carcass, etc) so this delivery system becomes tedious. I am aware you have mentioned this.
They kinda can though. The bigger issue is perhaps the surrounding part where units kinda feel like fluids and can be shoved by each other (allied units) and can then perform tokyo drifts and such.
This is awkward because the scout vision slightly out-ranges the TCâs attack range which I personally am OK with considering homing missiles. Other units could probably have an extra LoS or maybe we might be forced to add a scout for every group⊠maybe the game devs are trying to make scouts more relevant and have done this deliberately. I am fine to try new things.
I believe when any cavalry unit is charged towards a spearmen theyâre stopped (for a very short duration) and the damage is registered immediately upon impact. Just hard to follow up for more damage which is a general problem that exists in AoE2 but at least the spearmen do more relative damage there.
I think this is unnecessary. Possibly more to do with English LBM production being so high which makes horsemen difficult to manage sometimes.
Iâm going to quote the ships problem again. The naval warfare has the worst design at the moment. 3/4 ships with almost redundant upgrades (like +3~6 armor against 50-100 damage? lol). Weâve had Archipelago and Warring islands and nothing was changed between them in terms of naval balance. Delhiâs/Abbyâs have the worst line of ships. Explosive ships are too slow and fragile to be meaningful.
Most of the other points I agree with and the meta seems quite one dimensional at the moment. It has however only been 3 days (or 17 if closed beta is included) and itâs probably too early to give suggestions to change the pace of this without more days/weeks of experimentation.
I think Abbasidâs are popular because of the extra units theyâre able to produce, much like how mongols were quite popular during closed beta (maybe theyâre more popular because of such a different possible play style unique to, or a combination of, many different RTS games). Having 6 units across three production buildings seem very stale in CA (3 in FA for Dehliâs and Chinese (excluding Zhugenuâs), 4 for others). The closed beta had small map in qmm (max 4 players) as opposed to the stress test which had the smallest (max 2 players). This paired with 4 starting villagers (6 for chinese) gave the slower civs a bit more of a breathing space to deal with fast council hall or scout/knight rush. (Iâve noticed itâs not a huge difference in the FA timing, but more so the production/economic management for an all-in).
Aye. Thatâs what the French said at the Battle of Crecy.
Also close beta top25 player here.
Imo spear is very underrated.
2tc with spear could works well vs cav raid, especially Abbyâs with upgrade.
Abbyâs 2tc follow up with 1 barrack and 1 stable is something I want to try.
English is not as strong as HRE in compares. HRE is surely the strongest, with their eco advantage able to lead for doing nothing, and able to counter everything English can do.
I did some obs and review video, a lot of lost vs English was due to losing too much units from raid when actually leading vs English (Player canât tell when playing due to no score). Now the beta ended, I think of build able to push HRE age 2 time even closer to 4:00 mark âŠ
Currently there is no game record and scenario, once they are available I think good players could improve very quick⊠(Also hotkeys too, I am playing with no hotkeyâŠ)
On the other hand, water need a totally rework, I donât even want to try when seeing water map. I did a post in test forum about Abbyâs arrow ship only does 50% damage than others, and even lower when upgraded. Other problems like fishing boat healing, also some sieges should able to do bonus damage vs boats (One thing from AOM to make player able to retake water)
Lots of fantastic feedback, thank you to you all for making it!
Only thing that immediately sticks out that I disagree with strongly would be removing the ability of some units to simultaneously move and shoot outright. I would much rather let units like the Mangudai have that really visceral specialty but adjust its strength with things like the aforementioned Spearman move/attack speed slow in combination with a brief movement speed slow every time the Mangudai draws and fires to make reliance on point blank stutter-step retreats risky.
Balance is not a question of representation. You say barely played⊠I have more than 200 hours total in age of empires 4 now between the betas -and also from being able to get in after stress test ended. And Iâm sure the guys in OP have quite a significant number too.