The state of Age of Empires 4 for ME

I greatly enjoy the game overall although of late ive been too busy or tired to play as much as i usual would play.

But given my situation? I find that i really hone in aspects of the game i dont like and it often causes me to discontinue playing much sooner than before!!

Walls-- walls are a cancer to fair an competitive and consistent engagements. Mainly because they are extremely EFFICIENT (both in build time and cost). Conceptually i get it; and its astehtics are essential given our genre. But i hope more can be done to make walls more engaging, like making it take much much longer to build and extremely susceptible to destruction while being built. I don’t mind them being strong but IMO they are waaaay tooo good of an investment and it rewards those players with sufficient APM greatly.

In base resources— in base resources generally speaking are much to high on most maps. Even medicore boom civs can sit in base and remain competitive vs opposing players taking the map. By definition its counterintuitive to have ANY civ be viable to turtle for a prolong period of time. I don’t think th solution is to reduce mainbase defense the more but rather reduce in base resources. Change the in base 4k gold to 2k like expose the woodlines more. Take the near deer pack and split it up 3 and 4 on separate sides or 4 and 4 separate sides. In base turtling SHOULD lose out to playing the map mid to long term.

Seige— this category of units are in a horrendous state!! Like WTF? clocktower siege, great bombards and even standard mangonels have no power counter system (not when you consider opportunity costs). Springalds first of all need NOT to DIE to the very units they SHOULD counter!!! I’m personally fine with 13+ plus Springalds shots to kill a great bombard! Lol!! But a great bombard should not be able to snipe a springald. Likewise NOBs shouldnt be able to wreck Springalds. I suggest the siege resistant be finally used in game to make Springalds and culverin impervious to SEIGE damage!!! allow Springalds to kill Springalds and archers and melee and villagers. But do NOT permit the ONE thing anti siege is SUPPOSED to answer be its own demise.

Unit diversity— i find i really like the unit diversity of Stormgate. The game is too fast pae for me and clearly unpolished but you can tell units apart astehtically AND functionally!! Aoe4 has a bunch of units but they all more or less do the exact same functions. Very few of our units have niche YET meaningful functionality. Take the cataphract?? What’s really special about this unit?? Trample is too infrequent, and you don’t get the debuff until too late, the unit is slower than its counterparts, cost more, and less susceptible to overkilling (good news for your ops). Imagine instead if the unit grew in prowess with numbers, say the trample cooldown would reduce if you had 5, 10, 20+ of them grouped? Or if trample was merely an AOE effect added to all standard attack functions like charge and auto attacks? I think each civ could greatly benefit if everyone had at least 1 extremely unique AND HIGHLY functional in said uniqueness!!

I got more but let’s chew on this for now.

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Plenty of us give this feedback one year ago + more. I am only lurking in the forums from time to time until stormgate release

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Indeed, and the devs still support and listen their beloved less than 1% player base

Agree with the point about units and resources. They’re overly conservative with unit mechanics, always making them function as super niche or barely unique abilities. There are way too many generative landmarks and features in the game too.

But, walls are essential to AoE, you won’t change this as this is a basic expectation for this type of game. We love walls. It ain’t changing.

Also disagree on siege. Springalds need to be deleted from the game, or be changed to function as Scorpions from AoE2. Siege in AoE4 in general should take more centerstage later into the game, to better help close games faster and reward players who try to get to that stage.

The game is already mainly infantry running at each other, from Dark Age to Imperial. There SHOULD be a meaningful change in the battlefield. You shouldn’t to be using the exact same Spearman from Dark Age in Imperial, just because he has an “Imperial Elite” upgrade. That is so whack, might as well not have ages if that is all the game is.

In fact, these complaints mainly sound like someone wanting AoE to be more like Starcraft. No walls, no ages, no counters, just units with different mechanics being thrown at each other at lightspeed.

It ain’t Starcraft. Let it go.

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Given OP also posted in 3’s subforum in the past, I kinda get their dislike to walls as those are also disliked in AoE 3. AoE 2 solved the wall problem by having walls less HP in Dark and Feudal Age and only getting their real HP in Castle Age.

