People are wrong about RTS

Hey everyone,

I kind of had this for a long time in my head wanted to know others opinions about this.

One phrase that I hear over and over again is that “RTS is a niche genre”. and that “it will always have lower player base”. I disagree with this.

RTS has become niche and developers are not correcting it. Since it has become clear to me that AoM is not going to stop bleeding players, I think it is important to discuss certain stuff: (Please keep in mind I am only discussing RTS as an online PVP genre, RTS single player campaigns still seem to be doing fine)

1- The type of RTS

AoM is following the old formula of RTS, the same over all formula that AoE 1 had. But people don’t want that. These old RTS games (red alert, Generals, Starcraft, etc…) all follow one formula that I am willing to bet even people in the old days didn’t want to play with that formula, It is just that people didn’t realize that formula back then but now they do. All these games show massive battles in their trailers but the actuall game is far from that.

All these games are too concerned with 1-on-1 interactions (engine wise). What people want to see are battles at the scale of warhammer seires from RTS games. Now granted AoM will never be like this but there are things that can be done in order to damage control.

2- Nearly all new RTS games are sub standard

It has been many months since AoM hasn’t fixed its attack move bug with norse, The pathing still isn’t great, These is no voice chat in team games and the communication route is super sub standard, People can still treat ranked Teamgames like CS casual games and leave whenever they feel like it, The netcode in AoM still doens’t take into consider people with subpar network connections (I think AoEIV had a thing that made the game super smooth during online play for everyone).

3- 1v1s

I will receive a lot of hate from this but I am just telling my opinion. All the popular games now are team based games. Nearly all RTS games are being balanced around 1v1s and all of them consider 1v1s as their main game mode.

Team games scene in AoM is decent but still not as big as 1v1 scene. But AoEIV which is primarily an online RTS has a team games scene as big as its 1v1. This is huge, This is a clear sign that people willing to play team games are considerable. The fact that people play a game mode that is not balanced, is not considered the main mode of the game, and does not receive exclusive updates shows that with a little help the team games scene could surpass 1v1 scene.

I know that a lot of people here hate team games. Some people don’t like to bare another persons mistakes. All I am saying that Team games could recieve some more attention along side 1v1s in AoM. But I do firmly believe that an RTS game that is primarily is focused around team games is going to have a lot better time compared to AoM.

I will stop here, TLDR; RTS is not niche, The games are just bad and do not meet expectations.

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You’re just saying that as if no one wants more people to play team ranked.
We’re currently trying to figure out how to allow players who don’t discuss balance on the forum, link to tournament videos, or argue about the correct transition to classic at 3:50 or 3:55, to play normally in team ranked. There are two options to do that: wait 30 minutes, or play with a 500 elo imbalance between teams. The developers decided to go with the latter, and we have 20-person queues for team games on Sunday evening.
We could do the opposite, but the results would be unpredictable. Perhaps everyone would stop playing the game altogether.
It’s also worth noting that many fans of the game played it at release. Twenty years have passed since then, and they can’t play it as often as they did back then.
I’m not hoping for a miracle, but something can definitely be improved. All the bugs can be fixed; it’s not a problem, it’s just a matter of time. But will this help bring players back to this game mode? Most players who play the game often only play in custom lobbies. That is, they play team mode, just not ranked, and they put together a game for 30 minutes in their lobby. But will they return to ranked if it starts to assemble more balanced teams? I doubt it.

This is always an interesting topic

I think the niche dynamic comes from when you compare it to other game genres the are more prevalent on the New generation of gamers. Its un common for this type of games to get a fresh wave of players si do disagree with you and would say the game and the genre are niche currently. Now as to why it has become that way, i believe theres many reasons, i agree with some of what you say, i would add i think the burden of entry is larger than other genres and nowadays games tend to be more fast paced regarding how much knowledge you need at the minum to do decent.

Theres quite a lot of info to grasp to even have the posibility of winning in RTS, totally different from games like Mobas or FPS that you can pick up as a new player and get the basic hang of it fast and go from there.

I would say this is mostly due to 1 vs 1 being the purest form of skill play in this type of games since for ever and has always remained that way.

Team games are usually a more casual aspect and its under explored for most people in terms of what you can do to win if you went full competitive Mode, so the game rarely balances around it.

Would be interesting for an rts game to release and have things be useless in 1 vs 1 because they become too strong on tgs and see whats the player reception there.

IMO aom had a good chance of having more co OP dynamics but the modes seem lacking deph and pushes people away from what i have read on forums.

It has been brought into attention when theres issues that only affect tgs and have been kinda adressed, thou sure it could be better / more frequent. What are your balancing ideas regarding team games in Aom?

Keep dreaming.

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I’m sorry I didn’t get what u said, Are you saying that people are bad at the game? I don’t think people being bad at the game is a huge problem. AoM is a very hard game, this is true and it is a problem that needs to be dealt with. But AoM has the advantage of capturing new players. The maximum number of concurrent players shows that AoM is capable of good first impressions but bad at player retention.

The game can sort of deal with this by giving a small bonus for the underdog team. (like 5% maybe)

But yea this is a problem but I think this can be fixed by unifying the queues. If more players are playing the same queue it will be much easier to balance.

These are true points but all of them can be fixed. Although I am not willing to change AoM and I think AoM cannot be fixed to perfection (design wise and formula wise, I am not talking about balance) but non the less I will use AoM as an example.

AoM is a very complex game. But being difficult alone isn’t the reason people don’t play games. DotA is also a very difficult game but people till play it and it still gathers new players. The barrier to entry to AoM can be managed in my opinion. First off the game can be simpified a lot. Currently there are a lot of unneccessary complicating factors in the game.

Food decay, Defensive buildings missing their arrows, the super high differences between gather rates of different types of foods, The amount of expectionist units ( I mean the units who defy the normal rock-paper-scissor dynamic of the game (like peltast,huskarls, etc…)) can be reduced by limiting that each pantheon can have only one of these type of unit right now the greeks who are the best civ for the begginers has one exceptionist unit in each of it’s military buildings. and many more stuff that can be tweaked/removed/redesigned.

And all of these examples can be done in AoM, Let alone if you are willing to make an entirely new RTS from scratch.

That is totally true. But so is true for other games. Everyone knows that the fairest way to test some one in CS is to put them in 1v1, without interference of other people. Just because something is fair doesn’t mean it would be fun.

I don’t want to take away 1v1 game modes since I think there aren’t many left, The only thing I can think of is quake who is also lying in a coffin. But one day it might be the case that 1v1s return to being the main fad but now, it is not the main trend in fact team games attract more players.

