Pro players leaving AOE4 and Vortix's reason behind his decision

When I talk about “special abilities” I am talking about moderately realistic things (like shooting arrows faster, faster movement speed or higher attack or higher armor or a healing or battle cry of an Empire Earth style hero, for example).

Within the creative limitation of a historical game they can include interesting features.

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Although in AoE4 there are some mechanics from other AoE, it is evident that the micro is more simplified and you have been given examples of several RTS with more interesting micromanagement.

Both the Beasty and Vortix micro examples look spectacular to me (another thing is that the water game is not as well liked for other reasons).

In Beasty’s example, without the special ability of the longbows, that battle would not win. That’s why I comment on incentivizing those abilities more.

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I have seen the video and this is not 100% accurate. He mentioned something really important and it is that he enjoy other type of RTS. And just played AOE 4 because it was easy for him. And that is the main reason why he is leaving it. He did not enjoy it, it was just like a way to make money

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You who know my same language and know perfectly well that he said he ended up liking AoE4 even if he had his critics, that’s why he doesn’t rule out coming back for some DLC or something important.

That water micro was filthy!!!

The beastyqt was good but the french didn’t micro at all. French should have stagger his knight charge. Then cancel the charge on the leading knght theb flank, that would force the spears to brace prematurely. The flank knight would join horseman on rasnge meanwhile the 2nd line of charginf knights would clap the spears.

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Yeah, very good micro from vortix there (beasty micro example is also good). It’s insane how often I read posts about micro being only about how fast someone can click. Of course being able to click fast and very accurate is much more important when microing but even when you got the APM and mouse click accuracy the decisions you need to make are so quick and plentyful that most players fail to do it correctly. The major difference for me when comparing micro to macro decision making is that the first one is based on a high number of low complexity decisions that you have to make within a very short amount of time. The latter one though is the opposite: You basically make one decision but it is more complex but you also got more time for evaluation. I don’t really see why one would be harder than the other tbh and think that it just comes down to personal preferences.

Also, the opponent in vortix video could further decide to also participate in that little micro game by halting the fire of his boat for a short moment to launch the attack right after vortix’ boat has turned. It’s just one of many strategical/tactical elements that imo define a very good RTS and AoE4 has very little expression of that specific element. You also have this strategic element in sports like football or tennis, where you pretend to move into a certain direction or shoot the ball into a certain direction while doing something completely different.

This thread is for discussion but always with respect and not hogging the limelight.

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I personally find that kind of gameplay intriguing. There are other ways to change micro, such as adding abilities to units. We could also add projectile physics to increase the number of tasks the player has to accomplish.

If what you say is true, that the viewer count is low and declining because of micro, what would you change or add to solve that issue?

I’m back to playing the game… ragequit didn’t even last a day, I’m a fan of this game despite my many woes. Maybe vortix and lucy will come back too (copium).

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About the Pro players Topic…

“Yo no me hago un mundo” (I’m not alarmed at all). I still like the game, but I know when to take breaks to try other things.

Recently I have been playing Attila Total War, and before that I was playing Medieval Total War II. I even tried to try the Medieval mods, but I realized when playing Attila that all of them COPY the changes that Attila Total War brought, which is 100 times better than its predecessor in several aspects.

Of course, as I got to a point where the Attila campaign became a shittspawn of random enemy units (Hun hordes), I got a little bored and went back to Age IV, and I find that they make a world like Vortix.

I know it’s sad to lose a famous streamer temporarily, but it’s not like life is over either. I’ll keep playing the game because I enjoy it. And I’ll be even happier if some DLC comes out, although because of what happened in March with the layoffs, I’m afraid we won’t really see the DLC this year but next year, but who knows (I really hope it’s in November), although for info on it I guess we’ll have to wait until September, because… there’s the release of AoM:Retold.

Remember that AoM:Retold is coming out:

On the other hand, looking for Twitter or other media advertising about AoE IV, I find that there is an alarming amount of info about Age of Mithology Retold and AoE:Mobile. If indeed, there is no info yet about the new official changes of season 8 (including the new Mongolian unit) it’s because Microsoft doesn’t want the release of Retold to overshadow the new info of AoE IV.

Although well, I think it’s already clear from the information leaked by the Beta testers that it’s going to be almost the same as the original with some additions and monthly balance of civilizations, as well as some new unique technologies for God’s sake.