Regarding resources: AoE 2 solved it by letting resource nods contain less resources overall.
Deers and similar animals only have 140 food whereas in AoE 4 they have 300 iirc, stone piles only have 350 stone etc. Over time, this makes turtling ineffective.

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Maybe it’s because I prefer team games but walls are horrifically weak. Wooden walls are a non entity and stone walls are a pathing nuisance for my army at most. A couple of rams on a quiet section and it brings down half the wall lol.

I would roll back most of the wall nerfs now that the gameplay is not so wonder based.

But I understand a lot of people like the whole ‘pro gamer 1v1’ aspect of the game where its all about small scale action and a wooden wall can have an immense impact.

The big reason why we don’t see a high-level player making stone walls in the feudal age is because in all tournaments, from the amateur ones, that is prohibited, so it is ridiculous to take advantage of it; maps like Altai or Cliffside a stone wall in feudal age would be perfectly advantageous.

Therefore, stone walls must also reduce their hp depending on the era in which they are located.

Double the cost of wood walls. They would still be extremely cost effective. And double the build tike of stone walls. I believe stone should be strong but taking longer would require some level of defense during building. And wood walls should be something easy to put up and allow for some quick relaible defense.

Wood walls current codt for 3 segments is 21 wood. Since walls breaks in 3s that’s 1500hp for 21 wood and 12s build time (if one villager is building). Without repair that wall would take 10 feudal spears with 13? Torch dmg about 25s to break! This is huge. 25s is more than enough time to have a response. Keep that advantage plausible just reduce the efficiency. Heck
 we might be able to get away with 3 times the current cost that would still be 1500hp for 63 wood which is still decent!!!

Tournaments banning game mechanics? That’s incredibly stupid. If you can’t stop your opponent building stone walls in Feudal you suck.

And beasty and all the others can @ me all day for saying it.

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######################## post:9, topic:249204, full:true"]
Tournaments banning game mechanics? That’s incredibly stupid. If you can’t stop your opponent building stone walls in Feudal you suck.

And beasty and all the others can @ me all day for saying it.
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Well, there were rules prohibiting the Mongol TC from getting close to the enemy TC, then the game itself then made it mechanically impossible (at x amount of distance) and did the same with the Chinese Barbican :wink: :wink: :wink:

Note: Wall nerfs have been constant, and recently, walls are now destroyed in 3 sections at a time

Sounds like pros suck unless they make rules to make the pros feel better.

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welcome to the bizarre world of games today where companies pander to a minority of ‘pro’ gamers to try and cultivate a esports scene.

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The definition of competitive implies something fair. Quite frankly if you don’t understand just how powerful and efficient walls are then you’re likely not of the skill level where it becomes impactful. And this is why whatever changes they introduce in the future to regelate walls will likely go unnoticed by lower leagues.

If you play or watch any conqueror plus games you’ll notice walls are not optional. Even in diamond games, the player that can afford the multi task of walling while still doing all else will likely win that game.

Also as a viewer of competition, who wants to watch a game of walls?? Are we being serious???

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quite frankly build a ram lol.

If beastyqt reads this I hope it helps mate

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imagen

The amateur tournament with the same prohibitions :wink:

You proved my point???

I place a 10 segment wall which costs me 70 ish wood, 40s build time and we’ll say 50s of villager walk time.

Meanwhile (unless you’re abbasid), you build a 150w blacksmith, which takes 30s to build, then que siege engineering for 175 resources? 40s research time, then gather 200w to build 1 ram which takes 80s to build (faster if you have multiple units).

You do ALL of that to respond to my wall? You break my wall then i break your army and ram? Then quickly and cheaply replace my wall


You’re right? Sounds simple and well balanced.

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You still have the ram though if he replaces the wall. Also you can just go another way i don’t think 70 wood will surround your entire base. Lastly you don’t NEED to do that ram, melee units can kill wood walls quite easily.

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So you are implying that it is just an issue for 1v1 players in general that struggle with walls to the the point of requiring their own rule set?

If you only used 70 wood then I would just go around it to get into your base :skull:

As there is no way 70 wood is enough for you to secure your base. Before we even factor in a gate lol.

Also if you right click on the wooden walls with melee units (not archers, crossbows etc) they can just burn it down with torches.

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Have you got replay available to show this dreaded 70 wood wall in action?

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