Yes it did have good co op capabability, I won’t talk about this though since I am really biased in this and I don’t understand people who play co op.

yes this is actually a really good thing about AoM devs, They did indeed adress certain issues in the game. I am not talking any particular issue but the truth is that the game in general is just not designed for team games. And this is not possible untill they implement a seperate balance for TGs. Although AoM cannot be fixed in this regard but there are still things that they can do to make TGs more intresting like: giving each god a TGs bonus, Making trade more meaningful. These are the only 2 things that come to my mind but TGs in general in RTS games are kind of a mess. The best way to play TGs in RTS games is kind of to cheese one player out atm (I am not sure though about this).

For sure, its not like anything is impossible, its Just quite difficult to do imo.

The barrier of entry is much lower imo. Theres less controls and knowledge checks to do the bare minimum. Ofc when you get to things like invoker and the very difficult micro plays top players do its a whole different dynamic, but you can get to a basic level way faster than on an RTS.

Theres bigger offenders of this thou. Games like mmorpgs are also insane to get into as someone brand New with how much systems, abilities and things it has going one as a baseline.

Agreed, i said it was one of the issues. I dont think theres a single thing thats the culprit of it all.

Sure, anything is always doable, it becomes more a matter of who are you doing it for and if its even gonna pay off. Specially since changing all you mention would practically be a whole different game.

Fun is subjetive. That said, Usually when things are unfair only the side with the advantage is having fun. So gameplay being fair matters a lot imo.

A bit extreme but dunno how much you would enjoy a pvp game where you know its lost because the god you picked has 100-0 odds against you.

That would add even more complexity and would go against what you said prior no? Having to tener separate unit values or strenghs on different game modes.

Yea its that way, specially on Aom where god powers give such big swings its def easy to Just gang up on a player and remove them from the game, its good thats not what most people do, most players dont speed run their oppoents but play more “standard”.

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Why won’t it pay off? Food decay is already a stupid mechanic, It only makes the game more complicated why not remove it?

I didn’t say that we should make the game unfair. What I meant was that for all of the competitive games 1v1 is the most fair mode. But none of them choose that, All of them go for team games format. Cause they know just because 1v1 is fair doesn’t mean that it should be the main mode of the game, People perfer team games.

It wouldn’t complicate stuff IDK how you reached this conclusion. Players don’t need to know what are the differences between 1v1 and TGs since they probably only play 1 mode.

It is just a matter of time that it happens, And I think it is already happening in low elos. This can probably be fixed best by making the balance in Team games different than 1v1s.

Also Team games need to take some measures in order to either stop people from leaving or at the very least do not inform the enemy team of the fact a player left. The fact that people can leave whenever they want makes come backs in low elos near impossible.

Because we arent prophets? You dont have any guarantee it will bring new people, just like no one has a gurantee it wont, its a risk as all changes are. But usually the burden of coming back into the game because something changed is much greater than leaving said game because things changed.

We at least had that during the fort patch. Some people left due to the game state, but we didnt really have a flood of people coming in due to it, at least from the data we have.

But you implied its not that important, or at least that was my take on it.

They do thou in this genre. Its good to take inspiration from other games, but you cant just forget all the differences that exist between them. A game desgined around team play and a game designed around solo play are very different,. Its not easy top flip one into the other. Its very different to compare games where you control 1 character and arent bound to any location to games where you are bound to a set place and cant just move elsewhere when you are having a hard time, not without some big cost.

How would yout figure having different effects or numbers for different units / god powers between game modes not complicate things? How would that make things easier for a new player to juggle between modes? Dunno how you cant reach that conclusion.

Dunno whats this based on, theres def games people playing both, even if theres people that play just 1.

Do they?

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Doesnt seem to be much of a landsliode difference when you account for more players on each team game of course.

Custom games might flip that dynamic, but it also contains a lot of vs bot games, which ddont raelly favor either side.

I doubt it, at least from my experience playing vs said groups, even more so when i factor in random teams. Theres a bunch of broken stuff you can do in team games if you coordinate for it to happen that almost no one is doing. specially at low elo. If they did they wouldnt be low elo. But so i can be on the same page as you, what are the dynamic you are refering to? Im talking about keeping your opponent in archaic age or destroying their tc before 5-6 min into the game, just deleting them completely.

Fair, that does drop morale and AoM doesnt really have a system built around being able to take control of you opponents units to compensate and be able to outskill your way to a victory.

I’m not talking about radical changes, All I am saying is removing some annoying mechanics will go a long way. No one will leave if you implement reconnect system to the game. Most people like QoL features (albeit some features like auto queue might be controversial).

For example the fact that deer stray away from food deposit sites creates a weird skill-check and sometimes failing that skill check can be super annoying.and if you missclick ur rally point for a split second on a deer you have to eat that deer because the TC will snipe it and the food will start to decay.

I am talking such small mechanics, not ocerhauling the entire game.

Yes it isn’t that important. All of the games that are popular now had an era in which balance was awful at the beginning of their development. As long as balance is in a semi acceptable position and the game is fun it will thrive.

But non the less still that wasn’t what I was trying to say, What I am trying to say is just because something is balanced or fair doesn’t mean it will be fun. Even in LoL 1v1 is more fair than 5v5, But the game opted in for 5v5 because it is more fun.

Yes I agree with you. AoM cannot be changed now. I was talking about future RTS games. they should drift away from having 1v1 as their main game mode. I don’t know why team based games replaced 1v1 games, And I even don’t know whether it will stay like this forever. All I know is that 1v1 games are doing very poorly and RTS developers need to adapt to this.

They do but they won’t be able to play both competitively. They will always choose one of them as their main game and try to grow in that.

Thank you for posting this. I was wondering for a very long time how can I get statistics about this.

As you said, If we make some calculations we will see that the amount of games played are super close. This is huge for a game mode that is not the main focus of the game. And to be honest team games in Retold probably suck at high elos. I am not high elo so I am kind of fine but I have seen some high elo matches and they are not ok.

And just in general AoM (all of AoE games really) are not designed for team games. and in lower elos some people gang up on one person. So it is kind of in a rough spot. I’m not saying it is horrible but it isn’t ok either. Yet people play it. A lot of people play it actually.

AoM just needs a little nudge and it will increase its player retention greatly.

Yes thats also what I am saying. The truth is agressing in AoM at the moment is kind of easy. but it is easy in a very weird way. Raiding isn’t easy but deleting some one is easy. I saw a match that a bunch of newbies triple kronos rushed some one. The pocket guy tried so hard to carry but since the one of them had left he couldn’t do it. These sort of stuff are super discouraging and a lot of people will delete the game the moment they see these sort of matches let alone experience it.