Since I was with the broken monitor I couldn’t try to join the Beta, not even with much enthusiasm, because I wouldn’t know if I would buy it at its release, and I know that if I played the Beta I would really want to play the full campaign at its release, and there’s still a month left, so I’d better wait.

Of course, it only releases on September 4, 2024, so I’m sure that until then we’ll have little or no information about the future of Aoe IV. Also, I don’t think Microsoft will abandon the franchise, at least I know that the companies have contracts for something, if they order to make DLC in a specif time, and with the sales of the previous one (Sultans Ascend), I don’t think they’ll forget one of their most recent successes in the RTS market.

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Bombards, cannons, and culverin need realistic projectile, very fast projectile with aoe damage (like mangonel but faster).
But is very vulnerable to any unit. Meaning even the archers can take out bombards. This is what happens in AOE2DE. Ranged units are actually very strong against siege units. And makes sieges more vulnerable but also very strong against units and buildings. And the units can also dodge shots, or while just moving, the aoe damage will apply but like 50% damage only.

Ranged unit projectile also needs realistic physics where it does not follow units that are already out of range at least. Current ranged projectiles show no mercy and only boost defensive play because they always hit. Making it possible to dodge, will allow more aggressive players to utilize their units and pressure the areas with defensive structures. In AOE2DE, if not walled properly, a good micro player can raid enemy base and kill lots of villagers or delay macro with a few scouts/knights. Defensive structures are only good against static units, those that are not dodging and are too close. Otherwise, its projectiles can be dodged. It is not perfect like AOEIV. It has its downsides.

Also, more terrain bonuses, we can make units that are climbing up slower and deal less damage. In AOE2DE, it adds 25% bonus damage to units that are above enemy units, and the below units get 25% nerfed damage. This adds more positioning micro to all kinds of units. Using sieges from higher terrain is better. Units or buildings above will receive less damage. We can also add more range to ranged units that are above. And nerf range to below units. It is only applied to walls in AOEIV. It doesn’t exist in AOE2DE. But it is just an idea. They can take a few things from here.

About Gaia, they need to add dangerous carnivore animals on the map to add variety. And make them better. For example, the crocodiles deal more damage on river crossing or on the water surface and move faster. This will make villagers really hard to move forward and place the dock close to the enemy base or build an outpost with a few spearmen as they will receive some damage. Lions, for example, avoid water, but they are fast and deal more damage and need to be avoided. They are also not static in one place, they roam certain area.

This will make the game more interesting and a lot to entertain the audience. Because players who prefer micro gameplay have the same winning chance as the macro player. This will also increase the amount of players as they will all get better opportunity to excel. At the moment, the game heavily focusing macro gameplay, and it is not inviting players who prefer micro gameplay and losing players. To increase the total number of players, the game needs to invite and offer both. Because both are equally important. We can look at history; Mongols are micro empire that excelled at micro-managing army, planning and military expertise, Chinese excelled macro, they were rich, but lost to the mongols with their superior numbers, but later they came back with peasant revolution. Rome, was more balanced empire, Vikings very micro, England macro and so on. All had equal chance to defeat each other when they did things right and at the proper moment. Not all rich and prosperous civilizations always win and if you think it is, history has already have way too many examples of it.

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As an old AOM player, I did like the new one a lot. The graphics is so refreshing and the UI is better with images. Not boring silhouettes and it was much better than the older version. The fauna and biome are amazing and so refreshing to see it. Watching the fish moving in the water is so satisfying and hooks me to build a dock to catch some fish. Animal variety is also great. Lots of animals to hunt on the map. mythical units can do some unique animations and is so cool. Overall, the graphics are improved a lot and offers DLSS, ray tracing, and much more. I wonder why AOEIV does not offer DLSS and Raytracing.

The only thing that was holding me to playing the older AOM was the graphics and the clunky animations.

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originally but then we got player from other rts and the pros which declined the og idea that was supposed to be. yeah eyah ik it is a bit late bt i got busy so i responding old answers that were left behind.

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Source: “I made it up”.

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he never quit, stop bumping this useless thread

he said never come back and go to Stormgate forever lmao

no one cares

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just check out every influetial person that made the changes, even devs counts as some of them were from dow games and that incident in the patches with horsemen way back then.

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stfu for bumping old threads

The devs made the changes.

Anyone can advocate for a change. It takes the devs doing it to make it a reality.

ok they can makle changes but thier current ones says otherwise for the lower player count and the opinion about the previous one. (current ones seem to do ok)

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the idea was only tot respond that answer but gorb entered…

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