In 3vs3 and 4vs4 cooperative games, it is easier to wall yourself, because of the maps we have, therefore you will be able to do 3Tc and produce villagers quickly, the casual game is not affected, greetings
Nowadays in high diamond/conqueror level it’s impossible to put 3 TC if the other team wants to feudal rush you. I’m sorry but I think you don’t know what you are talking about.
In the past, when the TC had longer range and it was built in less time, it was easy to put 3 TC and even defend. With the nerfs to TC isn’t possible if the other team wants to rush. The longer time also makes your villagers idle for more time, so the value return of secondary TC is lower than before.
Those who dominate the game are 10%, therefore it did not affect the majority.
those who have less than 1000 are 75%
You are falsely assuming that only pros will notice this change, you will need to justify your answer better if you want to be credible.
Why a gold or platinum dude won’t notice this change? Higher than Gold/platinum people starts to understand the game, and can implement a good macro, or do a good feudal rush or fast castle.
You are assuming that people doesn’t take advantage of multiple TC if they are not pro’s what is totally false.
correct, Elo of greater than 1000 is gold, and they are 25% of players
Why a gold or a platinum won’t notice this change?
Everyone will since it will make some civs unplayable.
developers must establish the precise setting so that this does not happen
Also the huge accumulation of resources causes tedious games like this
For a long time, like when we saw the longest game in a tournament, lasting 3 hours
https://acortar.link/wbs4m3
In the same tournament there was also another game of more than 1 hour of Marienlord, in all these examples the enormous accumulation of resources can be seen, such as accumulating more than 10 thousand of food, therefore
Proposal: Farms should have a limited amount of food, incorporate automatic reseeding of farms like aoe2
The player will be forced to buy, on the market, wood at a loss price and therefore the infinite accumulation of gold is also solved.
These games lasts as much because their skill is pretty similar and obviously no one want to lose the game.
losing fewer villagers but losing the game because your opponent’s tactic of sacrificing his villagers as “kamikazes” against the siege was effective
losing 34 villagers is no reason to give up right now!
… thanks to the sacred sites or when was that going to end
Obviously this post is related to my request and therefore this “disastrous” landmark must be nerfed
https://www.reddit.com/r/aoe4/comments/1ejewta/crackedy_has_been_saying_hre_needed_nerfs_for/
Proposal: that it produce villagers in 5 units (I’ll leave the rest of the nerf to the developers)
No thanks.
I just want to note that a lot of your ideas are problematic because they exist with the notion that an exception is a good thing. In good design, which is always the aim, you want to avoid unnecessary additions or changes to the flow of the design at hand. Additionally, you want to keep that core design as simple to its function as possible.
Walls that suddenly gain more health as you age up, while progressive, is not inherently or immediately obvious. In other words, its just unnecessary. You have to ask, what is the purpose of making such a change? Balance? Then the answer lies elsewhere.
The same goes for this. Making exceptions to an existing function is just begging for the game to be even more confusing for newer players, when the actual aim here is BALANCE. Balance can be achieved without hurting the elegance of design.
I hope this helps guide you in future suggestions, I understand you want the game to be balanced, but these solutions are rarely if ever the correct way to do it. In engineering, there is always the aim to eliminate, combine, divide, rearrange and simplify. Design iteration layers that brings an idea to its most basic and most functional level.
Simply saying “this mechanic but + 1” goes against that. Think of solutions that doesn’t do this.
1 million percent agree.
Definetly they should produce villagers more slowly by that i meant the keeps.
It cannot be possible that eliminating more than 10 villagers does not give you a strong advantage, the villagers recover their production cost due to their high collection rate.
Therefore, the villagers of Non-Capital Town Centers should have a higher progressive cost according to each age respectively + 15% /20% /25%
With the double nerf of the Abbasid Dynasty Town Center, it confirms that a 20% increase in villager cost is significant in the game.