Even if they made it that the enemy wouldn’t get notified that the player left would help a bit. I have lost so many games that we could have won easily just because some one left cause he saw 3 raiding units beside his TC.

The whole game is built on 5 vs 5. Dunno where you pull the fun metric from. The whole moba genre was built on 5 vs 5. There are support heroes, initiators, damage dealers, each p´layer has a different role to play. UInlike in this genre you are comparing it to where that isnt the case.

But i do agree it for sure would be interesting if a new rts comes around and has that design in mind you mention.Would be great if its a sucess and gives new design insight on the genre,

But most people arent competitive and even then competitive players play both usually

Feels much more back and forth imo. Low elo tgs just become very stale to my taste at least. You just quickly win games pushing fast. But that ofc is a mattter of taste, i for sure can see the aspect of the people thay make 4 vs 4 and like they sit back and mass big army into each other and take it slow.

If you can move hunt, some spawns that have them spread will impact much more some civs, since others dont have travel times or the dropsites move.

Does seem to be improving for the better imo in this recent patches.

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And the problem right now is this: Players have to play against ChasingTheSun periodically because only hardcore players remain in ranked.

This is unfair.

There are only 10-20 players in the queue at any given hour of the day. They’re already all in the same queue.
There are only the two options that I have outlined.

Team games in AoE 3 is perfect. There are pure team decks. There are tons of buffs that affect the entire team, not just the one player, and unit shipments for the entire team. The map sizes are perfectly tailored for teamwork, not for 3 times 1v1 on same map. I don’t know about AoE 2, 1, and 4, but team games in AoE 3 is good. I just played some matches a week ago. The difference is insane. Even in terms of matchmaking.

Now you’re going too far. I assure you. This game wasn’t as slow as you think.

I haven’t read everything because there’s been so much discussion, but I have a few thoughts.

In my opinion, AoM isn’t a difficult game. Let’s say it’s like Dark Souls; it’s not difficult, just demanding when it comes to learning how to play.

And in fact, a spanish-speaking youyuber recently said that she thought AoM is the most accessible RTS for beginners, where you don’t need extreme precision and mistakes aren’t so costly.

And I certainly don’t find it complicated. The problem is that, in my opinion, it has a terrible tutorial (it’s even worse than the previous one) and they didn’t explain important things.

The specialist/counter units who you call “expectationist” like the huscarls, don’t have any reason to be limited unless they’re used in large numbers. Their performance is almost always mediocre or poor against anything they aren’t specifically designed to kill (unless you use slingers with electrum bullets and slings of the sun). Huscarls, for example, leave much to be desired compared to berserkers: they’re very expensive and have a lower attack speed. I know they look similar, but believe me, berserkers are better against anything other than archers.

I think, among other things, it lacks a tutorial that explains basics like specialist units, mythic upgrades, etc.

I think it’s complicated because it doesn’t explain all the basics.

That said, I agree that animal food shouldn’t spoil; it’s a classic mechanic of the series, but I’ve always hated it. I also detest that villagers discard the resources they’re carrying if they pick up more. I’d prefer they had a smaller carrying capacity. If they have 10 food with a maximum capacity of 20 and you send them for gold, they should only be able to carry 10 gold until they return the food, but they shouldn’t have to discard it. And I’d add something I liked about Spellforce 3: if a villager is killed, their resources end up on the ground for anyone to claim.

Regarding Total War: Warhammer, I know that game well, but I don’t think it’s comparable because it’s in a different league. Beyond being amazing, TWWH is much more complex than AoM. AoM is arithmetic, while TWWH is algebra.

Many people falsely label both TWWH and AoM as flashy/fansy but simple casual games, when both are actually quite complex. Warhammer is incredibly complex, but it’s less about troop placement and use, like putting spearmen behind infantry to attack from the rear, and more about understanding each unit’s stats: bonuses against large units, armor penetration, magic damage, bonuses against small units, etc. It doesn’t make sense to use this game as an example when the idea is to simplify, because it’s not simple. Star Craft is simpler, but it’s a micromanagement nightmare. I don’t think simplifying AoM would be very beneficial when it’s already quite simple. It’s only “complicated” because it deviates slightly from the standard, and not all civilizations function the same as in the second game. Specialist units aren’t complicated or exceptional, not to mention they’re commonplace in the rest of the AoE games, so I don’t see why they’d be a problem here. Again, you just have to learn how to use them or deal with them.

And that doesn’t really apply to what you’re saying, because while that game has a solid multiplayer mode with many players, most people prefer the single-player campaign of Immortal Empires.

That said, I’d like a campaign like that in AoM, a sandbox world conquest map, much better than the roguelike lite they tried to make here.

I can’t comment on what they’re saying about co-op; I don’t like playing with other people.

Regarding the idea that RTS games are now for kids, well, it’s a genre that had its heyday in the '90s and a bit in the 2000s. The tastes of new generations change, and generally, they prefer faster-paced things. And with that speed, they kept changing. For example, a few years ago, it seemed like Hero Shooters were the answer, but they became oversaturated, and now there are only the established ones and the “Concord” games.

Of course, that doesn’t mean new things can’t come out. I understand that Marvel Rivals did well from the start. Many said that turn-based RPGs were dead, but Baldur’s Gate, Yakuza: Like a Dragon, Metaphor, and others have proven that wrong. The same goes for RTS games.

What I see is that most “new” RTS games fail because instead of trying to be something new, or something of their own, they want to be Warcraft or Starcraft.

On the other hand, well, I’d like Retold to be popular enough that the characters and units would have Happy Meal toys, but technically, the developers don’t lose money if people don’t play.

Some of the titles you mentioned are games as a service; they depend on microtransactions and player traffic because they are often free-to-play. As far as money goes, Retold doesn’t care. Yes, it’s better to have players, but it’s a paid game without microtransactions. I have a friend who bought it on release, but due to lack of time (adult life problems and a gacha addiction) he hasn’t even installed it. But Microsoft doesn’t care. You, my friend, and I have already paid. Whether we play or not, the company has already made its money. I have everything that could be bought, unless they release something else or I buy the game again with another account (which I’m not going to do). I can’t give Microsoft any more money with Retold, no matter how much I want to.

It’s like the people who boasted that Wukong, Elden Ring, or Silk Song lost players while games as a service had a lot of active users, ignoring that the former are games with a story, development, and ending, which you finish and replay every so often, not something you’re going to want to play every day.

RTS games are somewhere in between, with AoM leaning more towards the first group.

Regarding comparing it to AoM 3 and implementing elements like decks in AoM… well, I don’t like AoM 3, so personally I’d prefer it not to be done, or at least that the decks… or at least let the decks be something other than mythical powers and elements.

Maybe I’m just old-fashioned, but the shipping, especially sending units, I never liked it; I prefer sending upgrades.

And I’m not saying it’s wrong; it’s always good to brainstorm, especially on official forums, but I think some ideas, and especially some comparisons, are out of place.

By the way, if any developers are reading this, seriously consider a playable tutorial on the basics for each pantheon. The cutscenes fall short, and making the campaign the practical tutorial is a bad decision, especially considering that the Egyptian and Norse “tutorials” are locked after many scenarios in a rather long campaign.

Also, please make sure the animal food doesn’t spoil.

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It is, They built it for 5v5. But you can make it 1v1. There was this MOBA that was 1v1, I can’t remember the name it was actually kind of fun but I think it went banrupt. It was battlerite. You can design the game which ever way you want. I am not saying MOBA is 1v1.

All I am saying is that 1v1 is fair in every game. but it isn’t fun in most of them. RTS can opt in to change from being a 1v1 genre.

Yes exactly what I am trying to say. Although stormgate was filled with problems are errors but it had some neat ideas about team games. They actually enabled heroes in Team games which I think is a good idea.

I really like games with back and forth. But as I said, I can’t comment on high elo team games really. I am stuck in low elo. I only watch DoD YT videos on clan matches.

The truth is that. If a game wants to succed in kind of needs to limit some options (in my opinion). It wouldn’t be good for “peoples’ tastes” to decide how a match will progress. Especially in a genre that balance is very important like RTS.

There should be a “standard” meta of playing and you should be able to adapt yourself by doing minor adjustments to that standard of play. Right now in AoM it is kind of weird in TGs. Some gods are so agressive that they can end your TC at 6 minutes mark. And some gods are so good at defending that they can prolong the game up untill minute 15 without attacking a single time.

Non the less i won’t get into this much right now maybe later.

I was gonna suggest make them less spread, Reduce their movement speed or make them die with one arrow.

Exactly the new patch is perfect. Loved everything about it. What I loved most was that they are not giving up on demeter.

Also the bug fixes… uffff.

The thing is you can match good players with a couple of bad players to balance the team out. Although some one said that some people literally cannot be carried. Which is rough. But the thing is that AoM does permit to leave mid match. This kind of makes carrying a bit more difficult since the enemy can just leave the other players base and come straight towards you.

If the newbie stayed in the game. Sort of rebuilt behind some one, he could still help.

It is but so is also being matched unfairly. The only problem I see with this suggestion is that this will ruin build orders. (which is kind of a big deal)

They are not, Some people only choose 2v2, Some people only choose 3v3. I myself never choose 2v2 and only choose 3v3 and 4v4.

This sort of options prolong queue times.

I haven’t played AoE3… so sorry can’t comment on that. but what you said sounds fun.

May I ask you: How much stuff of AoE 3 Aztecs assets have been reused in Retold? Do the villagers sound the same? building models? ambient and sounds have they been reused from AoE3?

I think the pacing in AoM is very good.

damn that was a hell of a match you guys played. was probably fun.

Well this definetly comes down to subjective feelings too. But In my opinion Dark sould isn’t that difficult. Dark souls is just super annoying. YOu die, There is a long run path ahead with no checkpoints. You can’t practice against the boss. You can’t get your souls out of the boss chamber.

Now I don’t say it is easy. It is definitely hard. The thing is in souls game when you realize what “i-frames” the game starts to become somewhat easier and everything starts to make a lot of sense. Also (I haven’t played dark souls, just a tad bit of elden ring. So correct me if I am wrong on this) from what I have heard most bosses in souls series have a particular weakness to certain builds. Some very difficult fights in elden ring became super easy with holy builds.

AoM on the other hand. Even for you to be able to experience the most basic stuff of the game (like bieng able to build a base, train units) you need to learn. You have to learn build orders otherwise you will age up so poorly that you will be finished 8 minutes into the game. If you are not good with your drop site placement you will fall behind immensely.

Now I don’t personally care about minor godpaths. I just pick whichever I like most. But the truth is that certain match ups require certain god paths.

You have to learn which upgrades are worth taking which ones aren’t, Whether you should go fast second town center or not, Whether you should rush, Trying to scout your opponent while being careful not to lose your scout while at the same time trying to build your base.

These are not advanced stuff. you will lose to a Hard bot if you don’t learn these stuff while after you learn them you will beat hard AI like a piece of cake. These are all just basic stuff.

I would like to know your opinion more on this. I think AoM is a very difficult game.

I think I explained my point poorly, Let me rephrase cause clearly there is misunderstanding here.

I am not saying that exceptionist units are strong/good, not Am I saying that they are spammable. What I am trying to say is that AoM has lots of exceptionist unit types. When I explain AoM to my friends I usually say that " This game is like rock paper scissors, Cavalry beats archers, Archers beats infanty, Infantry beats cavalry" but the truth is this has so many exceptions in AoM. To a point that learning these exceptions can become sort of challenging. For example my friends was making hypaspist against cavalry. So I told him no that’s not how it works you should make hoplites.

The next game He was building toxotes against huskarls and I was like no you shouldn’t do that, But he said that " You yourself said that If enemy is building Infanty you should make archers". And then the next game he was making slingers against hoplites. and on and on and on.

IDK if you get what I am trying to say.

I agree that it needs a better tutorial but the thing is, Every game loses its charm when people see how that game is supposed to be played or what this game actually is. For example a lot of people buy Rainbow six siege in hopes of getting a hyper realistic tactical SWAT game. and at the first glance it does seem like that.

But the truth is that Rainbow six isn’t that type of game. Rainbow six is not realistic, People run at the speed of light, most gadgets in it don’t make sense and the way you are sopposed to play is not slow and methodical but fast and with percision aiming.

So sometimes having the player go in a bit blind might be better. But for sure AoM could use some better tutorial. BTW I don’t think you can teach people exceptionist units in tutorials. It is just too much to learn.

Yes if you can memorise them then it is easy. But even after memorising them applying your knowledge in the heat of a match can be challenging.

yes exactly, these are all small mechanics but are annoying and they have the potential to be game deciding. In AoEIV people used to spread their enemies second hunt far wide so they couldn’t gather it anymore. This is skill but it is annoying to play against it.

To be honest I haven’t played TWWH that much… I just played it a bit and loved it but then they removed it from Xbox games pass T-T.

What you said was very eye opening about it ty.

They are a problem for players from outside the series. But I am not saying we should remove them. But I think we have too many of them in AoM atm. The funny thing is Greeks (which are considered a starting civ) have 3 types of exceptionist units!

Yes I do agree that single player content of AoM is good and maybe even is attracting players, I am only concerned with PVP multiplayer.

EXACTLY WHAT I AM TRYING TO SAY. Those games were great, But even back then they had their flaws. Developers should try to make an RTS without those flaws and kind of adapt to the new generation of games.

The thing is people have to play it. It is true they made the money, But they can’t run the servers for ever. There needs to be new content to be paid, But people will only pay for content when they are actively playing the game. PVP games have a lot better chance of player retention compared to PVE games.

And RTS can have microtransactions.

I agree, In fact I like games to have an ending. But I want a PVP RTS game that just attracts at least a fraction of amount of League of legends players. Something like chess. Chess is a game with a huge player base. And i believe an RTS can be developed to become something like Counter strike.

YES PLEASE.

In Dark Souls, the thing is, you start with nothing, neither in terms of equipment nor experience.

In many cases, you learn things online, things like how a consumable talisman puts mimics to sleep, allowing you to steal their contents without having to fight them; and the controls—when DS1 first came out on Steam, it was a very poorly done port of the Windows Live version. It had Xbox controls, and you couldn’t change them; you had to find the controls online to play with a keyboard.

After that, subsequent playthroughs are easier. At first, the game is intimidating; everything is difficult because you don’t know anything, you don’t know how to do anything at all. Hell, even moving is difficult, and you die and die and die. You memorize, memorize, memorize, and then your second playthrough is the complete opposite. What took you three torturous hours in your first playthrough takes you less than one in the second, while you outmaneuver enemies, blow everything up, clear areas of enemies, and kill bosses in fewer than three tries, some on the first try, all while eating cereal with milk.

It feels almost magical how the game, despite always being the same, has changed because without realizing it, you’ve improved.

And yes, there are things that bosses are more or less resistant to. Ornstein is resistant to lightning and immune to poison, the demons are resistant to fire, and almost everything is weak to lightning.

And there are things that are difficult because they’re literally a “fuck you” in gameplay, or as we Souls players call them, the Capra demon. He’s a guy who, by the time you have to face him, is incredibly strong, hits hard, attacks quickly, his swords are enormous so he has a long reach, the room where they fight is tiny, and he has two very fast dogs that, if you don’t avoid them or kill them quickly, will leave you at his mercy. And since he’s from the beginning, you don’t yet know what to do; there’s a somewhat safe corner where you can easily kill the dogs. Like I said, he’s a “fuck you” in the form of an enemy every time. Everyone hates him because of how unfair he is, whether they’re a novice or a veteran, and while he does get easier the more you play, he never stops being unfair.

I hate the concept of the meta, and I’ve never liked build order, but unfortunately, there’s always going to be an optimal way to do things in everything in life, and that’s especially noticeable in RTS games. It means that whether you use it or not, others will.

Even so, Retold allows you to be more creative and think outside the box, at least compared to other titles, both within and outside the series. The specialist units in Retold 2 are unforgiving, and everything in that game demands a more rigid approach. In fact, I’ve heard that some people are so rigid that they’ll report you for using anti-meta strategies, not because they’re overpowered, but simply because they’re different. In Retold, you can consider things like, “The Hydra is superior to Nemea, but Nemea stuns in an area, and Aphrodite’s buffs are fantastic.”

I don’t play multiplayer, so I might be talking nonsense, but I think it allows you to explore different ways of playing with the same god, Odin for example. The minor gods at his disposal can maximize cavalry, or berserkers to a lesser extent (I think this is worth considering, given that Odin has a unique upgrade for them). And although he doesn’t have anything for berserkers in the Third Age, you can always choose Niord to boost cavalry, or Skadi, who doesn’t synergize with anything from Odin, but since she gives you frost giants, she’s never a bad choice.

Age 3 seems more complicated to me, because while the specialist units in Retold only have multipliers against certain enemies, their equivalents in Ao3 (that is, all of them) not only have multipliers, but enemies designed to kill also have penalties against them. For example, falconets not only easily kill infantry, but if infantry reaches them, they also reduce the damage dealt to cannons.

Retold, as I said, allows you to be creative and diversify. I saw this in a video; it’s what I mentioned earlier about slingers. I tried it, and it works. With Ra and Ser, they can go after Ptah and Sekhmet. Electrum bullets grant divine damage—not much, but they do—and increase damage against everything, especially archers. Conversely, the Sun Sling gives slingers a multiplier against infantry. They aren’t as good at killing infantry as they are at killing archers, but it certainly works very well.

When I was little, it was difficult for me too, but later I understood how certain things worked.

Greeks: Their basic soldiers function with rock-paper-scissors logic. Specialist soldiers are designed to counter what they themselves are: infantry anti-infantry, cavalry anti-cavalry, archers… ranged anti-ranged.

Egyptians: If they’re on foot, they’re a specialist unit.

Norse Huscarls kill archers, axe throwers: Axe to your face!

Atlanteans: Specialist units don’t exist; it’s a myth created by parents to make you waste resources.

And there’s always the reliable one: If a guy is on foot and hits you with a pointed stick, he’s good at killing people who ride animals (except Valkyries).

I think it’s not too difficult for me to understand (the build order is a different story) because I’ve read a lot, both in-game and on the wiki. The game has the information, but it’s complicated for beginners or casual players who just want to play and have fun (although, let’s be honest, RTS games tend to be more undemanding, both technically and mechanically). I suppose that’s why many people who really like RTS games but don’t delve into them, or who only do so in their favorite titles, ironically see it as a casual game. You see the typical guy in a video saying that whoever has the most monsters wins, while claiming that human units are just filler or dispensable. Good luck trying to make sure an opponent with more than 5 hours of experience doesn’t notice, especially if they’re playing with Atlanteans or Japanese.

In fact, a few months ago there was a discussion here about how mythical units aren’t meta, since heroes kill them very easily and they’re generally very good, and curiously, professional players don’t use monsters.

Anyway, in my opinion, the game is much better if you study it, if you look at the unit stats and see what each symbol means, if they have a bonus against something, if they’re resistant to a type of damage, etc.; that’s why I say it’s not difficult, but demanding.

However, while Dark Souls is designed this way, for example, its creator (Miyasaki) made the lore appear in pieces and open to interpretation because, as a child, he read books in English without knowing the language… so he interpreted what he could with the little he understood. That’s why all his games are like this: you find an object with a description in a location, and it’s like being an archaeologist, theorizing whether it has anything to do with the place where it’s described or not, relating it to people or objects that speak to the same lore. Some make it clear that they come from distant lands.

On the other hand, Retold doesn’t have to be cryptic. On the contrary, RTS games are competitive by their very nature, so they have to make everything clear. That’s why I think that, even though it removes some “mystique,” we have the campaigns and the compendium for the lore.

That’s why I think they should explain things like the specialist units in a scenario; I’ve always thought that one way to do it would be through a tutorial campaign, like William Wallace’s in Age of Empires II (and Chewbacca’s in Galactic Battlegrounds); in this case, with Arkantos when he was young. I can think of things like having to destroy three different armies in a scenario, each composed solely of infantry, ranged troops, and cavalry, respectively, and the best way to defeat them being to use hypaspists, prodromoi, and peltasts as needed.

That, or individual, non-immersive scenarios where they artificially but effectively explain what each element does.

In any case, they’ve done quite a bit to explain the game. It’s still not enough, but it’s more than its predecessors. The hersirs always generated favor just by existing, but it wasn’t until Retold that they decided the game should explain them to you.

I’m more of the opinion that everything should be well explained; knowledge is power.

And I can truly understand that memorization is a problem for many.

For example, my sister is in university, she’s a mother, and she does all the housework. My brother-in-law works; he would do the same when he was working from home, but now he works in an office. So, my sister is too busy right now to learn details about a game (however interesting it might be) when she’s already busy studying and taking care of my niece.

For my part, I don’t have a job. I earn money by investing, I receive part of an inheritance from my grandmother, and I’ll soon be receiving a disability pension, so I have all the time in the world to read articles online, like the wiki for this game, and put what I read into practice. My own disability also helps, since I have ADHD (not a disability) which causes hyperfocus, and autism/Asperger’s (which is a disability) which also causes hyperfocus…

So I have a knack for certain things, largely due to my tendency towards obsession. However, don’t ask me about math; I’m so terrible at it that I even have dyscalculia. That’s why The World: Warhammer Fantasy is so difficult for me. I love that game, and I adore Warhammer Fantasy (more than 40k). I have over 1400 hours between the three, but I’m really bad at them. Retold, on the other hand, is where I think theory put into practice matters a lot, without so many factors and statistics. I find it easier to understand (I’ll soon surpass 1250 hours).

P.S.: It doesn’t help my sister with her daily life because we live in different states, they’re far apart and don’t even border each other, although, well, at least I can support her financially.

After talking about my life with strangers, what I want to say is that I can understand that many can’t or don’t want to delve deeper into this game, either because not everyone is obsessive-compulsive like me, or because they have adult responsibilities, much more pressing things to focus their energy and attention on.

What helps me, being a very visual person, is linking concepts with the units: Coyote Warriors are specialists against archers, Eagle Warriors too = Furries with two axes and Chicken Men kill archers.

With the Huscarls, it’s easy to remember that they kill archers. Why? Because they’re the only ones who go on foot with swords, or also, they’re the only blond ones who go on foot. A blond Nordic with a sword = a crazy guy who runs like Sonic and kills archers.

I also suppose it’s more natural for me because I started playing this game when I was about 12 years old. I’ll be 33 next month. It’s not like I’ve played every day of my life; I actually went about 7 years without playing, but let’s just say I have it ingrained in me.

My friend, the rest of the saga has more civilizations, although well, I can let it slide because in 1 and 2 all the units are the same except for the unique ones. The European civilizations in 3 are almost always the same but with slight differences depending on the nation, and I’m not going to get into 4 because I’ve never played it.

But I’ve played Dawn of War (it’s Warhammer, and I really like Warhammer), and that game has 9 factions.
For me, Retold doesn’t have many factions; it only has more than other games that only have 3 or 4. It would be a lot if it managed to have 12 or more. I hope it does someday.

On the other hand, although this is unrelated to the topic (because what I’ve said so far is clearly connected and it’s absolutely necessary to know about my sister for this discussion), I think many RTS players struggle to grasp new things, and that’s why they have trouble adapting to this title. I’ve often heard the complaint that they don’t understand how to gain favor, the mythic units, or how the Norse infantry builds buildings.

I may have been playing this game for a long time, but there are people who seem to lack the ability to adapt.

For example; Once, out of curiosity, I watched some StarCraft videos. I wanted something like what we’ve been talking about, “this unit is this and does that.” I couldn’t find anything like that, but something the guy in the video said caught my attention: “I don’t know how Protosses work; I only play Terran.”

I opened his channel and saw that he only played StarCraft. The channel was over 10 years old, and it seemed like he uploaded two or three videos a week.

Logic tells me his statement shouldn’t be possible. How can you spend over 10 years doing an activity—not just a game, but an activity several times a week—and it turns out you only know how to do a third of it? I mean, it’s not just that he never played the other factions (there are only three), technically wasting two-thirds of the money he spent, it’s that he didn’t even learn how to counter the other factions, even through practice, because he claimed he didn’t know how they worked. I mean, after fighting Protoss and Zerg so much, I suppose he’d at least know what they’d use, what things they’d use to counter you, but no.

And this week I finished a self-imposed challenge: playing with all the gods in Retold. I selected them all, played with one, unchecked it, played with another, unchecked it.

If I lost, I tried again (I’m not good at playing with Fuxi and Demeter against Zeus).

I often wonder if this game, RTS games, games in general, or things in general are really complicated, or if it’s just that people are unable to adapt, either because they can’t or because they don’t want to.

That reminds me of people who ask AIs to do absolutely everything. It’s not just that they ask Chat GPT whether to choose chicken or fish; there are people who ask, “Chat GPT, what do I like more, chicken or fish?”

Regarding the content of Age of Mythology, its appeal has always been the campaigns. It certainly always had multiplayer, but the biggest draw is the story, like in Warcraft.

Regarding the new RTS games, well, it would be redundant to repeat what we’ve already discussed, so I’ll just say no. Aside from the gameplay, it seems like everyone making current RTS games wants to be Starcraft or Warcraft, not just mechanically, but you see unit X or Y and you say, “this is a marine, this is a footman.”

Like what happened with Stargate or Battle Aces (the latter, by the way, didn’t get released), the gameplay without building or resource gathering, relying entirely on training time, micromanagement, and a Starcraft-style aesthetic, didn’t quite win over players. They’ve already announced they’re working on a new title, which is exactly the same thing but with a medieval fantasy aesthetic—in other words, Warcraft.

Now that I think about it, Battle Aces seems to have wanted to copy tactical RTS games like Dawn of War 2, which have their audience, but their popularity was in the 2000s. However, Battle Aces oversimplified the formula, and people didn’t end up liking it. Something too complicated and abstract is difficult for people to understand, but if it’s as deep as a puddle, it won’t attract an audience either.

I see this as a problem because several RTS studios that ultimately failed promoted themselves as “made by the creators of Starcraft,” and it was true, they were studios run by former Blizzard employees who worked on Starcraft. But they didn’t use it as a mark of quality, saying “we made this game excellent, we have the talent to make another one,” but rather as a Starcraft mark of quality, saying “we’ll make sure to make a Starcraft game, but legally different.”

It’s one of three things: they can’t let go of their past glories, they lack creativity, or they cling to what they think will bring them profit.

What do I know? Since I was a kid, I’ve wanted to see an RTS with Western gameplay like Age of Empires, Dawn of War, or Battle for Middle-earth, but in an anime style (or consider animals (not furries) intelligent animals with weapons, like seagulls with machine guns on their wings and elephants with cannons on their backs (I was in elementary school when I had that idea). But every new studio that wants to “innovate” does so with a Starcraft bootleg, and the most daring even try to make a Warcraft bootleg.

I’m not saying my idea of ​​an anime RTS is good, and that there haven’t been attempts at other artistic styles (like Iron Harvest or that game about the second world war but with mice, although none were successful, they grabbed onto the trope of the second world war and copied Company of Heroes), but at least it’s more original than making a new Starcraft.

The issue of the public and microtransactions is complicated.

A good example is Age of Empires III.

The game was free-to-play, with rotating factions. If you wanted them all, you had to pay. Look at the achievement percentages, and you see that many players have the achievements for the base factions, but nobody has, for example, the one for training six soldados with México. It’s as if they didn’t even buy the DLC. Because it’s like that with all the paid factions; people don’t have the achievements you get by playing with those factions.

People say they don’t know how to play with the Mexicans or the Ethiopians, and I wonder, “You don’t know how to use them because you don’t understand them, or because you haven’t tried them because you don’t own them?” (Although, in their defense, the Mexicans in that game are a crazy/desmadre, just like the real ones).

In other words, perhaps they stopped updating it and releasing DLC ​​because, although it was still more popular than Retold, it wasn’t generating revenue.

However, it’s also possible that it was due to fear of controversy; that game already had issues with Microsoft executives before its release.

In other words, perhaps they stopped updating and releasing DLC ​​because, although it was still more popular than Retold, it wasn’t generating revenue.

Although there’s also the possibility that it was due to fear of controversy; that game already had issues with Microsoft executives before its release.

Regarding microtransactions, people will never accept that an RTS, a competitive and sports game, is pay-to-win, and it’s technically complicated to create skins, since at most they could be for heroes, like in Age of Empires III, with its own set of problems.

I mean, in MOBAs it’s perfectly viable, but try making skins for Retold. What do you make a skin for? Heroes, units, buildings? Because if they made a skin for each civilization, just one, they’d already be doubling the file size in gigabytes for each one.

In Age of Empires 2, it can work, and it did work, by creating unique sprites for buildings, but they’re 2D models (even so, I’m one of those who want each civilization to have a unique appearance, like in Galactic Battlegrounds).

And look, it’s possible, but imagine if they released 5 skins for all the Greek units; that would quintuple their file size.

In Age of Empires 3, they applied it with heroes (in many cases, recycling campaign hero models) to allow for role-playing, but here they add, I don’t know, priest skins with solar-game auras, hersirs with frost clouds visible across the entire map, murmillos with bright green auras that leave vegetation in their wake, and the PC crashes because there were like 50 of these guys, and the processor couldn’t handle so many effects and glitter on screen.

Look, I’m not saying it can’t be done; Retold is very well optimized, but a skin for 50 is not the same, because, as I said, who are you going to put it on in this RTS?

That’s for skins. The other option would be portraits and various trinkets, which I wouldn’t mind at all. I’d like a portrait of Sobek and Hathor together, or Theia as a K-pop singer (the idea is stupid, but she had a K-pop idol face in the beta). Hel Catrina, Hades Halloween, Cronos New Year, and Odin Claus are also absurd. That said, I’m not saying they’re joke portraits; they certainly took things from pop culture, but they did them great. It could be something like Theia Divine Diva or something like that.

Anyway, for now, I think it’s still difficult for RTS games to make money apart from direct sales.

I said this before, and they actually confiscated it a couple of times—merchandise.

They made a board game out of the original Mythology game, and currently there are Zeus and Minotaur plushies for sale (but they’re stopping next month).

When I say I’d like them to make collectible figures, I mean it—like McDonald’s, Kinder Eggs, Nendoroids, Funko Pops (even though I hate them), and Youtooz figures, since they’re the ones who sell the plushies.

Of course, this would be better if the game were popular with the general public, since it’s not even popular within the AoE fandom itself.

And certainly, things could be done to popularize RTS games. I don’t know what, but it can be done, as I said. People were saying that turn-based RPGs were dead, that people want action and speed.

Kasuga Ichiban arrived with his golden bat emblazoned with his name, his ratty hair, and a confident smile. Behind him are Joker from Persona 5, the protagonist of Metaphor whose name I don’t know, and the cast of Baldur’s Gate 3 and its GOTY.

Something can be done so that RTS games, and hopefully Arkantos and the like, are next.


Your confidence is inspiring, but Ra lost his main TC in this game at the 15th minute and was unable to help the team, even though he fought alongside Shenong against me alone.

I find this unacceptable.

I can find 3v3 games in 1.5-4 minutes at any time of the day. Players know there are only 20 people in the queue, so they pick all modes at once, hoping for a more balanced game.

I don’t know why you’re interested in this, but okay.
All assets are new. In AoE 3, the Aztecs had very poor unit readability, with all units looking identical from a distance. This idea was abandoned here. The only thing you can easily confuse is a Shorn One and a Smasher.
They retained the color scheme but redesigned all the buildings. In AoE 3, war and noble huts were towers and had a build limit.
Music is a weak point in AoE 3 because it is limited by the Age in which the events take place, there is very little room for originality.


What I meant was that in AoE 3 the team mode was originally conceived as a full-fledged feature, not an additional one. Many units and shipments have been balanced with team play in mind.

Yes. It was fun watching Thor try to fight off the Eidolons with Ragnarok. But the funniest part was that 900 Elo smurf played better than all his friends. I was afraid of losing this match.


Since everyone has started writing sheets of text, I also want to boast about the opportunity to do this. The quality of life improvements with the villager auto-queue, the improved A-Move, and other improvements were very good. When I recently returned to AoE 3, I realized how stupid it is to make more than 100 extra clicks per match to build villagers. How inconvenient it is to control each individual unit, how stupid it looks that you can simply pull the front unit in your army back, and all the soldiers who aggroed it will run after it, taking beatings from nearby enemies they ignore. How poorly optimized the game is that it drops to 30 fps in 4v4. The animations and lighting effects are so pleasing to the eye (make relics glow in the fog of war already!!!). But the team mode, as the most popular among regular casual players, should have been well-designed from the start. It’s very difficult to gain a large audience for a game when you’re suffering 8 losing streak from hardcore players. Because of these features, I learned to play this game, although I didn’t initially intend to do so. I don’t think all the other balance issues in the game scared off fans as much as the lack of core team play mechanics. You can ask 10,000 active AoE 3 players how much the imbalanced Ottomans actually hindered their enjoyment of the game. Because it didn’t stop me from playing the game for 2000 hours.

The following show differences between Aztecs from AoE III and AoMR from a visual standpoint

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Regarding the sound, if you’re referring to the voices, not just the villagers, all the Aztec units sound different. This is because while in Age 2 and 3 they speak a strange mix of Mayan and made-up words, the Aztecs in Retold speak Nahuatl, the language that we Mexica actually spoke.

Regarding the sound, if you’re referring to the voices, it’s not just the villagers; all the Aztec units sound different. This is because, while in Age of Empires 2 and 3 they speak a strange mix of Mayan and invented words, the Aztecs in Retold speak Nahuatl, the language the Mexica actually spoke.

Therefore, the voice lines are completely new, although this isn’t entirely new; the Japanese and Chinese voice lines are also different.

There are certainly conceptual similarities—after all, they are the same civilization (both Jaguar Warriors have stealth mechanics, Coyotes are fast infantry that replace cavalry, and Eagles use atlatls, but they function differently)—but aesthetically, the Aztecs of Age of Empires 3 and Retold are completely different.

The same goes for the Japanese. You see the same units and similar or identical concepts, like the yabusame and the yumi horse archers. They’re both horse archers, but they look and function differently.

The shinobi, for example, are good at destroying buildings in both cases, but the ones in Retold 3 are archers with more health and slightly more speed than other archers, but their projectile resistance is somewhat lower than standard.

The Retold ones are fast anti-archer infantry.

And the samurai… well, they’re similar in their armor and use of katanas.

They’re similar in that they have to be, since they’re the same civilization, but while some concepts were recycled, the Retold models of the Japanese and Aztecs are completely new, at least as far as I’ve been able to tell. We can criticize them for many things, but they put a lot of effort into designing and modeling the units from scratch without recycling elements from the third game, and making them incredibly beautiful. I say this because Retold is aesthetically gorgeous, while the Jaguar Warrior from the third game is hideous.

And don’t even get me started on the Chinese; they only resemble each other in the whites of their eyes and the fact that they speak Chinese. Although, considering one group is from the 18th century and the other from the 3rd century BC, it’s strange that they resemble each other at all.

Speaking of which, the sound design is quite good, from the sound effects to the voices and the music. However, in my opinion, the themes for the Chinese, Japanese, and Aztecs are far too long. The Chinese theme lasts over 3 minutes, while the themes for the original factions are just over 1 minute long. And I feel that, besides being long, they were made artificially, because I swear they have repetitive parts. In this case, I think less would have been more.

The themes in Retold feel more cheerful/lively than those in 3 in general; the 3 themes are more “imperial.”

Does anyone know how to reply to specific parts of other comments? I don’t understand this forum.

Age 3 looks good aesthetically… but…

I don’t know what it is, I think the color palette, or rather the shades and lighting, has never really appealed to me. It’s kind of harsh and dull. Aside from the fantasy theme, I always liked Mythology more for its brighter and more cheerful aesthetic.

I read your comments about dark souls, The thing is these older games were sometimes harder because they had very little QoL features. Also most of these bosses can be (sort of) beaten if you read a guide about them.

Yes that is true, But the good thing about meta is that it allows you to balance more easily. I myself never play meta, In fact if a god becomes meta i stop playing it. The good thing about AoM is that it does allow you to indeed think outside the box. but sometimes these sort of freedoms turn back to hurt the game.

Foe example the aztec rush with the bloodpacted hero is very annoying, and game ending if you are not careful. Some might argue that well people should be free to do whatever they want. While in fact this is not the case. There should be a limit to what people can do.

The thing is the difficulty in AoM cannot be compared to Dark souls, Since your opponent is a human it is largely dependent on your enemy. But here is the catch, No matter how many guides you read for AoM, A casual pleb like me can never beat Kvoth. It will never happen. Thats what makes it more difficult to other games.

Counter strike has some random elements in it, If you match a casual pleb against a top pro player for 15 rounds the pleb might take 2 rounds. But this will never happen in AoM. The sheer amount of upgrades, Minor gods, units, build orders, God powers, etc… . make the game super difficult even at its most basic level.

Hehe. turma do be slappin though.

IDK, I kind of think it is. maybe we need a poll on this.

I think the problem with battle aces was that it was too similar to mobile games.

I have a belief that every idea is good. It just matters how you implement it.

I don’t see why this would the problem. 90% of DotA2’s data is skins. In fact RTS is the easiest to be monetized.

Well of course it is not going to work always, but look, Your match lasted 35 minutes, The people in the game enjoyed a lot of the content available in the game. and it was a fair match.

These sort of matches hook people into the game. One of my friends won’t playing Retold becuase we once experienced a come back during a ranked match. He just keeps saying I will remember that game for the rest of my life. This games cause you adrenaline rush and the joy after a comeback is unspeakable. Why should we deprive other players from this? specially in lower elos in which every one makes mistakes.

Yes it might not be a good idea.

No they don’t, How would they know. In fact I think 2v2 games are more popular than 3v3/4v4.

Thank you very much I read it. Thank you for going through the trouble of typing these very insightfull. I wanted to know whether the devs are saving some money by reusing some assets. seems like they are not.

Actually I still do think that villager autoqueue was a mistake. But eh. who cares.

EXACTLY

Thank you very much, very helpful.

Ahh thank you for informing

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